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For a longer explaination I will just repost what I said in the last thread asking about what happened.
I got a friend to play Gevo for a bit, and outside of bad teams the main gripe I heard from him was that he didn't like how shooting felt.
The weapon selection can be really uncomfortable to people who are used to traditional shooter games, and even as a Gundam fan it took me quite a bit to get comfortable with the weapons. Even then I still hate how some of them feel, like Pale Rider.
1. Copied overwatch but enhanced the flaws. Bad tutorial, non-existent co-op mechanics despite it being needed because plenty of characters cannot guarantee kills. Non-existent feedback metrics that actually track whether or not you actually played as a team. All of this enhances toxicity and damages match quality.
2. Awful monetization and barely any real reason to continue to play the game. No ability to earn cap in a reasonable time frame (play over 50+ hours to level up the season pass to earn the caps to get one whole suit. ONE WHOLE SUIT! yay! /s)
3. Awful servers\netcode and post launch support. Devs repeatedly stated that they would balance or do things to improve the game's servers but nothing has materialized. Balance is random with characters getting nerf sticks despite the dev's own words stating they found nothing wrong with the suits performance. Characters with extremely abusable mechanics don't get the nerfs in the relevant section of their kit and other characters have subpar kits that never really got buffs.
4. Live service game that was given the standard awful live service development. All the content being doled out right now is content that was already there at launch (found via datamining). Very little work is actually being done on the game.
What does this mean?
Speaking as someone who's played in masters and had some 1k hours in it, OW's main flaw was that the game devolved into teams beating each other around with nerf bats. At first I enjoyed prolonged team fights but after so long the whole game of waiting for one team's healer/dps to slip up and then the fight instantly ending got really stale.
Gevo was a massive improvement to the OW formula in almost every way. It traded away high impact abilities for general mobility. After so much time with gevo I can't even touch OW anymore because moving along at a snail's pace and dying because of a minor mistake in positioning or because a DPS flanked you while your teammates were busy shooting at the choke just feels awful.
The majority of players never figured out how to use the boost system well enough and just quit. Even many of the remaining players still don't understand how powerful mobility like that is when used right and continue fostering defensive mindsets where they find cover and they hold there.
I'd argue it has far more real co-op mechanics than OW does if you don't count everyone dropping AoE heals/barriers as one (it's not). The revive system added a whole layer to the game, whether it was for good or bad I can't really say but it certainly is interesting.
QoL items like scoreboards and all that jazz matter very little to me in the long run. It's certainly a thing but as long as the game itself is fun they're a nonfactor.
I don't need the AI to award me GOOD TEAMWORK medals for me to feel rewarded, and the kinds of people who get their dopamine from that can stay in Fortnite or whatever their kind do.
I might not get acknowledgement for each time I bodyblock for objectives or revives but it feels good to do and that is my reward, along with whatever payoff comes from it.
https://www.youtube.com/watch?v=53ZFo8jpDfI
OW's main flaw as outlined by surveys, interviews and research done regarding the game's decline was its lack of proper feedback/teaching mechanisms and the toxicity that it generated. Something that was written... in the post you quoted. You did actually read through my post right?
IDK what you mean by trading high impact abilities for mobility considering you can stunlock people to death with quite a few abilities. Adding in high mobility + latency/bad netcode enhances the strain put on new players and the gap between experienced and new players. We already know how frustrating this gets. Vets don't get good matches, newbies quit.
Are you sure you mean to say GEVO is an upgrade? Because you just described how a lot of this game's matches go.
Yeah that's not even what I'm talking about. Basic metrics like time spent with team, or even the things that GBO2 keeps track of like how often you drew fire from enemies or followed up an attack chain that a teammate initiated.
I do like how you have to strawman people that this game is just magically really good despite how most people who play it hate and leave. Clearly talking about how this game encourages toxicity and provides little feedback for improvement so much that the devs thought disabling chat was necessary means I wanted a participation award system. Clearly it means I like OW and think its better than GEVO even when I've made it clear I hate both games. /s
Hmmm yeah, its not like I wrote this game had a bad tutorial and awful feedback mechanisms or anything. People just didn't dash hard enough.
Perhaps if criticism of this game wasn't met with "it doesn't affect me" therefore this game was perfect its the average player who was wrong... wasn't the major argument that keeps popping up we'd have a better understanding of what the game was doing wrong?
Okay but stop thinking exclusively about yourself and realize that people complain constantly about players not playing the game properly or well (something even in your own post). Now realize that you will now have tanks and other roles not doing their intended role because there exists zero functioning mechanics to teach people how to play better.
You just wrote that this game has more co-op mechanics than OW does. You've also written about how bad the average player played (ignoring a flank and not using dash properly). These two flaws were in OW and its been amplified here.
-bugs everywhere
-everyone crashing for no explainable reason
-lack of fixes for problems that's been happening since the game's launch
-unrewarding gameplay and ranked mode
-bad scummy monetisation through battle passes and the store micro-transactions
-poor optimisation
-too e-sports focused
-terrible F2P experience
-hero shooter fatigue
-unnecessarily removing room chat from public matches
-slow updates, patches, and bug fixes
-ignoring community feedback
There's definitely still more stuff to list too btw. It's better to ask instead "why are modern developers like this?"
