SUPERVIVE

SUPERVIVE

Ithil Dec 16, 2024 @ 9:07am
2
Is the pathetic ranked mode the reason why this game flopped?
Did the devs forget that players need to enjoy the game in order to keep playing it?
Supervive is quite possibly the most repetitive and boring game once you're past the initial 20-25 games.

Why did they release it like this garbage? There's no way they can revive this crap anymore after this disastrous launch...
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Showing 1-15 of 37 comments
76561199472966313 Dec 16, 2024 @ 9:14am 
ive played hundreds of games and still enjoy it a lot, it might just be a you issue.
Mr. Bookie Dec 16, 2024 @ 9:39am 
Yeah man you might want to do some research on the game. I play aggro and being 5th team left i'm up in RP atp alone /shrug
Ithil Dec 16, 2024 @ 11:46am 
Originally posted by RTKBlade:
ive played hundreds of games and still enjoy it a lot, it might just be a you issue.
Sure it's just me and not all the other 100000+ players that haven't returned to the game after a while.
6koga Dec 16, 2024 @ 12:49pm 
why u so angry brah?
Shadez Dec 16, 2024 @ 1:39pm 
Why did it flop?
It is only open beta right now and poe2 released
Ithil Dec 16, 2024 @ 1:43pm 
Originally posted by Shadez:
Why did it flop?
It is only open beta right now and poe2 released

So you're saying that the people that played it so far and uninstalled because they dislike it are coming back just because they call this a beta?
Snobby Hobo Dec 16, 2024 @ 2:32pm 
No, the reason the game flopped is because they repeat the same mistake we have already seen repeated at least 3 times. I will continue to refer to Battlerite which is easily the most accessible and well-documented of these failures: you cannot take a moba, remove all the strategic aspects and expect it to last.

People often complain "oh farming is so menial", "there is too little happening" etc - but these are the baboons that haven't the faintest idea what economy and drafting actually mean to a moba: the strategic aspect -- the ability to differentiate heroes to meaningful degrees and get away with it. Imagine playing an RTS but there was no resource collection, just zerg rushing every single game. That's the equivalent of what these "zoomer mobas" attempt to do.

I think Supervive has some plans that, on paper, might work: like the creepcamps and resources to contest. Unfortunately it's also a Battle Royale and has 0 drafting. So we are still stuck with "every hero either pokes, or is a rushdown character and all of them must have a dash" (similar to Battlerite).

This formula does not work. It has not worked in the past and it will not work now. But these are Riot game designers: the absolute bottom of the barrel when it comes to ingenuity. So what else could you expect from them?
Judarian Gaming Dec 16, 2024 @ 8:01pm 
Originally posted by Ithil07:
Originally posted by Shadez:
Why did it flop?
It is only open beta right now and poe2 released

So you're saying that the people that played it so far and uninstalled because they dislike it are coming back just because they call this a beta?
remember when multiversus did this they released had a battle pass. closed the game down and they had like 500k players on steam. came back and now they have more characters and content but only 923 people playing at 11pm est time. i love the concept of this game. stunlock studios had battlerite they tried this also it didnt go well. first they charged for it then made it free to play. was hard to balance the roster they had around everything.
Ithil Dec 17, 2024 @ 3:44am 
Originally posted by Snobby Hobo:
No, the reason the game flopped is because they repeat the same mistake we have already seen repeated at least 3 times. I will continue to refer to Battlerite which is easily the most accessible and well-documented of these failures: you cannot take a moba, remove all the strategic aspects and expect it to last.

People often complain "oh farming is so menial", "there is too little happening" etc - but these are the baboons that haven't the faintest idea what economy and drafting actually mean to a moba: the strategic aspect -- the ability to differentiate heroes to meaningful degrees and get away with it. Imagine playing an RTS but there was no resource collection, just zerg rushing every single game. That's the equivalent of what these "zoomer mobas" attempt to do.

