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Re: Practice mode/tutorial
So we had to make this really last minute. I'm not happy with it either and we for sure want to make something more organic. I agree with every one of your points but gamedev sadly is super slow and we had to choose between optimization and nice tutorial and we chose optimization. Not that I expect you to care, just telling you why.
Re: Secret shop
Secret shops are super cool, but very very difficult for new players to grasp. We actually tested with them at one point, but it led to a ton of friction so we decided to keep everything in harbor. It's tricky going to a standalone game because you have to move away from the inherited mechanics of wc3 (as much as I love them). We really try to approach Sirocco from first principles, and we think there are perhaps more engaging and approachable objectives to get people on the map.
Re: Weapons
(pasted from FAQ)
We originally started with 5 weapon slots, but that was before each weapon had unique effects. We’ll most likely never return to 5, as it became too complicated for players to understand how all the weapons and their unique effects worked together. Another issue is that with every weapon you have, you have to dilute its overall effectiveness in order to balance for the amount of weapons you can have at one time. Because we really like the special effects Weapons have, we decided to go for making them more potent and having weapon builds be a core part of the game.
However, we're still exploring the possibility of more than 2 slots. We’ve also considered larger-scale modifications to weapons that could affect all of them at once. So, while there might only be two slots in practice, their functionality can change drastically based on the player's choices.
(my notes)
I hear you. Stacking weapons was fun. But we wanted to push the mechanics further and ton of weapons was just less engaging for players than more powerful and distilled weapons. Hope that makes sense.
RE: Objectives
Yes we would like to have more objectives on the map for sure. We probably won't just do standard creeps, but we have some cool ideas cooking up.
Again, really appreciate you taking the time to check it out. Hope to see you during next fest.
I'll definitely give it a try in a couple days but I already know I can't take this MOBA seriously :/ Just not enough depth of play for me, which is I think core to what MOBAs are but it's hard because you need it to be easily to get into at a casual/fun level. I do feel pretty much a large majority of gamers have played at least 1 MOBA which does work in your favor of people knowing a lot of basic concepts like secret/extra shops... etc
One last feedback I forgot about until reading your response
- When I was reading abilities it was hard for me to quickly grasp which stats were for the weapon and which were for the special ability the UI doesn't really distinguish the 2 separately very well.
I sincerely wish you the best of luck :)
- I quit basically as we were defending our nexus. 2 of the enemy team members had zero deaths so they definitely knew something we didnt.
- I really dislike how only one person can be a ship, except the starter one. I was stuck with the invisible ship when we unlocked the T1 ships. since it was my only choice.
- I really dislike everyone starting with the same ship and weapons. Like... why can't we start with no weapons or 1 starter weapon and we buy our second one. This really creates a generic first few minutes of the game experience that i imagine feels the same every time you play. Which is a bit antithetical to MOBAs
- I second the feedback i said earlier, where it is really hard to tell what the weapon does, since the whole description is reserved to the trigger. Like How does the basic shot fire and what does it do...
- Oh i really hate picking augments then i switch to a ship and the augments are stuck on the new ship... i switched to a ship after having to play the shroud and my augments for the new ship were awful selections.
Since this game has no real vertical progression of choice for the player, the skill gap is HUGE and can be really felt when there is an experience player or 2 on the other team. It felt like the game was decided after 4 mins. This also ties into all the other stuff i mentioned with only exp is lane exp... etc not enough objectives.
I really do wish you the best of luck, because you 2 seemed nice and responsive. But the fact I got frustrated in one game and wanted to rage quit... usually that only happens after weeks of playing a new MOBA
As someone who's dumped more hours than is probably healthy into this game, I can say that there is quite a bit of depth. There will be more when secondary objectives comes out, but ship decisions, weapon decisions, etc are far more nuanced than say League of Legends. In League you have 2-3 core items you get every game no matter what first and always first, then maybe a flex item and then the last 1 or 2 items you always get as well.
Even when I'm playing the same ship I'll change up what weapons, ships and looms I'm using based on the type of playstyle I'm going for and also as a response/counter to what the enemy is doing. There is a lot going on here. I'd give it another try tomorrow, the vets like myself will be far higher in the ladder and you shouldn't run into us again. Sorry for the loss. ~
Additionally, I feel that the game has definitely leaned too much into the MOBA genre, while mechanically not fulfilling its assumptions, such as not being able to target specific enemies and gathering resources in a completely different way.
I was positive about the game when it was announced, but at this point, I definitely prefer to return to the mod in Warcraft 3.
I come from Battleships of WC3, and I was utterly underwhelmed by having just two options that fire so slowly and do no damage. The weapons didn’t possess any obvious mechanics conveyed in the UI, and all of them felt arbitrarily boring and convoluted.
Where are the multi-rocket launchers? Where are the machine guns and cannons?
You basically took the idea of having ships in a MOBA and threw the baby out with the bathwater. There’s nothing redeeming left from Battleships—only the idea of the ships remains.
I’m really disappointed with this one. I was waiting for someone to make this, and you just made it boring.
_______
Bring back the 6 slots for weapons and items and let us craft our own builds, allowing us to choose between defensive items or more offensive ones.
Lets us freely stack and choose items.
Bring back bigger and cooler ships, and make them more grounded and less wonky, avoiding the overly fantasy or cartoonish style.
Bring back the weapon combos and tiers.
Dial down on the ship abilities—they are far too overpowered and overly emphasized. Introduce ships with no abilities but with good base stats or additional slots instead.
In the actual state of the game, those strategic choices have too low effect, and you can change weapon at anytime (going from long range to melee for free... ). The only choice is between prioritizing ship or weapons.
It is very important to feel powerspikes, and having drawbacks to choices you make. When you rush a high level weapon, you should be crushing small ships. Until an ennemy gets an even stronger weapon. So you have to balance power and survavibility at each time.