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I'd say for the current status of the game, the level of hype and activity seems pretty OK to me. Things ought to ramp-up closer to launch, and I suspect their community guy is already starting to expand their presence in fan communities, collect early feedback, and tap into folks who will become the fan ambassadors when the game is available. I suspect that because I am that guy!
All joking aside, the feedback really is appreciated, and one thing I can assure you is that the dev team is taking all this seriously–yes, even the English-language feedback! I'm quite impressed at how willing they are to listen and pivot, and I'm genuinely looking forward to not only the updates they have planned, but the reactions y'all will have to them.
That's actually fantastic to hear.
On a side note, the latest thing that concerns me is that approximately 1 month after the OBT the team has already rolled out a preload on android & IOS, which sounds like the game will be coming out in the coming months, This may not necessarily be the case and i frankly hope it won't be. I'd gladly play the game in it's latest state but quite a lot of work is still needed here and there, and if there are truly approximately 1-2 months until the launch - will the team manage to fix the glaring issues in that time? At the very least, without having to work overtime? I just hope that the team will manage things without stress and take their time polishing the game, most people don't mind the wait.
That's just my bit, i'm really looking forward to the release!
Also glad to know that they are listening. On that topic, I would like to know something about challenges you do in-game (I forgot what they were called, dungeons something?), the ones you spend energy to join and complete to get rewards: will we be able to swipe those to completion after doing it at least once? Some gacha games like Genshin Impact forces you to manually do runs to spend your energy, while other games have a much better system imo where you only need to complete once and then you can just "swipe to complete" or whatever to reap rewards equivalent to your best result registered instead of actually doing the entire thing again.
I'm asking that because it will be seriously terrible to do those dailies multiple times to farm materials considering this kind of game where a minor mistake might ruin the entire run, etc.
I didn't have enough time to test that out during the beta.
I second this.
Sooner or this feature will be needed, but i don't agree on the matter of adding it to bosses like S.H.A.R.K, even if i understand where you're coming from.
I feel like that feature would best be suited for dailies or possibly future "endgame" content, where you'd be able to skip up to a half of it if you've met certain criteria (such as doing it once before and so on)
I can't share anything specific at this time, but I'll say this:
I can't answer specifics about timelines or the final shape various features may take, but what I can say is that based on the findings of the beta tests, they don't necessarily have to make all changes/improvements all at once!
As I understand it, there will be some great changes available as of launch, and then even more will come in the first major update.
On that note, please keep in mind that the date shown in the App Store pre-reg page is just a placeholder. Official news is on the way!
It did for me too. That game plays fantastic.
I hope this game’s challenge level doesn’t take a hit. It feels so good right now.
Glad to hear it!
I think the overall challenge level is great, too, but in my opinion (please read this as Antonio's personal opinion–not that of the devs 😅) the onboarding process should be a bit less punishing. I hope/trust they'll find a good sweet spot!
Considering just how little traction this game is getting so far, they really should try to appeal to a larger audience in any way they can instead of trying to satisfy the handful of diehard purists from a niche fanbase.
I don't even get your point of mentioning danganronpa becuase those games aren't remotely difficult to begin with, you don't even risk having to think about the cases as the game will naturally flow to the right answer, just like with XB in here actually. Also, they are actually being very loyal with the whole style, character personalities, over the top reactions, dialogues and all that in this game. I really like the characters in here and what motivates me the most to play is the game as a whole, not having a difficult boss to beat or something, I got Elden Ring or so many other games like that for that single aspect.
Gacha games are usually games people play on the side, something that after the initial burst of content on release they reach the current end point of the story and login to just do dailies or events then go do something else, that's the formula that works. Having "hot waifus" in the game isn't a bad element at all, while I am one of the people who only roll on what is considered "meta" characters, none of us can deny that eye candy is not a bad thing and if that brings more players then we actually benefit from that.
And to be clear again: I do enjoy the challenge in gameplay but I don't want the game to get a big old EOS notice in a year or so because that will feel like a waste of time for me.
I think your wrong in saying they shouldn't satisfy the 'diehard purists', btw thats such a lame laymens term lol half the time that same diehard fanbase keeps LOTs of games afloat. There's nothing wrong with appealing to the core audience and making sure they are happy, while also making sure they garner a new audience into the fold. I get wanting to have new players and keeping their game afloat, but this isn't some gacha waifu game, this is a game with core elements of previous other games that were made by the same artists/devs. There can be a very nice and neat balance, WITHOUT forgoing one or the other and if you disagree, then you were never up for an debate.
See and when you start talking about it being JUST gacha game, then that's where your turning this game into something mundane and it will never be more then a 'save, roll, do dailies and push to the side' type of game. I think your missing the point that alot of us wanna PLAY the game, we don't really care about the gacha but the gameplay! (and if some do, it's only to make sure we get a good team)
The ACTUAL gameplay, not the gacha elements ,but what makes the game an ACTUAL game is what we are talking about here. We want to retain that sort of skill based gameplay, without forgoing it, bc there are people who believe gacha games should be easy 'onga bonga' brainrot.
THAT is where alot of gacha games start to grow stale, when the gameplay is boring asf.
Well, your main point so far has been focused on difficulty in this thread, so I naturally assumed you were making a comparison in that aspect.
Don't get me wrong, I'm usually on the diehard purists' side of things and what I talked about in my initial post here is precisely the balance, the way things are now is not balanced at all for the other side. The amount of people who thought this would be an offline 1-time purchase game is very high (I'm one of them) and I think that would be ideal tbh, but when you throw in the gacha and continued service aspect on the table, you need money to keep it alive and that means casual players spending money. In gacha games there are only 2 ways about it: waifu or broken character.
(Again I get the impression that for you the main thing that defines this game and the whole franchise is the skill based gameplay and that's not really what defines the other games at all like I mentioned before, that's why I said that earlier but nevermind)
The most successful gacha games out there fit exactly into that "save, roll, do dailies and push to the side" formula and that doesn't make them any bad by the way, all kinds of people manage to enjoy them, from high-score e-peen whales to waifu collectors. That game the other guy mentioned you were apparently referring to before is something I never even heard of before for instance. Of course it doesn't make it a bad game or dead at all but will Tribe 9 endure like it does? I'm not sure, that one is way more waifu-friendly at least.
To me the main point of this game is the story, that's what danganronpa is about basically for example. I believe this aspect well covered at least and that's important to the casual player, the only thing I'm worried about is that there is a lot of difficult content for the average player within the story and that will be a turn off for many to the point of dropping it.
When I look at how little posts are in here, how dead the reddit for Tribe 9 is like, how there are not even 200 people in the discord server with just some sporadic, random talk between a few people there, I get worried. I get worried because just like you I wanna play the game but we all should understand we need players. No one I talk with ever heard from this game before, the anime is also terribly unknown (for good reason to be honest, it sucks).
For me the balance needed is something like what I proposed in my original post: optional activities that give you rewards = harder stuff, while the main story gets toned down. That's how every other gacha game I know works like as well. It should be enough to satisfy everyone. However, the game does propose itself as "extreme action RPG", so Idk, maybe focus on "extreme" being a story element where there is death and stuff, it is what is said about the games people are forced to play in that universe after all.
"In addition to leveling up your characters, you also have the freedom to select which stats to boost and what equipment to use. You could even try building a healer as an attacker! There are plenty of possibilities, so you can experiment with creating your own original build!"
Come on, you can't fool anyone like that, lol. Anyone who played this knows that the item boosts are absurdly marginal and playing mainly as a healer is activing masochist mode no matter how much you try to make a healer become an attacker due to a a sheer numbers reason.