I think Supervive has some plans that, on paper, might work: like the creepcamps and resources to contest. Unfortunately it's also a Battle Royale and has 0 drafting. So we are still stuck with "every hero either pokes, or is a rushdown character and all of them must have a dash" (similar to Battlerite).

This formula does not work. It has not worked in the past and it will not work now. But these are Riot game designers: the absolute bottom of the barrel when it comes to ingenuity. So what else could you expect from them?

To be honest, I think that this formula would only work if they had focused on what people actually want; fast paced MOBA-like combat.

Like Battlerite essentially. I'm a big fan of Battlerite and think it died mostly due to how it was abandoned. Up until the point they made their Battlerite Royale ♥♥♥♥ I played it daily and loved it.
Ithil Dec 17, 2024 @ 3:45am 
Originally posted by Ithil07:
Originally posted by Snobby Hobo:
No, the reason the game flopped is because they repeat the same mistake we have already seen repeated at least 3 times. I will continue to refer to Battlerite which is easily the most accessible and well-documented of these failures: you cannot take a moba, remove all the strategic aspects and expect it to last.

People often complain "oh farming is so menial", "there is too little happening" etc - but these are the baboons that haven't the faintest idea what economy and drafting actually mean to a moba: the strategic aspect -- the ability to differentiate heroes to meaningful degrees and get away with it. Imagine playing an RTS but there was no resource collection, just zerg rushing every single game. That's the equivalent of what these "zoomer mobas" attempt to do.

I think Supervive has some plans that, on paper, might work: like the creepcamps and resources to contest. Unfortunately it's also a Battle Royale and has 0 drafting. So we are still stuck with "every hero either pokes, or is a rushdown character and all of them must have a dash" (similar to Battlerite).

This formula does not work. It has not worked in the past and it will not work now. But these are Riot game designers: the absolute bottom of the barrel when it comes to ingenuity. So what else could you expect from them?

To be honest, I think that this formula would only work if they had focused on what people actually want; fast paced MOBA-like combat.

Like Battlerite essentially. I'm a big fan of Battlerite and think it died mostly due to how it was abandoned. Up until the point they made their Battlerite Royale ♥♥♥♥ I played it daily and loved it.

I just can't imagine anyone getting excited over a Battle Royale. It is not unique and it's not fun to me either.
Lochlann Dec 17, 2024 @ 4:59am 
Most people I've met say the game is fun at its core, and I've only seen major complaints about specific hunters (the most problematic of which have received nerfs) or matchmaking. Just because you have a grudge against BRs doesn't change that people played it and found it fun to at least some extent

Marvel Rivals is undeniably a factor. I have a couple of friends myself who were enjoying Supervive up until the very day that they dropped ship and hopped onto the next big thing, and are still playing it now. I've been enjoying Vive enough that I haven't cared to jump ship myself

The game's going through tough times, but the fact is that it IS still a beta and always has the chance to have even just a small resurgence if/when it comes out. Either way, I like the game enough that I'm still playing it despite the slightly longer queue times (which have been tolerable, for me at least, and I've only seen it go above 8 minutes on two or three occasions)
Unfortunately it won't be long till the squad queue starts to really suffer. Down to 5800 players in last 24 hour peak and that number goes down a few hundred every day. The 24 hour low is down to 1800 and it goes down 150 or so every day. Weekends add about 2k to these numbers so perhaps the xmas break coming up will help stabilize it some.
Ithil Dec 17, 2024 @ 6:37am 
Originally posted by Breezy:
Most people I've met say the game is fun at its core, and I've only seen major complaints about specific hunters (the most problematic of which have received nerfs) or matchmaking. Just because you have a grudge against BRs doesn't change that people played it and found it fun to at least some extent

Marvel Rivals is undeniably a factor. I have a couple of friends myself who were enjoying Supervive up until the very day that they dropped ship and hopped onto the next big thing, and are still playing it now. I've been enjoying Vive enough that I haven't cared to jump ship myself

The game's going through tough times, but the fact is that it IS still a beta and always has the chance to have even just a small resurgence if/when it comes out. Either way, I like the game enough that I'm still playing it despite the slightly longer queue times (which have been tolerable, for me at least, and I've only seen it go above 8 minutes on two or three occasions)


You're absolutely right, and I also did enjoy it at first. The problem is that that's sort of the whole thing with Battle Royale; what makes it fun, what makes you come back to it.

