COMMUNICATION ??? / So a single Korean has killed off Tindalos ??

Talk about Battlefleet Gothic: Armada here!
User avatar
Ahzek Ahriman
Posts: 434
Joined: 15 May 2016, 12:51
Location: Krakow, Poland
Contact:

Re: COMMUNICATION ??? / So a single Korean has killed off Tindalos ??

Postby Ahzek Ahriman » 04 August 2016, 23:02

Making mistakes is indeed human, it's important how quickly and effectively they are fixed.

But Tindalos doesn't exactly shine in this department I'm afraid to say. They are too focused on adding new content instead of improving what's already in. While the new features are good, they only create balance for already existing flaws.
They are doing better now but the damage has been done. I myself reported a few bugs and they were adressed quickly, but the major issues have taken them way too long to repair.
They were late at least 3-4 patches with pulsar nerf, which alone pushed away a ton of players.

They nerfed cancer zzzap orkz after one patch, but that single patch took a freaking month, and it didn't change anything except introducing near-pointless ranked system.

They took a whole damn half a year to fix Desolator's speed, for a faction which relies on speed almost as much as Eldar. Half a year of constant complaining from players until they noticed there was a misprint in French BFG edition.

The custom game mode, which was pretty much a simple yet effective tool for testing during beta is still practically in its beta form, with little to no customization options.

Finally and the most importantly, they still cling to the levels/renown system that is by far the most damaging for player population of all the factors mentioned. It pretty much single-handedly scares away new players, pisses off old players and it's still there, when devs should focus all their effort on removing it from the game ASAP, before it reduces player base to zero.
The sentence below is true
Spoiler : :
The sentence above is false

User avatar
Maxajax
Posts: 25
Joined: 06 July 2016, 16:08
Contact:

Re: So a single Korean has killed off Tindalos ??

Postby Maxajax » 05 August 2016, 15:39

Bludfist wrote:
Maxajax wrote:Perhaps I was not direct enough. I am saying that:
- The game is in a playable state. There are no major game-breaking bugs.
- The game is enjoyable.
- I strongly believe that most of the crying about shitty balance comes from people who need to hush and git gud.
- The development team behind the game will continue to introduce content, fix bugs and release balance patches until the majority of the playerbase is satisfied.
- It is foolish to expect that a game will be perfect upon release. The game was released on the 21st of April, 2016. Take it from me when I say that the game in it's current state is a massive improvement to the pre-release multiplayer gameplay. Personally I will not make a final judgment on the game's state until the 21st of April, 2017.



It dosnt matter is your game is in a "playable state" if you only average 500 players daily

the game is enjoyable for you perhaps but not for others, as ive stated before, i can personally attest to knowing people whom have quit this game because of the awful new player experience, the pointless renown grind and being matched up vs much higher level admirals among other things is why this game has such a hard time attracting and retaining new players and even then the end game gets boring after a while, i barely play BFG:A anymore

the many balance complaints in this game are valid and ligitmate the mass Zzzaps bs from orks was a legitimate complaint along with their limited 1 dimensional, limited playstyle, and before that the brokeness of eldar pulsars that alone took so long for the devs to respond to that resulted in a massive plummet in the playerbase


You can...not expect a game to be in a good state of balance on release but considering that we all precipitated, orks and eldar should have been in a much better state that they were in furthermore i do expect more communication and horrible balance issues like eldar pulsars being addressed much much sooner

I dont think we have all the time in the world till 2017 to look at the state of this game, this game is suffering from low player population and some dlc faction isnt going to change that as we saw with the SM release
I don't think its' down to 500.

It is a tad grindy, but hopefully that'll be solved when they add a 2v2 mode to Ranked. I mainly enjoy playing with friends, so I do expect them to put that in place at some point. I feel legitimately bad when I get matched up against two level 1 admirals who don't withdraw their ships against a level 10 voidstalker. I don't want my friends to go through the same.

I've personally never had trouble with Zzap Orks, but as an Eldar player I am aware of the Pulsar issue. I focus on carrier builds, but I sometimes see a pulsar build guy slam-dunking a Cruiser's hitpoints like it's tuesday. That's fucked up, but I'm sure they'll patch it eventually. At the moment they're still too strong.

You have to keep in mind that Orks and Eldar were released later than Imps and Chaos. I do agree that Tindalos could pick up the pace, but I'm not going to shout at them to do so.

User avatar
Maxajax
Posts: 25
Joined: 06 July 2016, 16:08
Contact:

Re: So a single Korean has killed off Tindalos ??

