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Please make rear areas desertion zones in Frontlines.
It is more than just A BIT FRUSTRATING that there are always players not helping their team with defending their trench/capturing the enemy's but instead sitting somewhere in the back, trying to get a good K/D (and more often than not, even failing to do that).
Frontlines is supposed to be about squad-based tactical combat, not about each of the 16 players on the team trying to see who can get the most kills or the least deaths by playing lone wolf and not going for the objective. If they want that, nobody is stopping them from hopping into RDM/Attrition.
So I suggest this:
- When your team is on DEFENSE, everything that comes after the NML just behind the ACTIVE trench (basically, the rear trenches) becomes a desertion zone, so that people are actually encouraged to actually help DEFEND their OWN trench instead of running back to the rear trenches. Or at least can't run back 3 trenches in order to "snipe"...That is: get 2 kills per minute because they a) can't see the enemy from there and/or b) are terrible shots, which is why they are trying to "snipe" in the first place.
This would also have the nice side effect of forcing people to advance when your team captures the enemy trench because your "old" trench becomes a desertion zone in that moment.
- When your team is on ATTACK, everything behind your OWN trench becomes a desertion zone, so that if people try to camp instead of assaulting the enemy trench, they at least have to do it from a place that usually has a line of sight on the enemy, which the NML behind your own trench often doesn't.
Now if you spawn in the area behind your own trench just when your team shifts from DEFENSE to ATTACK, you should obviously have a desertion timer that gives you enough time to get into your trench/into a legal zone.
I think these quick changes would do the game a HELL OF A LOT of good in the teamplay department.
1. Add the same XP / kill / death display in the "tab"/score menu but for the whole Entente and Central Powers so we get to know what the grand total xp and k/d for the whole team is.
2. I also suggest rewards based on whole team total to encourage teamplay and discourage selfishness. A lot of your current awards could be applied to the whole team.
At least an award related to the number of casualties per team. Because that's something history tends to remember way more than the prowess of individual soldiers.
Please add a voting system after a match ends instead of cycling maps. Not infrequently, lobbies stack on maps players deem undesirable (ex. Champagne) and many players leave the match as a result. Giving players more control over what map they play would resolve this problem.
Three choice system (à la Call of Duty):
[next map in cycle]
All maps voting (à la Rising Storm 2):
A list of maps on the left, which can be clicked to vote. All votes are tallied on the right.
The metal bars that reinforce the glass on the German gas mask severely impede vision in-game when playing as CP and should be made (somewhat) transparent.
In RL, you would not see those bars as solid lines in front of your eyes because your eyes would automatically filter them out with the information from the other eye and you would only see what lies behind the bars.
This would be the same effect that is already being applied to the center of the screen here and not too difficult to pull off.
Title says it all.
You could make attack points from other squads in your team grey instead of white or something like that.
That's another measure that would encourage teamplay. Also way better for tactics. That way any NCO can point out to the whole team where the weak points are or where the enemies are coming from without having to use the chat.
I also suggest giving some points for following another NCO's orders, maybe half of what you would get if you follow those of your own squad's NCO.
This is tied with my previous post about score/kd/rewards for the whole team https://support.1914-1918series.com/communities/1/topics/2164-score-menu-total-xp-and-kill-death-for-whole-team-whole-team-rewards
If I'm chatting at the end of a game and the next map loads, you spawn in but the keyboard and mouse are totally unresponsive. I can hit Alt F4 or Alt-tab out of it but the game doesn't work at all. Not sure what happens if you die.
this being more against the MP18 and BAR who have a ridiculously high damage model.
Its simple they are just automatic rifles, you can whipe out entire spawnwaves, and to do well with them you do not even need to know how to play the game.
Its annoying to play against and extremly unbalanced
A return to how those weapons used to be would be welcome
inb4 someone tells me "but its realistic", the devs clearly stated that they prefer a balanced experience, both of those weapons are not balanced
For the same reasons as this: http://bugs.verdungame.com/topics/1352-make-rear-areas-desertion-zones/
...please put in some sort of visual feedback for players that spend A LOT of time camping behind their own team's trench instead of getting inside/defending it or inside their own trench while the rest of their team is trying to capture the enemy's.
60 seconds or more? Total in 1 phase, not 60 seconds continously spent in the same area, otherwise you'll have people leaving that area after 59 seconds to avoid the message and returning 2 seconds later...
You could make the screen flash messages like "Move forward to capture the enemy trench!" / "The enemy is capturing your trench! Defend it!" in bright red, with the same placement as the "You're blinded" or "Press 3 to use iron sights" messages (but slightly bigger). And/or automatically play soundbytes to help reinforce the message.
It would give more direction for newer players ("where do I go?") and less excuses for snipercampers along the lines of "if they didn't want snipercampers, why are there scopes in the game/why can I run back 3 trenches then without getting punished?". If doesn't help much, make the screen slowly go turn dark/gray in addition.
When the game itself is telling players to PLAY THE OBJECTIVE (and how to start doing that) in an aggressive manner, new players have more guidance and the occasional snipercampers might feel pressured enough to actually do that from time to time.
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