I am once again asking for contextual voice lines, like team specific objective voice lines for players, a team specific announcer for objectives.
Also adding a customization system similar to chiv when it comes to team specific game modes would be nice. Allowing players to change their loadouts within a limited color pallet. For example, allowing Free guard to use different shades of orange and yellow, as well as different shades of blue and white. Same goes with Iron company. To prevent spy loadouts from appearing from this change, remove options for leather, like choosing white leather or fur on Iron company, and black leather and fur for free guard.
One more thing would be updating the old nobles within blue grad invasion. Currently the warden and commander don't have clash from block, or kick ragdolls unlike the mountain peak, crossroads, and castello nobles. Also improving the health on kill from 2 to 4 would make playing a noble more fun, being able to use them more while taking more punishment.
And last but not least, it'd be great if we had more dev to community communication. I'm aware that different players want to hear about progress in different areas, but it'd help if we got more info on the progress of the patches, like the maps being developed, or goals and plans that you guys focus on the future. Currently the game feels directionless, and it doesn't help the community in general is left in the dark, say for info that's drip fed on the discord.
Edit - Forgot about my tutorial ideas :P
Tutorial
I completely forgot about the tutorial. Currently the tutorial is for a lack of better terms, very bad. That's due to it not being updated as the game progressed. And due to this, a lot of poor feedback from low-tier mid players stems from how poorly the tutorial informs the player, not to mention how bad it is to have trial by fire for a game. The point of a tutorial is to inform the player, prepare them, and enforce them with the tools to succeed within the game.
Tutorial - How to fix.
So how do we fix this? Obviously updating the tutorial would be a first, but even still, the tutorial format we have now is bare bones, and barely does a job to prepare and enforce the game mechanics to the player.
Adding a basic tutorial that's segmented similar to for honor's should be the way to go with mechanics like this. Locking out mechanics until they're introduced to the player, such as not being able to chamber during the first trial of defending. You have to hold new players hands because how niche this game is, and foreign the game mechanics are. Obviously you don't want to drag out the tutorial, so that's why adding a advance tutorial to help players reinforce skills like chambering, feinting, morphing, kicking and such.
Tutorial - Advance Tutorial
Similar to the first tutorial, it'll be segmented and introduce the player to the game's mechanics. Obviously a player can just skim through it for getting the finish reward, but to incentives players to use the tutorial to reinforce and learn the skills needed is by rewarding them a score. Having optional objectives within the tutorial that are similar to in game combat situations or objectives that are hard to do, but help reinforce the players, like chambering. The only way to get the highest score is by completing the optional objectives, and if you fail them, you have to restart. This forces players to retry and perfect those skills needed to play the game successfully.
Tutorial - Rewards
Adding a reward for getting the highest score during the advance tutorial incentives players and to go through the tutorial and ram in these skills that will prepare them to not get stomped in pubs. These rewards have to be nice enough to want to have, but nothing over the top. Something like a gilded helmet, or perhaps leather covered hourglass gloves. Since fashion is important to a lot of players, especially new players, having this will unknowingly force them to get good in the game within a controlled environment.
Thanks for the awards :D