Postby Maxajax » 05 August 2016, 15:41

Bosie wrote:
Maxajax wrote:
Drakausa wrote:
So what you are saying is that the only problems, design wise, is with the players. We are just in denial and the game is fine with its design philosophy and production. We are at fault for our attitudes. I honestly believe that the word 'denial' is very applicable but perhaps not to those you mention.


Perhaps I was not direct enough. I am saying that:
- The game is in a playable state. There are no major game-breaking bugs.
- The game is enjoyable.
- I strongly believe that most of the crying about shitty balance comes from people who need to hush and git gud.
- The development team behind the game will continue to introduce content, fix bugs and release balance patches until the majority of the playerbase is satisfied.
- It is foolish to expect that a game will be perfect upon release. The game was released on the 21st of April, 2016. Take it from me when I say that the game in it's current state is a massive improvement to the pre-release multiplayer gameplay. Personally I will not make a final judgment on the game's state until the 21st of April, 2017.


How's this for game breaking http://forum.battlefleetgothic-armada.com/viewtopic.php?f=32&t=22400

Very, which is why its' good that you reported it. Now the devs will get on it and fix that shit so we can get back to the explosions.

User avatar
Bludfist
Posts: 997
Joined: 14 March 2016, 22:46
Contact:

Re: So a single Korean has killed off Tindalos ??

Postby Bludfist » 05 August 2016, 17:17

Maxajax wrote:I don't think its' down to 500.


http://steamcharts.com/app/363680

from 9000 on launch to 500
Chaos walking into Aldorf be like
Spoiler : :
Image

User avatar
Imperator5
(Former) Technical Tester
Posts: 3063
Joined: 22 December 2015, 07:46
Contact:

Re: So a single Korean has killed off Tindalos ??

Postby Imperator5 » 05 August 2016, 17:36

Bludfist wrote:
Maxajax wrote:I don't think its' down to 500.


http://steamcharts.com/app/363680

from 9000 on launch to 500


There is not much incentive to repeat the content. The missions are very one sided most of the time, and you can't customise your games very well, so the PVE crowd gets bored easy.

As the topic in my signature points out, the leveling system would work... with a custom skirmish.

-Customisable things that are missing:
-Customisable teams. What if you want 3vs1 or 1 vs 3?
-Customisable maps.
-No leveling or permanent armies.
-No renown gained.
-Not enough enemy customisation. Perhaps you want an ork who spams heavy ships, or face an imperial that spams lighter ships?
-4 player games should have randomisable start zones, not just north and south, but west and east too.
-Not enough point varieties.
-Too small battles to keep people interested.

Basically, the pve is really bare bones beside the Campaign, so pve players need to suffer through the random map modes of Skirmish, than if they unlocked everything, go get to custom. That is tedious. People, especially casual pve gamers, don't really like that.
So now they need to do this, or use the skirmish profile editor and go right to skirmish, which at least spares you the horror that is levelling SM without a battle barge.

A scenario editor also would be a good idea. That way players could make their own missions with pre-set enemy and allied/own ships, which would alongisde mod tools give PVE a big boost in longevity.

Elite mode is a step in the right direction for skirmish, but again it should be customisable at least for mission type and enemy race.

WIthout base building and more starcrafty features, it does not appeal to all the pvp group either, so both groups are leaking players.
http://forum.battlefleetgothic-armada.com/viewtopic.php?f=17&t=621

Please help me change skirmish to be customisable. Its very important for PVE players.

viewtopic.php?f=3&t=515 Mod idea.

User avatar
Maxajax
Posts: 25
Joined: 06 July 2016, 16:08
Contact:

Re: So a single Korean has killed off Tindalos ??

Postby Maxajax » 25 August 2016, 00:40

Bludfist wrote:
Maxajax wrote:I don't think its' down to 500.


http://steamcharts.com/app/363680

from 9000 on launch to 500

Well shit, accurate statistics.

Accurate statistics which are quite alarming, I might add.

Wow. That is quite a dive.

On the bright side it'll get a +1 once I return from my holidays.

User avatar
Maxajax
Posts: 25
Joined: 06 July 2016, 16:08
Contact:

Re: So a single Korean has killed off Tindalos ??

Postby Maxajax » 25 August 2016, 01:19

Imperator5 wrote:There is not much incentive to repeat the content. The missions are very one sided most of the time, and you can't customise your games very well, so the PVE crowd gets bored easy.

As the topic in my signature points out, the leveling system would work... with a custom skirmish.

