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As for Local Multiplayer and Missions, yes please. Especially Missions, as it gives us an incentive to keep playing (which I haven't been doing).
The game mode creator was definitely something intended to help with retaining expert players, but I know that new people need something more as well. I think building new progression elements, and doing a better job of presenting / highlighting the ones that are already in the game, are what is needed there. Hence, objective-based mini-missions.
Additionally, I'd like to create a series of badges you can display on your round-end profile. These would be special icons you can earn for getting certain scores on challenges, collecting all the cosmetic decals, leveling-up your trading card badge, beating Arcade mode, and for earning certain mission ranks.
Definitely open to other ideas / suggestions on this part.
Although the clients can connect from Win / OSX / Linux.
How about have some badge on the front of your body (we got stickers in the back already) or maybe floating above your head or something.
I'll keep it in mind though, because maybe there are other rewards / cosmetics that would make sense being displayed more commonly, or perhaps on the Tab scoreboard.
Do any other people have strong feelings about how / when badges should be displayed?
I'd like to suggest an option to turn off the nametags for enemies in Host Settings because my friends and I would much rather play without tracking eachother through walls/pillars.
I will additionally need a way to build in a broadcast / discovery of people's servers that they run themselves. I was hoping to piggyback on Steam's Matchmaking for this, but ideally I'll be able to find a solution that doesn't require a Steam login for DRM-free builds. This will also require some UI work in the game to make functional.
I'm a bit worried about teleporting them, because I'm not sure how reliably I could determine that a player is not currently planning on picking one of them up, and I think it'd be very frustrating to have a dodgeball disappear when you need it.
The solution may be some visual indicator of how long it'll stay before respawning, but the tradeoff there is adding complexity for new players.
At any rate, it's a known issue, and maybe I can add in a modifier that respawns dodgeballs so people can try it out and give feedback without the risk of major disruption.
Feel free to start new threads btw with suggestions / feedback like this.