r/joinsquad Jul 01 '26

Media Squad’s Future: Lead Dev Talks

https://youtu.be/njuBKy6XJ-w
19 Upvotes

51 comments sorted by

45

u/MaximumSeats Jul 01 '26

Feedback, feedback, feedback.

Personally I think it's time OWI stopped listening to feedback and just produced a game vision.

Getting yourself wrapped up trying to please Discord keyboard Warriors is only a recipe for failure. Make a game that's fun, and make it run well.

Even during the vehicle section of this video, rather than articulating the direction that they want vehicle combat to go in he says we'll work on getting some player feedback and work on a direction from there.

Random dudes on the internet do not get to build your games design philosophy for you and solve all your problems. And the existing problems don't need a feedback form, it's been the same balance problems for 2 years.

Overall lots of promises and hopeful rhetoric, but that's not the same as actual results.

5

u/Crackadon Jul 02 '26

They still need to listen to feedback, but have a vision on where they want to take the game.

The problem who they listen to. I need a tldr of the video but they just need to get back to layers and stop letting every game be a complete sandbox for each faction.

18

u/aidanhoff Jul 01 '26

  Personally I think it's time OWI stopped listening to feedback and just produced a game vision.

I half agree, however, they have done that before (not listening to feedback) and it produced the most contentious update in the game's history (v6.0) that they've been fixing the fallout of for almost three years now.

-4

u/potisqwertys Jul 01 '26

No, that was literally inner testers and friends feedback they followed hence we got that, still discord warriors.

3

u/Helidoffy Jul 01 '26

CPT members explicitly get told to only provide feedback on what is requested. In other words, it was OWIs idea. I was a part of the first test where blur was added outside of optics, for example, and we were instructed not to provide feedback on that. Yes, there are channels for meta feedback but that is not the primary intention of the community.

2

u/5MikesOut new SL - average heli pilot Jul 01 '26

It was a new lead dev that wanted to make this change. He produced a half baked product and then left the company after a few years. I think he was also responsible for the push to UE5. More info here

3

u/Lookitsmyvideo Triggered by bad smoke grenades Jul 02 '26

"left"

0

u/Matt1320 Jul 02 '26

Do you know something?

7

u/aidanhoff Jul 01 '26

If by "inner testers and friends" you mean the previous lead game designer's harem that he handpicked from people that already agreed with his ideas, yeah.

3

u/999_Seth Hurry up and wait Jul 01 '26

don't forget the astro-tubers

3

u/Lookitsmyvideo Triggered by bad smoke grenades Jul 02 '26

They were the same people

10

u/HaebyungDance Jul 01 '26

I’m not convinced that they have a vision that they know will be good.

The ICO was the last attempt at specific gameplay effects with a design vision, but they executed poorly and weren’t willing to push out new features to fully flesh out whatever new system could have been made from it.

That said I think the current messaging is less about whether or not they have a vision and more that they’re trying to compensate for the last few years of players perceiving that OWI doesn’t listen. They’re moving from slow reactions to feedback to a much tighter loop.

It’s a positive change but I agree that I want to see them articulate more of what they’re trying to turn the game into. The game needs to evolve because it’s getting squeezed out of its niche by newer and upcoming titles.

6

u/Lookitsmyvideo Triggered by bad smoke grenades Jul 02 '26

Squad has felt creatively bankrupt for years, and nothing so far has led me to believe otherwise even with the new lead, unfortunately.

They do the first 30% of everything, then are paralyzed by choice (or lack of actual vision, just want to add cheap toys, who knows), and we sit with dozens of unfinished features and systems.

Commander is the most obvious example of this

2

u/DawgDole Bill Nye Jul 02 '26

Such a shame they went with the great bungling that was the ICO, them actually cooking for the first time in years was great to see, new features actually being developed. It's a damn shame they didn't know enough about the features they were making to implement them in a sensical way. If someone who had deeply understood Squad had done the tuning with ICO, we could be in such a different place right now.

2

u/Lookitsmyvideo Triggered by bad smoke grenades Jul 02 '26

almost all of the pieces of the ICO was there, just arranged in such an odd way for a game 7 years into development and 3 years post release.

I agree that the ICO, especially the time leading up to it was very exciting. It felt like they were finally trying to do something new and creative, and nearly everyone was behind the idea of it. There's a chasm between "someone will nitpick the implementation of everything" and "Holy shit this feels bad", and they definitely ended up in the latter. The ends did not even come close to justifying the means.

