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AOS Feedback forums
Website Feedback
Support Class included
Global Leaderboad adding new players scores
Auto playing trailer on website homepage
Client sided ping displayed on the server list
Prototype download link stickies
localhost button - included in game?
Forum Feedback
Art section, fan art
signature size - too small
animated avatar
Too many varied feedback forums
PM notification when you're quoted.
Other users get notified when you mention them
Too many addbots
addition of a Chatbox or Shoutbox to the forums.
Remove Post Count Based Ranks
Dedicated Subsection
Avatars automatic resizing
Embedding images resizing random
view your post button
Usergroup Color Bar Legend
Balancing Feedback
Miner Overpowered including the shotgun
Remove exploding graves
Make bullet spread not increase when you're shooting so you reward aiming, not RNG spread.
Nerf the miner so he can't obliterate all buildings so people will want to build again.
Make weapons do more damage.
Rocket Turret Improved from 21st Dec update
Destruction has way too much power in this game - no point building
remove rocket pack - to overpowered
the SMG should have atleast 20 rounds
Players take WAY too much damage before they die
moving spawn point
More maps wanted
Marksman Pickaxe - too slow for digging, compared to other classes
Explosions overpowered - Tiny radius, GIGANTIC thrust on players
Team mate explosions shoudnt affect people on your own team
damage should make all classes flinch
aim getting knocked off a few degrees when you get hit by bullets
Put recoil back in
New defense class idea: Engineer - A builder class to build defenses, build team support stations, and reinforce structures.
The shotgun should be for close combat, the SMG an allround-weapon, the rifle for Ranged
http://www.youtube.com/watch?v=Z2aLWRoaiDo mechanics for the game
Drill cannon overpowered
rock,dirt,sand, and base material that could be implemented in the game to make it harder for explosives to go through
not being able to change teams during matched so you cant switch to the winning team if you are about to lose
Marksman Headshots should be an instant kill
ability to choose block color adds ALOT of tactics to the game, since you could camouflage an area to blend in
remove rocketeer class ruins the game for a lot of people and makes building pointless
Give the defensive classes (Miner) a special block that would be a different color and made of a different material. Stronger to help building incentive
no exploding grave
more ammo
more heath pack
moving spawn locations
more dynamic score board with K/D and team kills
Medic/Support Class: Add this please
Between Match Chat
dynamite countdown only shown to player who placed it
speed up the minigun time it takes to shoot initially
1 headshot sniper kill
the jet pack should have a slightly longer cool down time or jet packs have to pick up fuel just like ammo and health
marksman underpowered needs more ammo/requirement of 3 - 6 body shots to kill someone
Bring back the old semi rifle
Make the shovel/pickaxe be able to destroy only one block at a time
not enough emphasis on construction
Players should have less health too long to kill them
more need to take cover
Jetpack is an Unfair advantage in Zombie Mode
Sniper Scope resembles the drill to much, make it unique
Basically the stock Jetpack is a Medium Flight with a medium refuel time, the Bouncer would be a short hop with a short refuel time
Graphical Feedback
unable to play full screens monitor resolution is 1920x1080
health meter displayed as number and bar for more acurate insight into how much health you have left
loading bullet bar contrast not enough wanting unloaded bullets to appear darker
better sky effect
map view (player icons) needs to check that this displays the way players are facing correctly
marksman crosshair not showing up
smooth appearance of weapon when looking down the scope of the .kv6
fog effect not affecting map
make the health bar red in colour
Lower the particle effects for mining
colour building blocks wanted
giant explosion when enemy base is blown up in destruction mode
Game Mode Feedback
Team In Game Voice chat to talk tactics - overall voice chat, option to turn on or off
Building Game mode would be good. A mode were you get different color blocks and building is encouraged through the maps like giant caverns and large flat spaces
a game mode which captures the experience we had with the original ace of spades. Slow trench warfare without jetpacks or people with super human jumping heights flying overhead and killing people with drill firing RPG or auto aming turrets
Public, customizable lobbies
Private matches
remove rocketeer from zombie mode
allow people carrying intel, the flag ctf/diamond, to have a pistol along with carrying the intel
make objective give ranking achievements
ctf diamond modes intel only shown on mini map flashing icon not constantly in game
greater range of weapons
arena mode split into multiple teams non destructable closed in environment
Zombie mode rehash
Sprint attacks do half of the current damage ingame
Walking attacks do slightly more so you can 3 shot players
Groans are only made every 20 - 30 units stepped
Zombies aren't allowed to use Medkits
Zombie's health scales based on the ratio of survivors vs. zombies
Zombies respawn in waves and spawn somewhat close to survivors
Survivors who started as a zombie one round are immune to start as zombies the next round
Lunar Landing destruction mode compound base and dome base
Community submitted maps
Co-Op gamemode
details about Bomb and Vip gamemodes
I think player placed blocks should be hard enough to make a zombie take the decision of digging under a barricade, and to give enough time for a commando to kill a zombie through a window
ace of krakens implemented https://www.youtube.com/watch?v=EUknJbkOFEo
Bridge Race Bridge from home island to target island while destroying the enemy's bridge.
remove the diamond mode and replace it with a classic mode
Player can Create room and Play offline local mode
more symetrical maps
rockets do NOT blow up on players only blocks
single player survival mode
AIM INDICATORS when not scoping at close range
different time games for different mode, longer for modes where you need to build
inclusion of Cars/Tanks/Jets/Heli's
more than 2 teams
tutorial mode empty map
The old block placing left click and drag building technique
a leveling system based on captures/kills or exp. the classes first start with very few abilities similar to that of classic and then after leveling they slowly gain abilities as they get more exprienece,
more zoom for sniper scope
stronger dynamite explosion
Ranked Feedback
Player Stats for Ranked Matches?
