Rebellion

Battlezone

21

Posts

Difficulty and Campaign Structure

Posted 1 year ago

First off, love the gameplay, visuals, sound and pace of the in-mission combat overall.   Unfortunately, Battlezone is way too hard and a few minor tweaks (easy for me to say) would go a long way to making this an A+ title. Please take these into consideration because numerous people I know will not purchase or play this game with me because it's nightmarishly hard and unnecessarily unforgiving.


1.  Please consider adding checkpoints to each mission.  If I die, I have an option of restarting at a checkpoint or using a life to start right at that point.  I know that's probably a lot to ask but it sure beats quitting out to the menu every time I die because I'm terrified of losing my progress!

2.  Please allow teammates to revive you as long as they're alive, either with zero penalty or at the cost of data.

3.   How about making Easy actually easy?  How about unlimited lives in Easy mode?  That's easy!  I haven't even met anyone online yet who has beaten the game even once on any difficulty!?  Don't you want people to experience all this great content you created? 

4.  Please add a separate experience bar that is persistent for the player, which allows me to select skill points at the beginning of a campaign each time.  This bar would grow slowly but if I lose at a campaign 2 or 3 times, I may still gain enough experience to start the next campaign with 1 or 2 skill points to socket in.

5.  Please allow our tanks to persistently upgrade so I can rank them up and actually feel some progression?  The game is huge and would still take a long time to complete.  How about make it fun and give completionists something to do?


I know reading through this will make most of Rebellion say, "oh but, that's not what we were trying to do here." but take a peek at PSN Profiles and see that 484 members have your game and 0% have the platinum and even worse, 0% have even completed a long campaign on easy.   Please make this more approachable so I can enjoy all the content you painstakingly put together here.

Judge_Moist

Moderator

Posted 1 year ago

 Thanks for your feedback BattleZen. We're already working on 3) as it's clear the game is harder than we intended it to be. 4) is also something we're interested in exploring further. I'll pass on the rest of your suggestions - I can't make any promises but we're not ruling anything out for future development at this stage.

 Nobody wants to be moist.

Posted 1 year ago

 Hi,

A couple of suggestions having played it for a bit.


1. Would it be possible for destroyed vehicles to drop health occasionally to restore your tank. The frequency and the amount of health restored being g dependant on the difficulty level selected

2. Each level could have one slot that is completely customizable so you can build the tank of you dreams. So for easy all weapons would be limited to level 1,normal level 3, hard level 5. The weapons would selectable from the blueprints you have unlocked.

3. Maybe a setting when the game is set up so that you get the data for you kills. Nothing worse than someone in a light tank sucking up all the data whilst you are dealing  the damage.

4. Again another setting in the game setup so lives are individual rather than team - you buy a life it's yours to use.

5. Most frustrating of all is the lack of being able to form a group or squad so once the map finishes you can stay together as a team and start a new one. Currently you have to hope you recognize someone playing

Sounds like a whinge which it isn't, the set up as it stands encourages team play and there are some great players out there. Points 3 +4 are aimed at those times when there's not sure considerate players around.


Thanks

Vengeance




Judge_Moist

Moderator

Posted 1 year ago

Thanks for the feedback, Vengeance. We're considering adding some form of health pack in a future patch, possibly only for single-player (healing in multiplayer should really be done by your teammates). We'll have to see how it pans out in testing.

Data-wise, you always receive a proportion of the data for a kill directly - it's split between a direct award and the pick-ups, so even if you can't hoover up all the pickups, you still receive a percentage yourself. I don't have the number to hand right now but I believe it's split 50-50 between the direct award and the pickups.

Regardless, these are all good suggestions. I'll pass on your feedback to the rest of the team. We'll be updating Battlezone regularly so watch this space.

 Nobody wants to be moist.

Posted 1 year ago

 Sorry just one more request and I'll keep  Quiet for a bit.

Is there any chance to have some degree of control over the colour scheme of the sights?

I personally struggle with red/green schemes in various games and especially thankfully that friendly fire is off! So anything you can do in the future for analternative scheme would be welcome. 

Thanks

Vengeance

Judge_Moist

Moderator

Posted 1 year ago

 It's like you're reading our minds, Vengeance! We're investigating exactly that for a future patch - we're not sure yet how far we can go with it (changing radar colours, for example, is more complex) but it should be possible to add an option to alter the gunsight colours at the very least.

 Nobody wants to be moist.

Posted 1 year ago

 Dear Rebellion,


I'm madly in love with your game and will actually be a bit sad if you make its Normal mode much easier. I have a young child and have gotten to play very little since launch (under 20 hours) but I'm able to make it to the Volcano with a few lives left every time I play a Normal/Short at this stage. I've found the challenging nature of the gameplay to be extremely fair and rewarding, like a From Software game. This is easily my favorite game right now. I'm getting very close to beating the final stage. The only hang-up I'm having now is that by the time I get the AI Core down to low health on all sides and Turrets and other tough units begin spawning I'm typically out of ammo, and taking out even a single unit with the weak infinite ammo cannon in these conditions is quite the tall order; Acquiring enough ammo to complete this portion in Single Player seems to be a matter of chance probability, and this is the only moment in the game where I've questioned whether we've moved beyond difficult to unfair. A reliable ammo source during this critical moment in the boss fight would make a lot of difference. Just my two cents! I really think the design of this game is masterful overall, and repeatedly praised its design in an episode of my podcast. Keep up the great work!

