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Повідомити про проблему з перекладом
So you're again missing the point that there are a large majority of players that don't have your experience, and are offering their side of the perspective. So the entire game should be balanced, or in this case, not touched because your experience was perfect? How selfish.
Subjective opinion. What is fun for one is not fun for another.
Please list me examples where taking feedback and making changes based on improving the game experience for a larger number of people and making things more accessible ruined a game, because from my perspective over the years I've seen far more examples of the opposite.
An MMO is a constantly evolving game. It's not static. It's designed, at it's core, to change, adapt, and grow. Like the devs said in another thread, this game is *not* Stalker. It's not meant to be Stalker. It takes atmospheric and visual queues from the series, but at its core it is an MMOFPS with slight RPG mechanics and looter shooter elements. The game will not survive or thrive if at every suggestion, the only responses people can offer in rebuttal are "lol git gud", "skill issue", etc etc.
Let's look at that as a valid excuse for a moment. Skill issue. Who's skill exactly is the baseline being developed around? What skill level is difficulty balance, AI balance, etc all based around? For a successful game, it obviously shouldn't be the top 5% or even top 10% of players. The game should be designed around an average player's skillset in mind, which allows some to excel, a small number to fail, and the vast majority to have an average experience.
The way you're talking, is that there's no issues what so ever with the game, and every complaint is a skill issue. Again, congratulations, you may very well be in that high skill area. Many people are not.
Please remember, with respect, I am speaking from a player-size population and economic success of the game's viewpoint. I am not making these counterpoints from some "OH MY GOD THE GAME IS TOO HARD" aspect. I am looking at things from an angle of what makes the game mass appeal to more players, to increase the player count, secure player-count retention, and make the game a healthy success. That's all I'm debating. You're acting as if every suggestion people make is a personal attack on the game.
Calling out game design that is frustrating to players is not attacking the game, it's giving feedback to hopefully improve it.
Calling out game design that is overly spammy and makes no sense, like anomaly placement being out of hand in some areas, is not attacking the game. It's giving feedback.
So on, and so on.
Stalcraft has to compete in the F2P market, a market already saturated with some incredible games. For it to survive, it MUST cut out its own portion in that space and secure a healthy playerbase. The current numbers are not healthy. They are barely a tenth of what a healthy F2P game on the market's numbers are.
I'll concede the point that I highly doubt you and I will ever see eye to eye on the suggestion of fast travel. We are diametrically opposed on seeing it as either a net positive or a net negative. You firmly believe it will kill the game, which I think is absolutely absurd. I've never seen one game where having fast travel completely destroys the game. If you have some examples, I would very much love to hear them. Again, Stalcraft is not Stalker, but for the sake of tossing a counterpoint out there, having Guide NPC's in Anomaly certainly didn't kill Anomaly at all. Or is the opposition stance you're taking due to the fact that having an NPC Guide character that can fast travel you between two locations, would make farming more efficient and remove some chokepoint PVP areas, thus decreasing the amount of participation in PVP since it would be easier to ignore? That concept I can understand, and while I still don't agree with it, I can at least understand that as a counter argument.
I am not sure the majority of players are having that hard of a time, I see some posts here and on reddit but no where near the majoirty of 10k plus players
I agree what is fun for one is not fun or another, which is why making large changes to the game should be done with careful thought
Games that got ruined by cauals?
I would argue ESO's world update shortly after release was a move for the worse and still ires me to this day, and a quick google shows I'm not the only one convinced casual's ruin games
Diablo 3, anyone remember that?
WOW, remember when leveling became a joke? I do
moving on
The game should evolve, The skill should be based on the competent, not the incompetent. I have wiped out 3 player squads, I've had single dudes out right destroy me.
Who the game skill should the game be based around seems an odd thing to ask. am I being handicapped or they being buffed? what metric would you even use? TTK seems to be a good one but that doesn't account for accuracy or position and teams.
I think server separation of players needs improved. Getting the Seekers Hawk to suddenly see everyone in power armour did suck. More tier of server would be better imo
I don't think a game like this would ever have mass appeal and your last comment is more inline with my thinking, Fast travel in a game like skyrim works because it's single player all the stuff that happens while travelling can be skipped, but if those NPC's are players not everyone is the hero, some are bandits, other's are victims to them and if players can bypass that, you are diminishing a role they need to fill. No one wants to be the victim, but we all cant be the hero or victor every time and those that find themselves unable to overcome that should not be happened a get out of jail free card that allows them to fly over the map, its not like its WOW and it would take a freaking hour to walk across the map.
I have come up with 2 ideas that may or may not be dumb.
1. Have faction map control use actual map borders, with chunks of the map letting a player be invulnerable to enemy players. Let PvP-heavy areas like Cordon, Dump, and the northern sections have open PvP, but still have corridors or edges of the map that are faction safe zones so players can bypass enemies. Have the respective areas in the east and west just be completely inaccessible to enemy factions. This honestly would probably break quests and make the game more boring with no risks.
2. Less drastic of a change: have the minimap show friendly players, so the player can deduce from the nearby player count if an enemy is around, but still not know where they are. Also, expand range of player counter to the whole area of the minimap, so players can't kill you without getting detected by the counter and giving the player SOME chance to defend themselves.
