Spending more time here

@nodezero

Do you know why the prompt to leave a match only shows up sometimes when someone quits?
Last night the prompt to return to menu showed up once. When I had a player quit. Other times it typically doesnt.

Node answered my detailed question on the ranking system bugs here: Spending more time here

:muscle:

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Lmao at people flagging my inoffensive post having fun with OP. Keep up the good work everyone! :grin:

@N0DEZER0 Got another question for ya.

Moving forward, what are your plans when designing future MP maps for the game after receiving the feedback that you have concerning the current maps? Will there be any changes in the way the maps will be structured? Will we see more maps with environmental hazards a la Icebound?

I know that the next maps are right around the corner with the release of OP2, but I’m curious as to whether the future maps will promote lancer play/camping like most of the new maps (Icebound and Training Grounds come to mind for example), or will we see maps similar to Raven Down where shotty play is key and it’s hard for a team to just bunker down in a specific spot.

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Here’s my issues with the game, I can get over everything else fairly easy except this:

  • Shot Delay after bouncing. I’m going to try and elaborate it.
    Ok when I’m coming off the wall and pull the trigger, either my gun won’t shoot, or I have to wait a brief moment before I can shoot. This is frustrating because it usually leads to my shot landing wrong due to timing. I am absolutely not a fan of this and drives me insane.

  • Movement Delay, in Gears 3 you could do a movement called “strafe”. You could use the “A” button to quickly start roadie running and let off. It would respond instantly, I loved this mechanic, I was never the greatest wall bouncer, but I was mad good at the strafe, and I took time on there to perfect it. Gears 5 it feels like I have a 100lb bag of sand on back.

  • Adhesion and magnetism, I absolutely hate them. But I understand, they still need turned down.

Suggestion: Now I’ve seen you saying you need to be careful tuning and making changes. And I understand this, why not add a “Play Test” mode where it’s main purpose is to test tunes and for us to give feedback.

Currently the points are all over the place. So I wouldn’t rely on them.

However, If you draw against an inferior opponent you will go down.

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We are considering something like this as well.

Still not sure how to get that. I now have enough permissions to post as much as I need. I’ll follow up with the community team.

It looks at a combination of the individual performance and team performance. Different modes will weight them differently depending on what leads to predict future wins.

For King or TDM is very likely that your k/d is as important or more than winning, as it’s a better predictor of future wins. Other modes, this may not be the case.

At the moment it’s mainly w/l and k/d. The caps and breaks don’t count for much. The system analyses what leads to future wins.

Once we have the system working as intended, we will publish more details.

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I am walking through the thread one by one. I can only answer about 10 at a time. I will get through the whole thread. Sorry if you feel it’s not fast enough.

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@N0DEZER0

Hi Ryan, to the contrary I thank you for your kind responses and the time that you have taken to answer our concerns.

I have answered your previous answer towards my message , take your time . I would like to know what do you think .

Regards Ryan.

Daniel Zuñiga

Shout out to @N0DEZER0

I’ve been reading through the replies and I have to say this level of feedback and communication directly from a developer is unprecedented. Keep it up and Gears 5 will make a major turnaround very soon.

Thanks again and much appreciated.

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@N0DEZER0

Are there any talks of a campaign DLC and what are the odds we see one for Gears 5?

Thank you for your reply, Ryan.

Would it be possible to look into increasing the timer to 15 seconds rather than 10?

I believe that this would alleviate a lot of the spawning issues without having to re-program the hill locations or spawn points. It would give teams defending the hill an extra few seconds to set up, rather than having to repel a constant barrage of newly spawned enemies and, conversely, it will give attacking teams a better chance of breaking through defenses, as the defending team will not get reinforcements so rapidly.

An in-game example I could give would be Asylum. There are the two corner hills, which have 2 attack routes, essentially - through the sniper / embar area or through the shock grenade / middle hall area. An experienced team will secure the shock area first, then cap, knowing that anyone who dies will spawn in the shock area, just a few steps away. Meanwhile, when the attacking team is killed, they will generally spawn at the opposite side of the map. They then have two options: 1. Try to push through the choke point at sniper - the fastest route, but ridiculously heavily defended, or 2. Flank the hill through the mid-hallway (another choke point) or train tracks - very long route. This pattern makes a break of that ring almost impossible vs any competent team, as they are being reinforced before you can make it back to the hill.

With a 5 second increase to the timer, I think it would make things a bit more balanced, as teams would be able to attack hills such as these and get a larger window to attack, without reinforcements coming in and spawning on their flank at such a rapid pace.

Thank you for listening!!

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Thank you for the response. It’s awesome to see you this active with the community now.

