_LW_Arclite#4623 posted (#post-138513)
Since you like to call this is a "beta" release although it feels lile an early alpha at best, the rate that you are release bug fixes and balance update is abismall at best! Its like you done even care on how the game develops. On top of that you put an excuse regarding the hurricane or what ever to postpone even further the development of the game. Really guys? You are trying to justify a delay that you just as yourself said it didnt had almost any impact on you guys?
I have to say you are the most disappointing development team that i have met this far in any game that i have played so far. You lack structure and communication. Your above post says nothing about whats about to come or what you have prepare regarding the balancing of the game or any release date/schedule. You cant commit to anything it seems and youre just hoping that the game will be successful like this?
You lack professionalism and ambition to actually finish something that you have started and make up excuses to delay development to an already buggy and completely imbalanced game.
I really like this game and want to succeed but im afraid, that under your current leadership this game future sounds grim.
I will concur with this poster. This was one of 3 games I was eagerly anticipating, the other 2 were No Man's Sky and Star Citizen. I don't need to get into what happened to NMS and after all the kickstarter shenanigans I will not be holding my breath for Star Citizen anymore.
This game had the potential of being a truly unique title. Outside of the outstanding ship models this entire project is merely a shallow Wargaming clone. And not even a good one at that. If you were going to imitate and copy another game system then at least attempt to come out the gate much more polished and learning from the mistakes of the people you are going to copy.
That being said I could almost forgive the uninspired mechanics that gearbox decided to follow but the then comes the added salt into the wound called your cheesy fremium/pay to play model. You don't have anywhere near the sophistication of World of Tanks but you honestly expect everyone to put up real money so we can merely grind higher tier ships? The fact that you don't just eliminate the maintenance cost completely and are instead trying to spin the reduction of the fee as some kind of boon to the playerbase shows just how tone deaf you are. No one playing a wargaming title has to pay maintenance/security fees to play higher tiers. They have confidence that they have enough content to keep the players constantly grinding.
Ultimately this game is a disappointment. When I think of playing a spaceship battle game this isn't even remotely it.
The primary issue with the game is that it's adhering to the World of Tanks/Warship mechanics to the point of obtuseness. The ships move and respond like traditional WWII era warships and tanks, except with the added bonus of being able to "hover" at elevation. While on the surface that doesn't appear to be an issue if you really think about it that is why this game is in it's current state. Everything from weapon and ship balancing to the map design are essentially based upon traditional WWII era movements and tactics. That's why Corvettes appear OP because faster more maneuverable vehicles have a distinct advantage in that environment. My suspicion is that the game was largely developed at the corvette ship size level, and hasn't been fleshed out at the bigger, slower ship sizes.
This problem extends to the actual gameplay mechanics. See in World of Tanks/Warships the 3rd person over shoulder view is perfect because it gave you spacial awareness of the vehicle and since you hardly ever aim at extreme angles your view is hardly occluded by the vehicle. And for added measure they allow you to switch to a turret FPV mode in case you need to precisely aim. These mechanics are created because of the physical limitations of the vehicles. Now look at this game and see where the copy and paste no imagination thinking is. The ships FLY. They are able to rise and lower elevation on command. Yet the view is perpetually stuck in a perspective that assumes you will always be aiming down the barrel like a traditional tank or warship. Almost all ships have wide arcs of view that are simply unusable for aiming because the ship literally blocks your view of whatever your aiming at. Wargaming put in a FPV to address this limitation. Likewise the radar works like a old school WWII era system, with limited range and the most basics of functions.
Look at the tech trees and modules. My super futuristic space warship literally has less customization options than a typical tank/warship on a wargaming title. And it's so uninspired I can almost imagine them lifting whole tech concepts from wargaming. You can't even preview every ship like in wargaming, so I have to judge which ship I want to work towards from a crappy thumbnail and esoteric stats. Which I largely suspect is more of a matter of aesthetics than actual unique abilities.
No built in voice and text communication? This game requires cooperation and needs social components. The complete lack of attempt of fostering a community inside the game is just baffling. Unless you know the game is so bad that you would hear nothing but critiques and complaints.
Now that I have waved my flaming torch and riled against what I have seen I would suggest something that I think alot of people would rather see in a game than this. And the image I have is not some radical pie in the sky vision but something grounded and based upon concepts that are already in existence.
If you're going to make a game about spaceships then movement and aiming needs to reflect the fact that you are maneuvering in a full 3d environment and all axis of movement and view should be available to you. The ship should move in all directions and be capable of being pointed at any direction and orientation in 3d space. Look at the classic game descent for an example. Likewise you should be able to have an unobstructed view from any directions. Movement needs to be analog and gradual, full forwards, no power, full reverse and increments in between. The radar should reflect the setting and be capable of being used to scan terrain and precisely locate any contacts based on a logical system. The matches should take primarily in space, with varying levels of gravity as a environmental modifier and captains have to account for things like gravity or drag depending on the environment they play in.
As for the tech tree I only have one thing to say; EVE ONLINE. If your going to copy any system then go for something like that. Have more complex interactions between modules, weapons, and energy levels. If you don't want to copy EVE then look at some of the tabletop spaceship battle systems to get an idea of show to create a sophisticated modification and build system.
PLEASE STOP WITH THE FREMIUM NONSENSE. The cash shop should strictly focus on cosmetics. You can have a ridiculous variety of color schemes, emblems, hood ornaments and special skins for every ship in the game. Special animations, weapon fx. Whoever you had make these ship designs is an awesome talent and you should be exploiting that artistic skill to fill up the shop with enough cosmetic enhancements that literally no 2 ship can ever truly look the same.
Such a huge potential wasted on such small minded thinking.