I know that it sounds harsh, but please answer me a little question? How many beta testers are you
It varies per session.
and how can you overlook a bug like the one with the Pak and the bike, things that you notice with a full server within 10 minutes or less.
1) In testsessions, we next to never get a full server
2) Like I said, the bike was reported, but it wasn't deemed important enough to fix it before 2.45 release. At least, that is how I recall it.
Why didn't you recognice that St. Vith is unplayable and so damn unblanced that it is really fun breaking for one team.
In test sessions, it wasn't so unbalanced. Out of the rounds we tested gameplay, enough were won by axis (total victories too, I might add) to call it balanced.
How can you overlook that the Shreck needs three shots for a simple Sherman and clearly deals too few damage.
Personally, I didn't test the Schreck. Dunno about others.
Why do you give the german team less tanks on St. Vith though you know that you tweaked those tanks to be weaker or even as the Shermans and didn't think about to give them some Engineer kits. This is just out of my logic.
The mapper decides the vehicle layout and the kit setup. The things you mention were discussed, but the mapper wanted it like this. Again, this is what I recall.
Same as the 16 player version of Brest. Who forgot to implement at least one Stielhandgranate into the normal rifle kit of the attacking german team.
I didn't test Brest 16, most of the time we don't have time to test smaller maps. There is too much new stuff.
These were things that worked very well in previous version and only just small examples, but they are the reason why I am so frustarted and I am not the only one.
Personally, there are various things in 2.45 I don't like. I discussed them internally, but that's all I can do. But I'm sure if everything would stay the same, that other people (the ones who aren't complaining now) would speak up and say the mod has become boring.
And ofcourse I will ask you, how much time you spend on the server to base your arguments on the current public version of the mod. We are talking about the 2.45 version that all people are playing currently and trust me, the response of the players on the server isn't that good. Do you want to know, how often I read that a map is hated or they call it shit? It is just sad ...
1) Like I said (I'm sorry, sometimes I get the impression that you don't read my posts carefully, I have to repeat myself regularly), this version has been in testing for a very long time. So I know how it works. I knew it before you did. So the "experience" argument doesn't hold, sorry. It actually comes across as a bit dumb.
2) When I joined the 130 player server a few times, the ranting was extreme. The entire mod was flawed, everything was BS, etc, etc. Still, those players kept coming and played round after round. Do I really have to believe what those people rant in chat? hile their behaviour shows that they actually like to play FH2? Why were they on the server if they didn't like it? And the 130 player server only is one example. It happens on every server. Many, and I mean MANY people just love to complain. For some it means that they are "cool" or whatever. You won't read many positive comments, because they are less aggressive and thus less noticeable. Also, people who are satisfied tend not to type that every 3 minutes in chat, while people who aren't satisfied (some of them are professional haters, I might add), WILL type that "This sucks" or "This map blows" or whatever every 3 minutes. It is kind of immature, and those people tend to chase away new players too, thus helping the mod into oblivion. Those people would really help the mod by posting in the feedback threads here on the forums. And then not like "St Vith sucks!", but with wellfounded arguments. Otherwise, it will get ignored and then others, like you, will say that "the devs don't listen". You see the catch 22?
Disclaimer: this is my personal opinion. It does not reflect the opinon of the devteam, and/or the beta testers as a whole. © Slayer, 2012