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The biggest point is, this not a simply a game for me and you. This is a message for many big publishers and game studios that they cant make excuses for their failure (most of them don't care anyway, yes). 3 developers succeed where several developement studios for one game fails. Still, its debatable if its the studio fault because lack of developement skills or the publisher who sets the pace.
You make a valid point about the predictability of spawns, particularly in comparison to other games like CoD. The control points having set spawns and visible squad spawns that depend on your team certainly bring a dynamic aspect to the gameplay, and I do agree that it adds depth to the experience.
However, where I differ in opinion is on the issue of map flow and predictability. While it's true that being in the game from the beginning allows you to have a better understanding of where players are, I find that the game can still feel unpredictable and random even with that knowledge. Each round presents its own unique challenges, and the flow of the game can, as you pretty much said, shift unexpectedly, leading to sudden spawn flips or enemies approaching from unexpected directions.
The reason I brought up the issue of unpredictable spawns is that, despite having played certain maps repeatedly and becoming accustomed to the spawn points, I have personally experienced situations where I felt disoriented due to sudden changes in spawns or enemies appearing from unexpected locations and most of my friends have reported the same. This can make the gameplay feel repetitive and can diminish the enjoyment over time.
As battlebit only costs 15€/$, cheaters do not give a ♥♥♥♥. They will die out in the long run and become scarce the more often they will get banned, but the developers need to ban 24/7
AI anticheat will undoubtedly be a gamechanger but there will likely be a significant number of false positives, especially in the beginning. It may take a considerable amount of time to reach a point of perfect functionality. This raises the question of whether game developers will even consider implementing it, as they might be scared of false positives and, as ♥♥♥♥♥♥ up as it sounds but it's the reality, be scared of potential player loss. This is particularly relevant in games like CS:GO, where cheaters make up an incredible portion of the playerbase. However, Valorant, in my opinion, takes a perfect approach here. They implement a kernel-level, custom anticheat that may be annoying for some people to set up but is extremely effective. In fact, it's the only anti-cheat out there which I would label as competent. Additionally, it is constantly being updated by a dedicated team to keep up with cheating trends.
I feel you, switchting to 32vs32 or maybe even 64vs64 mode made this feel a lot more balanced for me, maybe give it a try.
If the game was fully released in its current state, I would be more skeptical.
I agree with your post, OP. Specially about legs sticking out.
While also being able to revive a friend which is in another floor or beyond the wall sure helped me for quite a few times, I would love if they fixed it just to keep the gameplay more interesting.
I do somewhat agree with you. But I am at a loss as to how it would be solved. I think it's an inherent flaw in there being 250+ people in one match. It is chaos incarnate. Streamlining maps to provide more chokeholds and less opportunity for flanking, whilst addressing this, would likely turn into a stalemate. I think some here may fondly remember the absolute spamfast that was Metro on Battlefield. Whilst fun, that map was very poorly made.
I think the most predictable of the maps I've played has been Basra, which is the worst map of them all.