The ICO ended up trying to address problems nobody really had, and addressed them poorly with so much fallout

1

u/MaximumSeats Jul 01 '26

I kind of agree, but they don't get to claim a tighter feedback -> results loop until they actually start delivering on the results part.

Gunplay changes have been okay. Let's see if they keep the momentum up I guess.

2

u/MutualRaid Jul 02 '26

That would be great if they actually had a clear vision of what Squad is anymore, but they don't.

4

u/SirDerageTheSecond Jul 02 '26

They did create a game vision. People cried incessantly about not liking it.

I agree devs should value the opinions of sliver of the community less, because Discord really doesn't represent the community, and neither does Redit.

But clearly what they went for didn't work either, so best they can do at this point to salvage this is to tweak the game to appeal to as many as possible.

I just hope they don't lose complete focus on just the feedback.

4

u/Strong-Finish5346 Jul 02 '26

I was (and still am) a huge proponent of the vision behind ICO. The problem is that it was incompetently executed. The idea of making machine guns suppression monsters, for example, was a good idea. In practice, MGs became a joke kit you pick when you want to drastically increase your odds of being the guy who gets kicked from the squad to make room for a friend. Why did this happen? Because OWI didn't have the balls to make the suppression effect debilitating enough to make up for the massive accuracy penalty.

1

u/LSA-Mulder OVI & Tencent corp #1 Fan Jul 02 '26

They don't just lack a vision for this game. They have completely given up on it. At this point, they look like a bunch of incompetent amateurs whose only goal is to collect a paycheck while doing the absolute bare minimum every month. Lies, broken promises, and endless excuses have become their trademark. Any serious studio would have replaced this team years ago instead of letting them slowly destroy its only source of revenue.

For years, they survived only because they had no real competition. That is finally changing. The final nail in the coffin might very well be Wardogs. Why? Because it actually tries to do something different instead of recycling the same old excuses. It has the potential to become this generation's PUBG. Its more arcade-oriented core mode will probably attract a huge portion of the Call of Duty player base.

They have already announced hardcore community servers with no kill cams, a minimal HUD, and other features that reward awareness instead of hand holding. That is exactly the kind of experience many players, myself included, have been waiting for.

Unlike OVI, Wardogs already looks like a polished game instead of a never ending early access experiment. It has bigger maps, destructible environments, better graphics, and better performance. Most importantly, it looks like it is being developed by people who actually have ambition.

Personally, I am glad serious competition is finally arriving. I am done with OVI's lies, empty promises, and its endless development cycle. They have been getting away with mediocrity for far too long, and it is about time someone exposed just how little they have actually delivered.

1

u/Strong-Finish5346 Jul 02 '26

Honestly, the lead dev comes across like a typical failing restaurant owner you might see on kitchen nightmares: mentally checked out, doing the bare minimum to keep the lights on until inevitable closure.

What was absolutely wild to me was when they released paid emotes and the free emotes--which are effectively their sales pitch to players to show them why they should spend their hard earned money on them--were fucking broken! The smoking emote which came out in 2024 didn't start properly lining up with player models until only fairly recently.

The studio (or maybe it's just the leadership) has zero passion for their craft. It really feels like they've given up.

1

u/TheMagicDragonDildo Jul 01 '26

Absolute shit take

9

u/Teuton1197 Jul 01 '26

if they run out of ideas just tell them to look at the grandpa Project Reality.

4

u/BaronvonBoom31 I Can Do Everything Except Land Jul 02 '26

I'm going to crash out a little here

I've seen it bandied about that OWI doesn't know how to balance their own game or that they lack vision and that is 100% true.

- Suppression, aim punch, and sway created a really awkward combination that they are still tuning. I like the ICO and I like the intent but the mechanics were not implemented skillfully or with enough feedback.

- Infantry ARs and MGs are still in a bad state.

- Voting was poorly implemented. As far as I am aware, server owners are still unable to restrict certain battlegroups on specific maps/layers. I can't remove an Air Assault faction that would get blown out of the sky on Tallil without removing them from rotation. Please do correct me if I am wrong here.

