Okay, so, I'm not big on feedback but for a few patches I really enjoyed this game and since it's not doing well at all I have to write something here and fulfill my beta tester duty (long overdue). I don't know if any of the devs give a fraction of a f*ck at this point but I'm gonna do this anyway. I thought about this a lot and tried to narrow it down to the core and I'm an indie dev myself so let me tell you a short (wall of text incoming oh boy) story that will lead us to what I believe is the biggest problem with this game right now.
When I started playing gits:fa I sucked. The community was small(beta) and few people with exp dominated . Nevertheless, I learned the maps and guns, unlocked stuff and through all this time, even when eboskie, pandaprof 2501 etc were wiping the floor with me I had fun. Now, the reason I had a ton of fun was because no matter how much I failed, I could see an opportunity to do better. I knew if I focus more, undertand the map and flow better, if I juke better, I can outplay the opposition. For a while I played at least a couple hours a day and over the course of a few months I got good. When playing with less experienced players I was topping the score. This was still the time when it took half a mag or more to kill a dude, and crouching and strifing was actually doing something. Initiative and skill were rewarded, while passiveness was (slightly, which is good) punished. You'd run forward, spot a hostile and vice versa and you'd start shooting at each other and moving and crouching to try and dodge as many bullets as you could. Then after killing him, you'd have to count your bullets, maybe switch to your secondary and fight for your life. It was intense, it was close, it was exciting, it was rewarding, it was what you'd imagine cyborg warfere could look like.
Then the game changed and for a long while 90% of the bullets killed me through walls. This was a painful experience so I quit playing for months. I came back to check up on things hoping the game could still be fun and found out that it instead became a one bullet-back to spawn type of game. Aggresiveness is punished SEVERLY. Most of the game is about finding the most glitched spots and abusing them to get an advantage. TTK is super low. If I try to enjoy the game and go balls deep, I get instantly sent to spawn to wait 10 seconds by a guy who's camping behind a crate with 1 pixel of visible bodymass sitting still and aiming at a corner for a minute. about 60%+ of my deaths are by stuff I can't avoid or react to. No matter what decisionmaking I employ, the outcomes are the same - it seems the game is just luck, there is no flow to it, no safe bets, no big plays, nothing to hold on to. If it's not fun for a person with hundreds of hours, how un can it be for a newcomer?
Now, of course it's up to you what you want your game to be. But with ~300 people online on avarage and peaking at 999 and the playerbase declining every month I believe it's worth a shot to try and make the game actually enjoyable again instead of being grindy and glitchy. If it was up to me, I'd tweak the hp, armor, damage reduction and whatever else I could to make the game volatile, fluent fun again instead of trying to be another faceless realistic fps clone. No amount of maps or skins will ever compensate for basic mechanics in a game about left clicking people. Right now gits:fa is about as much fun to me as microsoft minesweeper, so I honestly hope at least some dev of some game reads this at some points and maybe learns something Do whatever, do anything, don't be afraid to eperiment, because you have very little to loose, but a lot to gain in experience and understanding.
Thanks for your hard work.