Hello. I loved the original Warfare 1917, and was excited to hear about an online version of that. I believe it has a lot of potential, and could be a great game. I admit I have one concern, however, which I think a number of people have been expressing.
That the Free to Play elements mightn't be properly dealt with, and that it could become a frustrating Pay to Win game. I didn't notice any threads on this topic, so I thought I would start one.
There is a playlist of Extra Credits videos I recommend all developers working in the Free to Play market. They're short, interesting, and analyse what can make or break a F2P game, and why so many have fell flat (at the same time, they think there is great potential in the market): https://www.youtube....6gIe-7uD5rZG9ur
I'll additionally leave a few of my thoughts. At times the game feels fine, and others it feels strongly pay to win, where soldiers are like paper before the abilities and troops of paid players who have unlocked the best gear. Balance is critical to the success of a multiplayer competitive game, such as this one. And there are two ways you can balance this:
Equality: You try to keep all items equal, where even if you level up you shouldn't get "better" troops, just more options for deck building.
Rankings: Players with the high tier cards never really fight players with the low-tier cards, due to rankings. This second method is very theoretical, though, it's hard to make rankings that accurate. It also requires a LARGE player-base, as normally you just have to fight whoever is playing when you are playing. Even in the case of rankings, having too much of a power gap is unwise.
I don't mind either method, but it must be executed well.
Currently, the biggest problem with play to win, is that some ability cards seem to be much better, and getting the card packs to unlock those boxes is hard (you should let us buy some with silver). What's more, these abilities are so important to who wins, that it starts to become a flip of the coin as to whether you draw the cards you need to win. I've often had to waste points on cards I didn't need at all, in hopes I'd draw a useful one.
I recommend some kind of timed shuffle ability, that lets you replace your hand of cards.
I could mention other ideas and concerns, but this is enough for now. I'd like to say I'm optimistic, but I've seen far too many of these games fall short of their potential.