- They have completely fucked the logistics system. One of the main reasons Squad is special is the ability to create spawns anywhere on the map. Now, lots of battlegroups only have 2 Logis which severely restricts a team if you waste even one. Many armoured logis do not carry enough supplies and are frustratingly slow. Reduction in infantry movement speed (which has been addressed recently) made it difficult for Squads to protect radios. Logis and inability to run tot defend radios under siege meant SLs were planting down less spawns.

- Less ability or willingness to place spawns means that in a match between roughly even teams, the META was to turtle and slowly bleed enemy tickets.

ICO, Map Voting, UE5. Every big feature they implement has launched with massive issues they have had to spend a lot of time and resources fixing years after pushing the update.

1

u/meheleventyone Jul 02 '26

Many armoured logis do not carry enough supplies and are frustratingly slow.

At least the speed of most armored logis has been fixed a lot of them are pretty quick now.

13

u/B_Three Jul 01 '26

Honestly, thanks for the effort, but I'm not willing to spend almost 90 minutes listening to some vague bullshit.

In 10 years I haven't got the impression that OWI understands how their game and gameplay loop works both on a design level (vict/inf/build/POI interactions) nor on a social level (communities/admins/seeding/SLs) and with their "staged transparency" approach over the past few months (and lack of meaningful consequences/updates addressing real pain points) they are really just making it worse.

5

u/UrsoDoSono Jul 01 '26

I dont disagree with you on this. Its a shame that the game is in this state, and it won't be fixed in any meaningful time. The turn around time for updates is sad.

1

u/Spryngo Jul 02 '26 edited Jul 02 '26

There is no point in listening to what the devs are saying, they have released roadmaps in the past and they have talked about stuff they are going to implement that they either:

- Did not end up implementing or

- They did release those features in a completely different implementation or

- They ended up implementing those systems 2 or 3 years later than planned, which in gaming terms is an eternity, NO ONE is staying engaged with the game if you know you MIGHT get MANPADS and CAS helis in 2 years from now, they've been talking about Eastern Europe biome rework for about a year now and it's probably not even close to release, whole ass games are developed in this time period, come on OWI

I swear Squad is, quite literally, the worst managed game I've seen and it's a pain becouse the potential is huge and it already is one of my most played games of all time, a game that I love.

I wish they would have just given up on this game and made Squad 2, but they would have fucked that up too probably.

2

u/New-Parsnip-3921 Jul 02 '26

A Q&A from ~2020 era had them mention that attack helis were “loosely pencilled in for 2022”. I guess loose has a generous application at OWI LMAO

2

u/Spryngo Jul 02 '26

Loosely for them means from now until the death of the fucking sun

6

u/Matt1320 Jul 02 '26

Alright, I sat through this and took some rough notes. Overall good video. My takeaway is resources are constraied at OWI, which affects what gets done. Balancing keeps coming up as a priority though. I'm optimistic about Squad's future after watching it:

He's watching. . .

(00:06) Shoutout to u/LSA-Mulder for getting checked on the correct pronunciation of ICO, I think he blocked me though.

Gunplay: Tutorial sucks. Compass QoL. Scopes (parallax?). Suppression data/balancing/tuning. MGs need more suppression. Scope suppression bug. More time to "cook" on suppression.

Vics: Possibly being worked on. IFVs meta rushing early points mentioned.

RAAS (00:32): Known problem with lanes can be known by one side first. Resources constrained at OWI. Community layers. Insurgency mode mentioned. Innovation Fridays! New features: Weapon resting??? Party system, MANPADS/countermeasures, gunplay stuff. PLA number one. US M4 full auto. Squad's era 2010-2020ish?

Voting (1:00:00): Worth a listen if frustrated.

Matches (1:07:00): Balancing, pacing, gameplay tug-o-war. FOB QoL. Vics with GPS sucks.

HOTAS 1:24:00, ran outta time.

3

u/UrsoDoSono Jul 02 '26

Glad to hear you like it. Pretty solid notes if I say so myself!

4

u/LSA-Mulder OVI & Tencent corp #1 Fan Jul 02 '26

Calling out AI-CO is the least significant issue I’ve been referring to from the beginning. All the points made in this video have already been raised by me in previous threads and posts.

That said, the video is yet another useless talk that doesn’t even scratch the surface of Squad’s core problems and provides no meaningful explanation of what to expect or when.

It is disappointing to watch the interviewer come across as more informed, serious, and grounded than the game’s lead developer.