Insomniac

Moderator

Posted 1 year ago

 Hi there! Glad to hear that you are enjoying Battlezone! With regards to the ammo in the volcano, we are aware that this happens and are looking into finding a solution. In the mean time, turrets should always drop ammo, so it may be worth looking to take these down when you are getting low.

Posted 1 year ago

 Hi

Can I ask if the ammo regeneration will also apply to other tanks if they are right next to you so appear to be within the effects area. Not managed to get anyone to sit still long enough to try.

Thanks

Vengeance

Insomniac

Moderator

Posted 1 year ago

Yes, the ammo special works for anyone in range.

Posted 1 year ago

Loving the game, well into learning the ropes, other than jedi mind tricks to cope with latency there are some concerns of difficulty that I carry:

1) The Nemesis often feels a bit too much while solo. I take out all shield generators in my playthroughs before I hit the Volcano if that's a good measurement of my power level no matter the tank, Nemesis regularly feels like it's more about luck and more luck than tricking the AI (which is definitely canon) and having skill.

2) Late campaign missions of Defend The Base, ones where Swarms can come, seem overtuned. The only time I beat one of these was while in a group where three of us worked the hardest we could to defend our base, taking "aggro" from everything that came, in a circle of healing and reviving, while the fourth player zoomed away to quickly capture the enemy base. Had the fourth been a few seconds late we would have lost. The remaining two DTB missions were lost due to long range attacks by AI that we could simply not take care of.

2B) Also see volcano-template zones of Protect The Convoy, without fail it's like I seem to have entered a zone set to Hard mode four players, compared to ordinary ones. Even if I take my time to grind out data for powerful weapons and power down the AI, I cannot deal with it. It's even worse in a group.

3) Leaving even just a single shield generator up on Hard and entering the volcano anyway is a nightmare, I joined that game around 60% into the journey on a Heavy tank and by the time we had carefully taken out the latest onslaught and healed up/revived the fallen we were under siege again by more than a handful of hard hitting enemies. Part of me wants something like the Capcom Dungeons & Dragons bit of repeatedly asking the player if they are sure they want to take the alternate path and fight the red dragon, instead of taking the sane route (taking out the final shield generator(s) and returning to the volcano)


Still at the stage of figuring things out as stated. It'll be easier once I get fresh tank frames unlocked I have no doubt, but these three stick out. Can't stop loving the game and moments of "aww oh well GG" with the other players when we get wiped.

Posted 1 year ago

 Experiments ensued, the convoy escort in lava-template difficulties are definitely of the kind that quickly come in as enemy power rises. Just finished it at Enemy Power 1 with ease, I could have stood afk!

Insomniac

Moderator

Posted 1 year ago

 The Nemesis is meant to be tough, and it is important to plan where to take him on. Some missions are much harder than others with him, if you can, lure him back on to a completed hex, or on to an event. As they are already empty, you only have him to deal with, rather than the mission as well.

As for the increase in difficulty, the campaign doesn't only get harder as the power goes up, but also as you get closer to the volcano. Once you reach lava levels you will be playing the hardest missions.

Joining that far into a campaign is obviously much harder too as you won't have the data for upgrades.

What sort of weapon level are you getting late on, often when you reach the volcano you will have mk8 or mk10, which is enough for the boss with no generators, but for the realy nasty stuff, like taking on the boss with generators still working, you want the mk15s. If you have these unlocked but cant find them, look for late game shops that are as far away from the volcano as possible, the more obcure to get too the better.

Posted 1 year ago

(Backstory: Feared I'd detect more defects with the PSVR kit after getting a new one from the store, so I only started putting serious time into the game yesterday after deciding it was flawless with no drifting nor losing of audio/video)

The more I play the more I feel capable of handling threats, put five hours into it yesterday and at least two and a half hours done today and I feel so much better at it all, just finished Normal in a Medium while leaving one shield generator up just to see what that was like, conquered it all!

- The Nemesis still feels like a sure-death if it comes with the "wrong" map and mission, and that was where I had my one pre-Volcano death. Getting better tackling them, this one had heavy tanks for company all along and in tight corners. If I'd been on Hard that would have been it for the campaign, had bad luck with Shops again.

- I need to play more Hard mode online to see if it was not just a fluke of players running tired, or if they ran the popular icky "put everything into Heal" build which would explain their weakness and dying as we took chains of endless spawns at the 1shield 4p Volcano. It was one wave on 1shield solo Normal until I began attacking the generator.

+ Defend The Base missions are as satisfying as like finishing a Dark Souls boss with all consumable items gone and a few points of health left when you complete them successfully, but it quickly feels hopeless Hard when the enemies throw themselves at it when it's a Hack and nothing can be done, and how they fire from miles away when it's a Destroy should the map allow it. The map we had twice in a row in the 4p Hard game was an icey one where our base was down a pit, had enemies shooting from outside our radar range within ten seconds of the map starting.

Boost base health a smidge?

Judge_Moist

Moderator

Posted 1 year ago

Boost base health a smidge?

 Good to hear you're getting to grips with the game. I'll pass your feedback on to the design team.

 Nobody wants to be moist.

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