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Thank you for the kind words! We are really glad you are enjoying the game!
Q: Regular Deathmatch mode?
A: I assume you are referring to deathmatch free for all but instead of just pistols have all weapons available to you. I have considered it. I think the more hardcore players like the challenge of free for all. It does seem to scare off new people though. In a team based game mode even if you suck your team can still win which feels like you won. Also you have team mates that can protect you. In free for all it is cold reality. Anyone that sees you will kill you. So it is something I wrestle with. If we do implement a deathmatch mode I would like to make it more of a challenge mode. So say you start off with an AR, then as you kill someone or after a certain number of kills you weapon changes to a new one that may be more difficult to use. So essentially the game mode balances the skill of the players by giving more challenging weapons to use for the better players and leaving stronger weapons on the players that may not get as many kills.
Q: What are you currently working on?
A: Currently working on a lot of stuff. Polishing up the new Battle Royale mode that was implemented. I am also looking into improvements for audio as well as FPS/Third person animations. After that I would like to focus on duos/squads/friends system that would allow you and up to three other friends to join a group and then be able to join a server together or the battle royale mode together. After that probably looking at gameplay modes for regular WarBrokers as well as gameplay additions to the Battle Royale mode.
Q: Also, how does the map work exactly? When do I show up on the enemies radar?
A: You show up on the map anytime an enemy player sees you. To be seen you need to be above a certain pixel height on their screen. So if you are all the way across the map you will not be spotted unless they scope in on you with a sniper scope. Once you are on the minimap you will remain on it (even if line of sight is broken) for up to 15 seconds (from the time line of sight was broken).
Any thoughts on adjusting the character controls? They're extremely floaty, like you're in low gravity.
Love seeing this game progress, hope it finds a bigger audience as you keep at it.
A squad system is definitely high on our list of priorities.
When you mention the floaty controls I assume you are referring to the jumping and fall speed? It is set to real world gravity but I can understand how it can feel floaty. We left it that way because we liked the parkour aspect of the game i.e. being able to jump easily from building to building. I have considered tweaking it a little less floaty but that could have big implications on the previous level design as things were tweaked for that jump distance.
Although i like how you can get almost anywhere, the jumping around in and especially in close-combat feels weird to say it rather diplomatically.