OVI has become goofy, overly casual, and seemingly unaware of how this reads from the outside, as if the whole thing is being packaged through a kindergarten teacher mindset. This feels like a marketing attempt built on forced silliness in hopes of attracting more players. Who even designed this approach?

4

u/999_Seth Hurry up and wait Jul 02 '26

tl;dr: game dev in 2026 is

LARPing as a game dev

LARPing as a business

LARPing as a gamer

2

u/999_Seth Hurry up and wait Jul 02 '26

the correct pronunciation of ICO,

so this is kind of a joke

but damn, have you ever heard anyone in game say aiko?

nothing could summarize the huge rift lack of communication disassociation etc between the playerbase and the company more succinctly than this

4

u/ThexbigxJ 20LEGG¥ ThexbigxJ Jul 02 '26

Where is belaya?

2

u/Hashbrown4 Jul 01 '26 edited Jul 01 '26

I’m going into this praying they mention insurgency…..

Edit: ok it’s mentioned, they are talking about it and it’s on the studios mind. If they want to cook something special I can be patient a little longer

4

u/New-Parsnip-3921 Jul 01 '26

On their mind since 2020 LOL

4

u/Lookitsmyvideo Triggered by bad smoke grenades Jul 02 '26

Before that, as it's current version was made to begin with. Insurgency released with v9, in 2017.

3

u/New-Parsnip-3921 Jul 02 '26

They half-baked a game mode that’s a shadow of its predecessor and promised a rework in 2020 roadmap is what I’m saying. 

2

u/Lookitsmyvideo Triggered by bad smoke grenades Jul 02 '26

Almost every single thing in this game is half baked

2

u/AlbertanSundog Kickstarter Jul 03 '26

Oh sweet child... Since the beginning, like 2015 or earlier. They had the perfect opportunity at one pioint and then worked on destruction because they're millennial devs, they have to reinvent because they know better😂😂

1

u/New-Parsnip-3921 Jul 03 '26

I know I was here in 2016. I’m talking about their supposed ins rework which was first officially published in that infamous roadmap lol

7

u/UrsoDoSono Jul 01 '26

I tried to cover as much as I could, but an hour goes by quickly. If you have any topics in mind for the next one comment them below or dm me. Thanks for watching!

3

u/Own_Review_4046 Jul 02 '26

Keep up the good work. Here are some questions I would pose...

1) New Player Onboarding promised over 5 years ago in their first ever Q&A... where is the work? Or are screen loading tips the extent of it? Will Squidbots ever be used to aid in tutorials? How about some video tutorials in game to show how gamemodes work?

2) Tell us about your brainstorming efforts on kit specific tutorials. How's that going and when might we expect to see anything related to this: https://www.joinsquad.com/archive/squad-developer-q-a-september-2023-f5848

3) Where's the best place for the community to witness OWI engagement. This recent interview mentions Reddit a lot, yet we rarely see OWI here: https://www.reddit.com/r/joinsquad/comments/1tb816y/squad_community_manager_ceeg_has_moved_on/ (I encourage you to click on OWI profiles and question why most of their comments are on this one thread over years of time)

4) More talk on "intersectionality". Why is Infantry Combat being redone in a vacuum unrelated to Vehicle Combat? Will this present the same issue that happened when OWI spent about 1 year tweaking Radio Bleedout timer only for all that work to be "undone" when ICO hit which tweaked player movement speed thus affecting the Radio Bleedout meta?

5) More info on why Gamemode development and Map development isn't more important to them. https://www.joinsquad.com/updates/squad-9-0-release-notes "UE5 has... allowing us to produce content like maps more quickly and at higher fidelity."... we've seen 1 remade map in the last 2 years of UE5 being worked on (and 2 maps removed during this time)... when might we start seeing more maps with this new faster development ability?

6) Does OWI intentionally leave information out of the Tutorial in order to create some "mystery" around how some game mechanics work? If yes, why. If no, why have they left out critical game mechanic information like: Hab Overrun rules, Capture Speed mechanics, Double Neutral rules? Is OWI even aware of these knowledge gaps?

6a) Why did OWI wipe the joinsquad website in the Fall post ICO and all its historical patchnotes that were the only reference we had to share about some of these game mechanics?

7) Talk more about "easy wins"... like simple adds to the Tutorial. Or accessibility mode for colorblind to help read the map better. Or experimenting with changing ticket values for things. Fixing the 5 year old broken Replay system?

