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Crimson Fury

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If they release the game with a few more maps and allow players to conquer regions of the solar system through battles (similar to community warfare in MWO), this game would definitely be worth at least $50 in retail value. Add micro-transaction for cosmetic items and you'd have a viable business model. As of now, majority of the problems related to this game (balance, population, grind) are related to their tiered progression model.



Tyrel#8199 posted (#post-211759) said:


Well I'm sorry to say, but this game would die in a B2P model with an 50-70$ price rather quick, since in terms of quality and 'completeness' it resembles indie games a lot more.
For 50-70$ you can get games like Horizon: Zero Dawn, which is light-years ahead of Dreadnought in terms of production quality.


People aren't stupid, they won't pay the same price for something so noticably inferior. One exception is, when the game's universe/lore sells it, for example Warhammer titles have been abusing that name and asking ridiculous prices for half-baked games for many years now... but it works because there are a lot of Warhammer fans out there.


However Dreadnought isn't set in any known fantasy/sci-fi universe, and doesn't seem to bother a lot with building one either. The sci-fi setting here is quite generic. So all you have left to win people over is production quality, but the game is lacking in that department as well. I'm hoping it will change, but - looking at how little the game changed since OBT launch - their development speed suggests otherwise... By now I assume it is quite a small team working on this title, and with that you can't really 'redeem the world'.


I would have been happy if they just scrapped the tier system which artificially separates the player population. Instead, I'm happy to purchase the game for a one time fee ($50 or $70, depending on contents available). I would also be glad to buy any single player campaign DLC and cosmetic items.

I already voiced my displeasure about the changes to the progression model, so I'm not getting into that again. Can you guys change Bix's voice back to the old one? This new voice sounds like he developed throat cancer and had to get his vocal cord surgically removed. It's worse than Christian Bale's Batman voice.

I can't even find the interest to play after they implemented this 1.10 debacle. I honestly don't know what's worse, Progression 2.0 or Update 1.10.


Here is a tip. When nobody is playing, nobody is paying. You need a large player base to generate a steady revenue stream, not drive casual players away with nighmarish grind.

I just popped into the game real quick to check the latest update.


Seriously?


You claim to want to reduce the grind, and yet you force players to grind modules that double the neccessary XP and credit cost as before. A single module in Tier 4 needs 2/3 the amount of XP to unlock as a Tier 4 ship. Do you guys honestly want to kill off your game that much? Ever since Progression 2.0 (more like Regression 2.0), the changes to the game are getting progressively worse.


Brother Belial#4215 posted (#post-176635)



Crimson Fury#5465 posted (#post-176551)


I just finished two matches in a row where I had 3 bots on my team. Is the game having that much of a population issue that the bots are needed?


Bots have their place, and that's in proving grounds when you want to try out new builds. At most, they should be allowed in recruit matches where newer players adjust to the game. The bots in veteran matches contribute next to nothing to the team. Most of the time they're free kills for the opposing team, especially when they're flying T2 ships.



The patch coming next month will remove T2 from Veteran matches. So there's that.



That still leaves the problem of them being incredibly dumb.

I just finished two matches in a row where I had 3 bots on my team. Is the game having that much of a population issue that the bots are needed?


Bots have their place, and that's in proving grounds when you want to try out new builds. At most, they should be allowed in recruit matches where newer players adjust to the game. The bots in veteran matches contribute next to nothing to the team. Most of the time they're free kills for the opposing team, especially when they're flying T2 ships.

Corvettes are almost where they should be. The only change I would implement is reduce shield resistance from 100% to 95%. You should not have total immunity from incoming fire, especially with the amount of burst damage corvettes are capable of doing in seconds. Oh and maybe extend the range of light flak turret and tesla beam to 800m.


The lack of situational awareness is what allowed most corvette players to go unchallenged. Make sure you scan around once in a while so they can't sneak up on you. If you're taken by surprise, 80% of the time you're already dead.


SoljR3#7290 posted (#post-172576)



Crimson Fury#5465 posted (#post-172575)


I suggest two things:




  1. If you are already being healed, second healer's beams is only 50% as effective.




  2. If you put up your shield, healing received is reduced by the same value as your shield damage reduction. Instead, you gain extra energy rather than HP to maintain your shield duration.





I like this idea. The energy gain would have to be something not extreme though so we don't get people with effectively with infinite shields.



The value of energy gain while being healed under shield should be designed to give you 50% more shield duration, but that's it.


Or


Reduce shield damage reduction value to 60% across all ship classes, and being healed bumps that value to 90% but no energy gain with the exception of having adrenaline shot as OB.

The only adjustment I would make to corvettes is reducing their shield damage reduction from 100% to 80%. You should still take some damage when you put up those shields. Too many times I've seen corvettes fly towards their target directly, pop shield and unleash their barrage without a dent. When the energy is drained, they simply blink then afterburner away.