Being close minded pretty much proves my point though. You clearly didn't read the post you quoted either so its not like you have to include a youtube video for people not even bother reading the post lol.
Hero shooters have flaws, Big name companies have a lot more flaws.
Lack of "Active feedback" isn't what kills a game, it's people who that that's a valid complaint parroting each other like the mindless drones they are make the video game scene itself insufferable.
Overwatch never really died, it still maintained a stronger playerbase than other competitors and will probably continue to do so, not for any fault or success of other games but simply because it's what people already know and are doing. The bar is extremely low to play OW, and whether there's a scoreboard or not you will have people whining about the team.
Spoonfeeding players info never works, third party guides have been a thing since the 1990s. If someone wants to learn they probably will. If someone plays 3 matches and goes 0/0/13 and quits then they will.
Knowing what you should do and actively taking steps to do are completely different things. People know they shouldn't eat unhealthy and exercise every day, but how many actually do? You can lock a new player into a cutscene and tell them to keep using the dash bar, but that's not gonna solve anything when they just lock sniper and never move from their perch of choice.
I won't "stop thinking about myself" because whenever I see people complain it's just random frustration and they target whatever they can see with it, and they always see the wrong thing. Like I've seen a lot of people list scoreboard as their primary want. It's an alien concept to me that people actually considered scoreboards as a real feature. It's neat to have but it's completely unnecessary. Mute people who are clearly tilted if you don't have the grit to deal with them. It's pretty clear who the weak link on the team is, and if you can't discern how well your teammates are playing then chances are you're the weak link.
Not for me it hasn't.
I'm going to rez my teammates.
I'm going to use my dashes.
I'm going to enjoy this game (when I can find matches).
You can tell me what people think is wrong with this game and OW. I'll tell you how vehemently wrong they are.
Hero shooters are fundamentally flawed because they're team games, so you pick and choose how to enjoy it. Anyone who is enjoying OW is lying to themselves or just really enjoys having their hand held through every step of the game.
Toxicity has been a thing since a man could pick up a rock and throw it.
Having arbitrary numbers thrown out there will not improve what you perceive as toxic.
Numbers without context prove absolutely nothing. Damage soaked, damage done, steps taken, abilities used. Means nothing.
I doubt I can get it across to you how frustrating it is to see people who think a game will improve if you try forcing this stuff on players. It is a rare case that this actually works, 99% of the time it's a placebo effect where you do better sometimes and just connect it to whatever you want.
No amount of surveys can convince a good game is bad or a bad game is good.
Gevo is an amazing game mechanically but Bamco pulled a Bamco and it's a flop. Even if the non gameplay things worked the game probably still would have bleed players wildly because it's a gundam game and everyone between ages 11-22 will just go back to the Blizzard game that features the sexy ladies and doesn't need you sweating your ass off to feel like you're doing something.
Okay let's take a look at this starting with the first line:
1. I never stated that I wanted to lock people in a cutscene. Why do you assume that?
2. I don't see much else that you can do to improve people's experience with the game than to include mechanics that track and allow a player who is willing to improve the opportunity to see what could be going wrong. I didn't ask for a scoreboard. The medal system already does that just fine. Seeing how other players did and trying to compare is just going to result in toxicity.
3. You can pick and choose how to enjoy a hero shooter but you are wrong if you enjoy OW for any reason. What is this logic? This truly is the greatest conversation we're having. Also I wrote about teammates. What is this about yourself? If you can just pick and choose to enjoy any game then I suppose there are no bad games or bad anything for that matter.
4. How is putting these mechanics in "forcing it"? You're forced to play a tutorial that doesn't even teach you the proper way to play the game and makes players think the game will be simple before you can even play the game. Having a stat tracker that checks whether or not you stuck with your team or took advantage of another person's primer attack is just enslavement now? No one else is going to see the data and anyone can just choose to ignore it... like the system we already have where no one knows who got what medals.
5. If we just start ignoring the objective data then we might as well just call it quits because then there is no improving the game.
6. It's not a good game mechanically because we can clearly see they screwed up on the netcode and that's not something that's easily fixed.
7. What's this about ignoring surveys and data? Where did you get the ages 11-22 from? I don't care what overwatch is or what its doing. I didn't like it when it launched, and I hated every second my friends forced me to play it. Seeing other games take example from it annoys me especially when they take the parts that forced teamplay which only amplifies how much the game doesn't work when everyone isn't tryharding. I get that your own experiences with the game have been positive but we can plainly see that for most people positive experiences were not the norm.
8. Starving to death and dying from the elements has been a thing well before rocks could even be picked up. Doesn't mean you should sit around and do nothing about it. I've tried to onboard well over 5 people on this game and they've all quit within 20 matches. At least 3 thing gundam is a joke franchise because of this game. Giving newbie players the opportunity and information to improve is kinda critical.
I think the Terrible F2P experience you are referring to is Match Making / Rating System.
Also, the progression is horrible, too much focus on Win / Lose when it is largely depend on your teammates. They should have more focus on development, make it easy for casual to create a popular game before they approach e-sports. They have it the other way around.