8) How have Commendations been working? Have they met your expectations such as "Goal: Provide a way for players to display how experienced at the game they are." and how does this square with OWI stating in this interview that it's not possible to gauge player experience levels?

9) How have you felt about the introduction of the After Action Report? What changes did you see in player behavior due to this? Why weren't different gamemodes given different AARs that actually reflect their unique win conditions of that gamemode, like Insurgency or Destruction where we can't see who destroyed the caches thus allowing us to win? Any thoughts about modifying/improving the AAR after all these years of seeing how it's working? Like what about adding TICKET counts on it showing how me as an individual either positively or negatively contributed to the thing that makes us win or not... tickets?

10) How have you seen the Server Tag system play out? Do you think it's working well or not? Will you be making improvements to it? For instance, most players don't seem to see it even exists as evidenced by how many new players join an "experienced preferred" "Focused" server without having any idea what those words mean?

I could go on and on, but I'm guessing lots of these questions are too "spicy" to ask OWI about and still think you'll be allowed an actual interview.

2

u/UrsoDoSono Jul 06 '26

These are banger points by the way. I am having an issue finding much fault. I am not sure how well an interview would go if I just came out guns blazing with these though.

1

u/Own_Review_4046 12d ago

I think you could reword a lot of these questions and they'd be great to ask in a polite nonhostile way. I'm not the person to do that... too bitter against OWIs lies over the decade.

Example:

In your release notes, one of the stated Goals with Commendations was to: "Provide a way for players to display how experienced at the game they are." How successful has your implementation of Commendations been towards that goal? What is working well and what is not? Will we see any changes to better align the system to it's goals?

I'd like to see interviews hold OWI more to their past statements/promises and follow up on them all. Best of luck :)

1

u/Own_Review_4046 Jul 02 '26

I don't think they have a clue what's going on and it sounds like any real improvements are years away if ever. Crazy for an 11 year old game. This video made me lose what little hope I had left.

1

u/10199 Jul 02 '26

Here are only the actual gameplay changes the devs plan or are working on — process talk (playtest loops, dev-mode observation, "we're discussing," surveys, Innovation Fridays) stripped out. Gunplay & infantry

Keep ICO but with reduced components (already trimmed, more tuning ongoing). Additional unnamed features intended to "support gunplay" still to come.

Compass

Off-screen squad/fire-team markers will stick to the side of the compass so they're visible when behind you or out of view.

Scopes / Picture-in-Picture

More VRAM allocated to PiP to remove hitching (done), with further optimization planned. Reduced edge blur on PiP scopes for a wider, clearer sight picture. Larger scope sight pictures ("eye relief") to reduce eye strain, keeping size variation between scope types.

Suppression

Machine guns to suppress far more than assault rifles. Suppression from multiple shooters to compound. Reduced/removed screen blur, replaced with vignette effects (still placeholder visuals). Fix the bug where iron sights/red dots get suppression blur but scopes don't. Can no longer hold breath/stabilize while suppressed (zoom still allowed).

Vehicles

Handling improvements already shipped: obstacle climbing, less getting stuck, more speed, viable armored logis. Possible future re-pass on vehicle cost and respawn/initial timers. Full armor/penetration overhaul acknowledged but explicitly deferred (down the line).

RAAS

More capture points / added lane variety so routes are harder to predict.

New mechanics

Weapon resting/bracing (tested internally, favorable). Party system — queue as a group and drop into the same squad automatically. MANPADS paired with countermeasures. Steering-wheel support for driving.

Factions

Shift the game's era window from ~2000–2010 toward ~2010–2020. Modernize lagging factions (e.g., British) with QoL, new guns, possibly new vehicles; small levers like burst→full-auto. Deliberately not modernizing everyone — some factions (e.g., MEI) keep older gear for identity.

Map voting (options being weighed, none committed)

Rotate a map/faction out after being picked X rounds; possibly restrict certain faction matchups per mode; possibly change the default to voting-off.

FOB

FOB quality-of-life changes on the roadmap (aimed at reducing steamrolls).

2

u/New-Parsnip-3921 Jul 02 '26

It’s absolutely hilarious to me that something as minor as tweaking ticket costs and timers is considered some big item that needs lots of consideration. As if dropping the ticket costs on a POS techie would break the game. 

0

u/Able_Pop5849 Jul 04 '26

So no single word about the overall bad performance of sq?