Create Match where players can create their own matches
In-game points only reflect number of kills, not actual points from objectives,
WWI & II Feedback
Add a lvl up and unlock system with customization upgeade my rockteer jetpack or customize my comando
arena mode split into multiple teams non destructable closed in environment
german flamethrower for commando
WEAPONS:
1. Standard Rifle
2. Standard SMG
3. Standard Shotgun
CTF
player requested Airstrikes.
WW Weapon concept
control points should take a long time to capture. I'm talking 2 or 3 minutes long
There should be an uncapturable spawn point on either end of the map for each team
As soon as a point is contested, neither team should be able to spawn from it
Control points shouldn't be capturable from deep underground
A screen to select your spawn point
Squads, those were great and it would be amazing to add it back
No jetpacks please. No miners. No Snipers. Just the regular soldiers with the three different weapon types
molotov weapon
slow tactical approach, smaller maps
Drag and drop building
One digging tool
Nerf explosion block damage and radius
Slower walking
Less health and more punishing weapons
Control points gamemode
Randomly generated maps
rifle and grenades for everyone
old sights in the new mode
mounted machine guns around the map
PinPoint map
Total War game mode lenghty game duration random generated map trech warfare
Rocket Launcher replaced with a mortar in the WW1 mode
rifle 1 hit 1 kill
drill nerf for ctf
reduce scale of grenade explosions
plant the bomb gamemode - plant bomb in enemy base along with v.i.p mode
deploy a heavy turret or artillery. Include Barbed wire and Poison gas
payload mode Green must capture 4 progressive points and Blue must try their best to fend them off for a set amount of time
Classes idea
Rifleman 0.75 rifle, Detachable rifle-bayonet Has average health and mobility Pickaxe with two-hits to destroy blocks Three grenades
Assault .75 SMG pistol side-arm verage health but improved mobility Spade, two-hits to destroy block
Field Engineer 0.75 shotgun less-than-average health and mobility same spade as Assault's
no gravestones
NO prefabs
slower paced gameplay
vehicles = jeep would hold a driver and a gunner
Terrain not easily destructable
Bolt-action rifles for both teams
Ability to choose between Grenades or Rifle grenades
Ability to choose the trenchgun
Day and Night cycle
binoculars, which can be used to call artillery strikes
Spades to dig trenches and ability to build cover
Ability to pick up fallen ally/enemy weapons
Simple offline mode - tutorial?
NO CLASSES. we want original model
only 3 weapons. rifle, shotgun and SMG
FFA gamemode
make blocks with a single color and no 128x128 texture on them.
make different skins per team and per weapon per team
make scopes return as PNG. That allows nicer ironsights than the KV6 version
Class equipment suggestion
Commando
Primary:
-semi-rifle
-flamethrower
Secondary:
-Revolver
Equipement:
-cocktails molotov
Just drop the minigun. It's completely and utterly out of place in this game. Instead I recommend something like the original's rifle, with similar damage to the current sniper and no scope. Commando seems like a general "army guy," so I think something that resembles a standard issue rifle would thematically fit well on him.
Marksman
Primary:
-semi-rifle
-very big sniper rifle
Secondary
-revolver
-grapling hook
-speed boots
Melee:
-Knife
Equipement:
-Detector
Miner
Primary:
-double barreled gun
Secondary:
-Stationary machine gun
-anti-explosion gun
Melee:
-Spade
Equipement:
-mine with laser sensor
-Backpack
Rocketeer
Primary:
-Assault rifle
-Heavy machine gun
Secondary:
-Helicopter jetpack
-Long Jump jetpack
-Glider
Equipement:
-Jump platform
-Smoke grenades
I really feel like this class should just be scrapped and turned into something else. Everything about it just feels like a bunch of random things thrown together.
First of all, I really think this game could do without a jetpack. It's another thing that's blurring the line between arena and tactical shooter. The jetpack is the heaviest thing stopping people from building. Why make a fort if the enemy can fly over it?
The SMG is also hideously underpowered. An SMG is supposed to be a CQB weapon that kills quick at close range, but falls off at long range. Currently, it's pretty evenly weak at any range.
I'd suggest wiping this class and turning it into something completely new, maybe a CQB focused class with a stronger smg at close range. The current "rocketeer" idea just has no place in the game.
Notes:
Give pistol more bullets and less damage
Marksman cant jump without speed boots
The shovel should also have a pick function, as in the prototype. I understand that some classes have the shovel to be balanced for heavier digging, but even then sometimes it's nice to just be able to tap a single block out.
In general, damage should go up and health pools should go down.
Mobility in general is too high, jump heights need to go down and there should be some kind of accuracy penalty when jumping. I know the prototype didn't have this, but it didn't need it because movement speeds were so low and health pools were small.
Ace of Spades Classic
suggestion 1
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Ace of Spades Steam / 1.0
suggestion 1
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AceofSpades.com website
suggestion 1
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