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We have no plan to add any kind of enemy markers into the game.
Yup Its not an example of BROKEN game mechanics.
Fair enough. But an archive where players, who don't know American history that much, can study different uniforms and flags would be swell.
At certain mid to long range distances you cannot make out the uniforms at all - you can only see dark figures and the T button only works at close range.
It seems like this is yet another issue where CG will stick to it’s realism mantra over potentially attracting more players who want a basic OPTION to identify friendlies.
At this point the gameplay features and structures in WoR are so sparse they’re actually working against growing this community.
Some of the time it feels like work to identify your unit, your flag, your Officer and friendlies.
How can this possibly be good for growing the game and attracting new players??
Why should you be able to see friendly soldiers at mid or long range distances? Wouldn't it take the tactic out of the game, if you are always aware, if its a friend or enemy?
If you have friends at long range distance, running around without a flag you can hold fire and wait, until they shoot at you.. or if your officers has a binocular, he is able to recon or send some scouts.
But I don't think you should be able to identify long range distance troops by pressing a button :)
I guess it comes down to fun factor. More generally, will this sparse gameplay design keep and attract new players? Is it fun?
At the moment it feels like more of a simulation for re-enactors than fun for gamers. Yet Trusty himself tells us around 80% of players are public players and only 20% are Company players.
There must be a better balance between game and simulation? Because at the moment we seem to have a perverse situation where you’re producing a product for a minority of your customer base - essentially weekend Company players who will soon lock themselves away on private servers.
And evidence of this is born out in the lack of numbers playing for 80% of the week.
Now ask yourself why for 80% of the week there’s hardly anyone playing.
With all the public servers listed, clearly the developers anticipated more people would be playing regularly, but they aren’t.
Even for a niche game, 1 server active for about 20% of the week is a disappointment after years of development.
It seems you're looking for a more arcade-style shooter, with more hand-holding. Sadly, this game isn't what you're looking for. The fun in this game comes from the satisfaction of being able to outmaneuver, trick, and ultimately overwhelm the enemy force using what little information you have. Sometimes its because you have a tactical wizard as an officer, sometimes its because you have a really ballsy officer, and sometimes its because you're just damn lucky.
As for the population issues, well I'm not really surprised. The game is being developed by a relatively small studio. They neither have the funds or the manpower to extensively advertise this game.
We don’t really make the destinction between game and simulator very often.
I’m sure we have plenty of elements from both genres. :)
WoR is a niche product for a niche audience.
Would we like more players? Yes - are we ready to drastically change up what WoR is to gain more players? No.
We hope the introduction of other army branches will draw in some more but we do not expect to see a dramatic increase of player numbers.
We’re a small studio and thus we only need a small audience to be able to continue working on WoR which is our sole priority.
- Trusty
WoR has so much potential. I’d hate to see it relegated to a weekend event game for a few hundred players.
Good communication within the team will help avoid tks on the map but it will never be 100% fool proof