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Recent reviews by pjek

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31 people found this review helpful
4
1
98.2 hrs on record (87.4 hrs at review time)
Incredibly fun game that was a surprise bomb success, followed by a misguided patch that failed to understand you're no longer dealing with "small indie game" player numbers, and need to adapt to becoming a popular title.

Rather than deal with criticism correctly, or even just silently observe for a while, both developers AND community managers took to berating, insulting, straw-manning, and in their own words "trolling" the genuine, valid opinions of players that disagreed with their "vision" of the game. Making a poor decision or bad update is completely fine and commonplace in gaming. It's to be expected and a human mistake to make. Going on reddit and discord, and telling people you're "Stoking the fires for your own enjoyment", or that "Parts of the community that enjoyed dev interaction up to this point might be in for some disappointing times", simply because you're receiving pushback for changes you THOUGHT were good, is just beyond childish, petty, and unprofessional.
You made a mistake. Yes, there were people that overreacted. The important feedback came from people who were concerned with the obvious issue that developers were steering the game wherever they wanted to, regardless of their majority playerbase's thoughts on the matter.

In all honesty, the "nerfs" the patch brought weren't even that significant. And those that gave constructive criticism acknowledged this, and explained how the real issue was the uncooperative responses the developers gave, as to why they chose to nerf an already painfully weak armory, rather than actually creating more viable options to use. Yet the only thing the devs, and people defending the patch were able to see, were "meta slaves crying that the training wheels got removed", when 1/3rd of the game's difficulties quite literally spawn more enemies every 2 minutes than you have ammo or stratagems to deal with them across a coordinated team of four combined.

But again, all this can be resolved. What CANNOT be fixed anymore was the piss-poor reactions from DEVELOPERS and COMMUNITY MANAGERS. Calling your players' choice of playstyle "brainless", telling them to "get good" and citing "skill issue" to excuse your miserable choice of balancing, is a surefire way to drag your game from "Wild, unexpected success" back to the same "Small indie game" player count that the original game had. If that is the "vision" you're aiming to achieve, at the very least be more transparent about it, and tell the hundreds of thousands of people enjoying the game to "♥♥♥♥ off back to CoD and fortnite", as your hugbox in discord seems to enjoy doing. Where people posting clown emojis get censored and banned, while others defending the patch with literal "Your mom" levels of maturity in their responses are just allowed to keep running their mouths wild.

"A game for everyone is a game for no one" cannot apply anymore. Not with half a million players, aka "everyone" already playing it. Choose if you want a successful game, or a tiny one.
Posted March 7.
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124 people found this review helpful
6 people found this review funny
2
85.3 hrs on record (26.0 hrs at review time)
You can call in 6 rounds of armageddon artillery on a point and do 0 friendly fire to your entire team. That may sound awesome, but it's actually awful, and makes pushing outright impossible. There's also no friendly fire for anything, including grenades, so bombing every corner into a dust cloud is the most effective strategy in the game.
Respawns are horrifically placed, progression requirements are annoying and arbitrary, the whole team of 24 players gets only 1 guy with a scoped rifle, and it's ALWAYS going to be an inept moron who will accomplish nothing with it.

The 2nd worst part is that the attackers have EXTREMELY limited tickets while the defenders don't have tickets at all. Meaning the defenders are discouraged from defending, and encouraged more to blindly push into enemies to catch them off guard and bleed their tickets. And attackers are encouraged to slowly crawl towards the hellscape objectives, hoping to not get blown up by a rifle grenade, hand grenade, mortar, artillery barrage, stabbed in the back, or god forbid shot by an actual gun. Or keep blindly running around the corners of the map so they can rat their way to the objectives when the defenders are too busy pushing into the enemy spawns.

The guns are nice and are fun to shoot, but EVERYTHING else is terribly done. From balance, to classes, to tickets and spawning, to the no voice chat, to maps. Having so few maps wouldn't be a problem if they were actually good. One of the first points on a map is a literal death pit with 0 cover from above. I can almost guarantee 40% of the games entire grenade, mortar, and call-in kills, across all games and maps, come from that one point alone.

Until the atrociously backwards and unfair ticket system gets reworked, or some sort of penalty for explosive spamming is implemented, it's really far too frustrating to play. You either get an amazing team with competent officers, or you're defending and the enemy doesn't have good officers. If neither of those are true, then you're guaranteed a loss.
Posted October 1, 2022. Last edited October 1, 2022.
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Showing 1-2 of 2 entries