-Customisable things that are missing:
-Customisable teams. What if you want 3vs1 or 1 vs 3?
-Customisable maps.
-No leveling or permanent armies.
-No renown gained.
-Not enough enemy customisation. Perhaps you want an ork who spams heavy ships, or face an imperial that spams lighter ships?
-4 player games should have randomisable start zones, not just north and south, but west and east too.
-Not enough point varieties.
-Too small battles to keep people interested.

Basically, the pve is really bare bones beside the Campaign, so pve players need to suffer through the random map modes of Skirmish, than if they unlocked everything, go get to custom. That is tedious. People, especially casual pve gamers, don't really like that.
So now they need to do this, or use the skirmish profile editor and go right to skirmish, which at least spares you the horror that is levelling SM without a battle barge.

A scenario editor also would be a good idea. That way players could make their own missions with pre-set enemy and allied/own ships, which would alongisde mod tools give PVE a big boost in longevity.

Elite mode is a step in the right direction for skirmish, but again it should be customisable at least for mission type and enemy race.

WIthout base building and more starcrafty features, it does not appeal to all the pvp group either, so both groups are leaking players.

I agree that the whole upgrading aspect of the game is a tad stifling. Instead of making people grind to unlock ships, skills upgrades, crew points and favours on a single deployable ship, they could easily solve the problem by instead having the players pick a ship type, followed by letting them select skills, upgrades crew points and favours, followed by letting them hit SAVE SHIP TEMPLATE, which would allow them to pick this ship template as many times as they wanted for a game, until they ran out of points on the ship deployment menu. Kind of like how things were done in Gratuitous Space Battles. Ish. It would retain the game's variety in all upgrade departments, without making people possibly grind out the same Light Cruiser, Cruiser or Battlecruiser multiple times. That ship template created in the shipyard could then be used in the campaign, in custom battles and in multiplayer. I mean, I understand why they did the whole "Each ship is it's own thing, has to be upgraded separately and has to be repaired if destroyed" thing, but I think they underestimated the emotional backlash that a player feels when his battleship keeps getting wrecked because he cannot afford to buy it skills, let alone upgrades or crew points, because it never gets past the lower ship levels. Retaining the build variety by preserving skill, upgrade, crew and favour selection for Ship Template designing, but scrapping the renown grinding in favour of a base increase in point value of the ship would be much closer to how stuff works in a tabletop game. You have your model, and you give it upgrades, which makes it cost more points to deploy on the board.

To support the PVE side of the game, they could create a Sector Conquest Mode, essentially pitting the player against the other factions in a territory conquest campaign like what they had in Star Wars: Empire At War. The central shipyard thing would allow the player to create fleets from templates, followed by sending the fleets out to stomp the enemy and take their planets. Planets could be defended by an upgradable space station, even.

Indeed, another addition ought to be PROPER custom battles, like the ones in Rome Total War 1, where you could pick your own faction and the opposing faction, the units the factions brought, as well as the upgrades on the individual units. Loading in specific Ship Templates as described above could allow the player to pick

For the sake of PVP, I will say that one of the most enjoyable aspects about the multiplayer is that it resembles that of Total War games. No base-building, no resource managing, just micromanaging your forces. I vehemently disagree with the notion that what this game needs is base-building.

What might be an interesting alternative would be to give both teams a starbase, and the obvious objective of destroying the one belonging to the other team. It may also be interesting to put three control zones on the map, which would yield the equivalent of Requisition in Dawn of War 1. Said requisition equivalent could then be used to upgrade the starbase, to warp in the remaining ships that you did not pick from the shipyard at the mission start. For the sake of having more shit to blow up, it could also automatically warp in one Escort per minute. Would that satisfy people's base-building urges?

User avatar
Imperator5
(Former) Technical Tester
Posts: 3063
Joined: 22 December 2015, 07:46
Contact:

Re: COMMUNICATION ??? / So a single Korean has killed off Tindalos ??

Postby Imperator5 » 25 August 2016, 08:44

All of that sound like good ideas to me.
http://forum.battlefleetgothic-armada.com/viewtopic.php?f=17&t=621

Please help me change skirmish to be customisable. Its very important for PVE players.

viewtopic.php?f=3&t=515 Mod idea.

Formosa
Posts: 58
Joined: 10 April 2016, 01:08
Contact:

Re: COMMUNICATION ??? / So a single Korean has killed off Tindalos ??

Postby Formosa » 25 August 2016, 18:40

the game is dead, 271 people online, almost no community left on the forums, no contact from the devs, ive asked and got a refund now, hoping the BFG sins mod gets off the ground.


Return to “General Gameplay Discussion”

Who is online

Users browsing this forum: No registered users and 5 guests

cron