I have been assisting the whole eutw process, from its birth to the actual desertion, didn't I ?
I deeply observed and experienced the whole amount of changements, one by one, and I too know every reaction we players have had.
One point is true for sure: communications in between developers and players have always been going rough in many occasions due the fact most of the players were expressing thier personal self-selvish thoughts while developers were trying to considerate the whole impact of every tweak among the whole community and the game engine. Here I will list the most critical tweaks that brought EUTW to a slow death.
1) Critical Hit: It was a very good idea at first sight in order to defenitely elimnate enemies in areas but it turned into a big pain in the arse after a while. Every teamplay attempt was constantly broken from the scratch pushing players to behave accordingly, re-considering the idea of starting a group action again as something useless. What is the point for incentivating players in teamplay when every group gets separated in five seconds by critical hits? EUTW needs everything but lonley wolves. EUTW needs new players that learn and enjoy the pleasure of working together. Put yourself in the shoes of a new player that comes to try EUTW: what do you think he feels like after being executed 10 times in a row in 10 minutes of game? Fun? Hard to belive it.
I'm still asking myself what brought you admins not to reconsider the removal of the critical hit. Did ever occur that the game step into stall when it was missing? Not at all, we only were used to pay more attention before stating that the area was clear.
If you don't want to remove it you can at least let a medic be the only capable to revive a critical hit victim, changing 'critical hit' feature into 'critical wound', maybe. This will defenitely incentivate medics to teamplay and to do their job as well.
2) Titans AT/AA payback and thermal imaging: this tweak brought to EUTW an even worse downgarde in terms of fun. I immedaitely understood what this changement was going to bring, on the very first ten minutes: no one will be able to move a veichle easily, now, MHQs expecially. And I was right. Every player was buying Titans to make money on the backs of the MHQ drivers, that's what I did that day, then I had money enough to buy a teammate a jet. Enemies did not reach a single flag with an MHQ almost the whole game duration. I immediately reported this on the forum but no one considered me. I can fully understand payback on Titan AA, not only, I strongly support this since some jets are impossible to hit (thank you BI) but Titans AT shouldn't be allowed to track anything but heavy tanks and TI should be removed from them, Titan AA included since you really don't need thermal imaging to track a jet.
You see, Nyles, you said you support war technology, we are in 2035 and so do I, but the implementing of the whole ArmA technology resources has made this pvp overpowered up to the point that fun has gone, and so seem the players.
You guys have made lots of modifications in order to make this pvp more and more sophisticated wanting this server to be vanilla and public opened but we need 20 skilled players at least on each side to have fun, now.
Matches seem to be still playable but 1 only shirka in the air, Alacazin piloted, is enough to totally unbalance and destroy the fun. We also have no more players saving their money to buy a Titan AT in case a Varsuk appears. We play good untill nothing unaxpected occurs: in case, we have to pray. Nothing to do with fun, what players are operating now is a desperate server survival.
EUTW still remains the best pvp warfare ever made but some modifications did not consider the matching with public players, and did not consider all the pros and cons.
Consider us, please.
"When taking part in a discussion, the most difficult thing is not defending your opinion, but knowing what it is in the first place." André Maurois