I'm still not sure if the game is essentially "finished" with no significant changes planned at all, or if the devs are serious about adapting the game to a western audience. They've talked about not including the monetization they have in place in the Russian version of the game because they know it wouldn't go over nearly as well in the west, so I'm hoping for the latter. If all else fails, and they can't keep the game afloat overseas, maybe they'll just let fans access the Russian servers but with the English translation and leave it at that.
I know you were replying to Von but I'll piggyback onto this.
It's more like they physically can't have the same monetization. That same model they used in the RU version, is prohibited by EU laws. They can't use it.
As an MMO, the game absolutely needs to get a bigger appeal. It needs a growing playerbase to survive. It won't last if it only keeps a small steady playerbase, because over time that playerbase will eventually start to dry up and move on.
The biggest question and the two sides of the debate fence are, what changes are or are not acceptable within the game that would bring in more players? Because I'll be honest, right now, the way the game is designed and structured it most likely will not grow past it's 10k on high end playerbase (And that's combining Steam DB with an estimate of how many are using the launcher from the website, because let's be honest, most people play through steam. So 7k average from steam, 3-3.5k half of that as a healthy high end estimate from the launcher, for around 10k).
The core problem is, the game is designed to appeal to a niche of a niche. MMO players are already a smaller portion of the overall video game player population. You can look at crazy numbers from games like WoW and think that's incorrect, but pair it against the monoliths that are Call of Duty and an MMO population looks tiny. Now, the game is targeting a niche playerbase of THAT playerbase, the PVP-focused community.
Again, I'm not attacking PVP, or the core of the game, but the simple reality is that the way this game was designed, it by and large targets a smaller playerbase. This is just reality. So it's already hitting a smaller crowd, and then has to go up against other F2P titles like Warframe for example?
No one here wants the game to fail, I think we can all agree on that. My point from the beginning has pretty much been that making certain changes would help bring a bigger appeal.
I'll also agree that I don't think the game is finished either, which is readily apparent from the recent dev posts and previews of content they want to release. The problem is that they need a larger amount of the playerbase at end game for that content to work, and most likely a larger playerbase in general. So if the game doesn't grow and people don't progress for whatever reason... the content becomes moot.
If a large portion of the current playerbase isn't at "end game", it's completely justifiable to ask the question "why not?". My stance has been that just throwing out "skill issue" like a lot seem to do on this forum isn't enough to cut it. Are there examples where it's a clear skill issue? Sure, I'm not denying that, However I think it's also disingenuous to claim that balancing doesn't need tweaking, that perhaps the number of anomalies is a little out of hand, or adding a bit more visual queue to certain anomalies to help people (Especially color blind people). How about a bigger stance on cheaters? The glow edit was a huge problem recently, and will continue to be an issue until the game files get encoded, but the issue has been known for quite a while in the RU community and it still exists.
No game is perfect. Especially not an MMO. An MMO needs to update, change, evolve, and adapt to succeed. That's all I've been saying.
I think it would be a good modifiaction. After all, friendlies are shown on the map in most stalkers mods, so why not. Also, they need to upgrade footsteps. I am all good for the constant threat of pvp, but yersterday I had a stalker littreally sprint up to our back, and we did'nt hear anything until he mowed us point blank in less than two seconds after he showed on the counter. That should not be feasable. IMO, crounching should be silent, walking noticable from up to 20m, and sprinting for up to 40-50 meters.
My thoughts exactly. When you need to grind NPCs to progress and don't have anything to gain from PVP, it stops being PVP and just becomes griefing.
That's a curious choice. You take money from the RU players for "X" amount of time to give them booster packs and then take that away? Wouldn't that alienate any new players wanting to get ahead? It would be a similar situation as when it first launched here in the states/EU. People complained about the packs ruining their experiences because people with stronger gear were right outside on their doorsteps. Why? Cause the matchmaking system seems exploitable with friends.
I hope it all works out for you, you all have an interesting game, but from our perspective of 5 bucks a skin in a RNG box scenario, it didn't have much "OOmphf." to purchase into it.
The game feels too unfair at times;
- Unlike stalker, escaping anomalies is nigh impossible and spotting them is rough.
- There is no ping on the map where to go to when an emission happens, so it feels like I have a random chance to die.
- The game events dry up too fast because there are too many players doing it.
- It's no fun when a stronger opposing faction player camps at a checkpoint for a quest so you can't progress for 2 hours.
- Having to run 1.5KM and being killed just before you hit the faction base by some random guy you can't see so you gotta do the whole run again makes me quit the game.
The game could also use some polish in other areas:
- Teleporting between safe zones would be nice (only if you are within one and have visited it before, paying a fee for it is a good way to balance).
- I wish the constructed guns we get from quest could be taken apart, otherwise they lose value on the long run which is kinda sad.
- Would be nice if I could sell all the guns and such I don't use as well.
The game has a rich story, the upgrade system isn't too bad, don't mind the grind, but I think this would work much better as a singleplayer or PvE multiplayer game. I really wish I could host my own instance of the server so I can play only with friends.
But as it stands, the fun I get out of it for the limited amount of time I can spend gaming on a day makes it not worth it at all. I don't need a second job in the form of a video game.
Oh yea going from known cache spot to known cache spot and finding them always clean from the sheer amount of people farming them in the same instance is most undoubtedly a skill issue. Tell us more, oh wise one.
At this point it's just wasted breath. Every single point people bring up about the game is shouted down as skill issue over and over again.
We'll see how the game is faring in six months to a year with this wonderfully stagnant playerbase.