Arena FPS Preference Survey

A futuristic digital arena with characters engaging in fast-paced FPS combat, showcasing various movement mechanics and weapon pickups.

Arena FPS Preference Survey

Welcome to the Arena FPS Preference Survey! This quiz is designed to gather insights on player preferences in arena first-person shooters. Whether you are a casual gamer or a competitive player, your input will help shape the future of gaming experiences.

In this survey, you'll answer questions related to:

  • Movement techniques
  • Weapon dynamics
  • Game mechanics
  • Map design
23 Questions6 MinutesCreated by ShootingStar45
How player-friendly should movement techniques be?
Easy to learn and use, difficult to know *when* to use
Easy to learn but difficult to master
Difficult to learn, impossible to master
Simple/None
Which of the following would you prefer armor to be?
Strategically complex
Complex in general
Simple
Remove armor entirely
How big an advantage should a player be able over a player of equal skill be able to get through pickups?
Enough to easily win the game
Enough to easily win the fight
Noticable but not unbeatable
An almost unnoticable advantage
None
Which would you prefer for weapon pickups?
Only on the map
Only from other players
Locational weapons
Loadouts
None
How do you feel about (i.e. teleports, dashs, shields, grapples, etc.) in Arena FPS games?
They are a good addition that might increase the skill ceiling
They're okay
They're not a deal breaker, but I would prefer not to have them
Only movement abilities, not shields/blocks
Don't do it
If there are abilities, how would you prefer they function?
Use energy which can be restored from pickups
Energy which restores over time
Use them any time
Link them with specific weapons
I still say no
Should there be timers on weapon pickups?
Yes, don't show them at all
Yes, only show themwhen you're looking at it
Yes, but always show them
Take out timers but add another way to deny them from enemies
Take out timers and remove denying
Which should be most important (select up to 3?
Aim
Movement
Strategy
Map knowledge
Weapon-specific skill
How long should it take to kill another player if you have average aim/skill?
How long should it take to kill another player if you have high skill/hit consistently?
Should there be a way to counter flawless aim (via dodging/tricks/countering with a specific weapon)?
Yes, via dodging
Yes, via tricking your opponent
Yes, via countering with a specific weapon
No
Should your enemy know how much health you have?
Yes, always
Yes, but not exact numbers
Only when hit with a specific information-gathering weapon
Only when they die
No, never
Are weapons that deal more damage without direct hits okay?
If they are outclassed by other weapons
If missing strategically takes as much skill to aim as other weapons take to hit
If there is an easy way to counter them- such as intentionally getting hit
No
How do you feel about headshots in Arena FPS games?
I strongly dislike them
I am okay with them, but would prefer they be removed
I am okay with them, but would prefer they be weak
I like them
How important should it be to switch between weapons?
Very important
Not very important
Completely disable switching weapons on-the-fly and find another way
Should players be punished- directly- for missing?
Yes
No
Would you prefer symmetrical or assymetrical maps?
Symmetrical
Assymetrical
How strong should just-spawned players be?
Strong weapon
Weak weapon
Melee weapon only
No weapon at all
Should players get invincibility on spawn to prevent spawn camping?
Yes
No
Should running away be a viable strategy at low health?
Yes
No
Which types of game mode do you prefer?
Duel
Team-based
Free-for-all
Assuming there are weapon pickups, which would you prefer?
Balanced but situational
Universally balanced
Unbalanced but situational
Universally unbalanced
Do you think there should be a way to recover health?
Yes- killing other players
Yes- hitting other players
Yes- pickups
No
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