Obviously POE2 and Rivals are currently being played a lot, but that really shouldn't matter that much. This game is still VERY new aswell. Are those games so much better that everyone left?

I feel like you could use that argument if the player base dropped from like 500k to 300k overnight.

The steady decline of players up until where it's now (almost not played at all) Not even in the top 100 most played games on Steam - it's just looking quite grim.
Snobby Hobo Dec 17, 2024 @ 11:22am 
Originally posted by Ithil07:
Originally posted by Snobby Hobo:
No, the reason the game flopped is because they repeat the same mistake we have already seen repeated at least 3 times. I will continue to refer to Battlerite which is easily the most accessible and well-documented of these failures: you cannot take a moba, remove all the strategic aspects and expect it to last.

People often complain "oh farming is so menial", "there is too little happening" etc - but these are the baboons that haven't the faintest idea what economy and drafting actually mean to a moba: the strategic aspect -- the ability to differentiate heroes to meaningful degrees and get away with it. Imagine playing an RTS but there was no resource collection, just zerg rushing every single game. That's the equivalent of what these "zoomer mobas" attempt to do.

I think Supervive has some plans that, on paper, might work: like the creepcamps and resources to contest. Unfortunately it's also a Battle Royale and has 0 drafting. So we are still stuck with "every hero either pokes, or is a rushdown character and all of them must have a dash" (similar to Battlerite).

This formula does not work. It has not worked in the past and it will not work now. But these are Riot game designers: the absolute bottom of the barrel when it comes to ingenuity. So what else could you expect from them?

To be honest, I think that this formula would only work if they had focused on what people actually want; fast paced MOBA-like combat.

Like Battlerite essentially. I'm a big fan of Battlerite and think it died mostly due to how it was abandoned. Up until the point they made their Battlerite Royale ♥♥♥♥ I played it daily and loved it.

No. Battlerite died due to a lack of strategic depth. This is extremely well documented too as Stunlock kept a consistent developer diary. If you are really interested I recommend you read it back.

Battlerite started with a huge following, even when the game wasn't free. The e-sport scene developed almost entirely by itself. This is a wet dream for any developer with a competitive game on their hands. Unfortunately, the pro players burned out almost immediately. There was a very good video on this I saw a few years in the past where one pro described it aptly: every game felt the same, and missing 1 skillshot would often cost you the game. No variance. Samey heroes. No depth. Just skillshots.

Later in the development Stunlock realized this, and haphazardly tried several things to battle this lack of strategic depth by introducing items and boons. It was already much too late at this stage: the playerbase had burned out and so did the e-sport scene. Eventually they threw the towel in and tried their hand at a battle royale, which also flopped almost immediately.
Snobby Hobo Dec 17, 2024 @ 11:29am 
It is also worth saying that "focusing on what people want" almost never works for longevity, as people do not know what they want. Especially in the sphere of videogames consumers are extremely opinionated despite having no metric of what they perceive as good or bad; if something fired the neurons it's "good", otherwise it's "bad". Games live and die on the immediate whims of people who are attracted by shiny colors and bells. To that end Battlerite was a success: it sold really well and had huge player count peaks over the course of its short lifespan.

Part of the reason videogames are especially prone to loud monkeys screaming at the top of their lungs is because their development is inextricably tied to the internet: the place where people are least filtered and most prone to sensory overload.
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Date Posted: Dec 16, 2024 @ 9:07am
Posts: 37