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@N0DEZER0

I want to start by saying “thank you” for taking time to interact with the community on the forums. It is a welcome surprise and I hope the fan negativity does not turn you away from this place any time soon. Gears fans are very passionate about the franchise, and I think sometimes that passion is…displayed in ways that come off as hostile instead of constructive and productive.

Although I am currently underwhelmed by Gears 5 as a whole, I hope that the fan feedback can help make the game a solid experience going forward. Since Versus has mostly been discussed above me, I wanted to mention PVE. I can break up points, if needed like The lMlan’s posts. My list of feedback:

*The stun from Shock Grenades in PVE needs to be removed entirely. I’m not sure if this was a conscious design decision or an oversight, but getting shocked in PVE usually results in death, since you can’t move once the grenade detonates. In PVP, it works the same as Gears 4 where high damage is dealt but you can freely move outside the shock radius. I noticed that shock damage dealt in PVE is lower (which is actually fine), but player movement needs to be addressed.

*Stopping Power in PVE needs to be toned down or removed altogether. I understand the need for it in Versus (with power weapons, at least) where a mechanic is needed to slow down players that carelessly run around with Gnashers. But…in Horde and Escape it makes certain sections of maps or some higher difficulties a chore to play. I can’t think of any reason why four Elite Drones need to freeze me in place with Claws while I try to move into cover.

*Skill card drop rates for Horde and Escape need to be tweaked. Master difficulty should ONLY award Rare cards or higher. Insane and inconceivable could probably be included in that change as well. In general, cards that you receive should exclude skills once a card has been maxed at level 5. If a player has, say, all Common skills maxed but is missing duplicates for a Rare skill, the game should focus on awarding skill cards that are not yet completed that fall under the award umbrella of whichever difficulty.

I think the system can be more rewarding for the time players put into the game, especially if we know that playing on higher difficulties ACTUALLY feels more consistent and worthwhile.

*For allowing us to scrap duplicates on maxed skill cards, unless you have a plan to extend past level 6, you can always just cap the limit at 20 cards and let us scrap anything over that.

*Character duplicate restrictions for Horde AND Escape need to be taken out. I’ve made my peace with the fact that everything is Hero-related now and locked to specific characters. I don’t LIKE the change, but I can at least tolerate it if everyone got to play as the character they wanted. NO, it will not break the game. And NO, playing with three Jack characters isn’t confusing. Take out the one-character restriction and I think the positive feedback will surprise you.

*Lastly, the Inverse Omen. To put it bluntly: it’s AWFUL. Besides the cumbersome changes to movement and input timing in Gears 5, the Inverse Omen is the main reason I have mostly stayed away from Versus. On my 4K HDR tv, the red from getting constantly shot in Gnasher battles (or even playing with the half regen modifier in Horde and Escape) has made this game almost unplayable. The screen fills up and I can’t even see an enemy standing next to me…or locate a Juvie or Leech at the bottom of my screen.

This isn’t and wasn’t ever about “hating change” or getting used to the game. This is simply bad design. Every dev stream the Omen is mentioned, you guys talk about “the new systems” and recoil and rifle meta and so on. You don’t actually have to change any of that.

Stay with me for a second: keep ALL the screen indicators you already have…and just make damage the middle cog outline filling up with red until you die. No red on the corners of the screen, no full screen of red when you’re at 95%+ damage. Just make it the ring in the middle with extended “arrows” you already have that indicates where damage is coming from. Preferably have the outer ring slowly filling into the middle of the ring (with a toggle in the options for the reverse—a ring that starts in the middle and fully forms the cog symbol). I have a feeling this MAY have already been thought about/tested. But give it another look.

An opacity slider is not enough. The Omen needs another alternative. Keep the default Omen for players who enjoy the change and add the slider for players who prefer that. But give players like me an additional choice. If you guys get something finalized, you could always throw up a weekly Versus event with the new Omen included and take a look at the feedback.

Again, thank you for interacting with the community. I hope this feedback is helpful.

@N0DEZER0

Will we see a War Journal to showcase what ribbons are still in game and which we have earned?

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Just wanted to give the feedback that many people on here don’t notice supply drops or understand how they work, and this extends to scrap.

People appreciate earning things through visible challenges much more.

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@N0DEZER0

Last stream you talked about the possibility of removing the delay when you’re coming out of roadie run .
Is that something that will happen in the near future?

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This is one of my main issues with gears 5, I believe it was in 4 also but I cant say with 100% certainty. The movement speed and shooting coming off of cover. If the “chains” or “sandbags” were taken off it would make the game play phenomenal.