Mechabellum

Mechabellum

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RNG has ruined this game fully
I gave it a good run but every single game is decided by luck at higher MMR now. There is no fun losing to something that is completely out of your control. It's been a fun 500 hours! Adios
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Showing 1-15 of 229 comments
Glioburd Feb 7 @ 12:43am 
A Furry Was Beaten
Mivo Feb 7 @ 1:34am 
I feel that "luck" evens out over time. You lose some games because of unit drops or cards and spells that benefit your opponent more than you, but you also win some games because you get more value from the drops, cards and spells than your opponent does.

The top players are mostly the same every season, and many of them were already top players before there were unit drops at all. I think this shows that skill is the deciding factor. Not necessarily in an individual game where RNG sometimes favors one player, but over a moderate number of games skill determines the outcome. Just like in other skill-based games with random elements (backgammon, poker, etc).

At higher skill levels, RNG elements can have a greater impact, because skill levels are much closer, but that is also like in those other games. Most players aren't 2200+ where that is more likely to happen. I'm just an average player, so the vast majority of games I lose are lost solely because of my own mistakes.

500 hours of fun is a great return for what the game costs, though. Keep checking back, the developers do try to emphasize skill and upcoming updates will highlight that.
Last edited by Mivo; Feb 7 @ 1:39am
Skill is also the most deciding factor in an individual game.
Its basically impossible to lose if you are truly 400+mmr above your opponent.

i play with rl friends some casual 1v1 games for fun.
they are between 600mmr and 1100mmr and i am around 1600mmr in true mmr.
So far i am 19-0 vs them.


Howeveer if you are pretty close to your opponent then luck can decide games with pretty brutal impact.
Cryptic Feb 9 @ 5:17pm 
Originally posted by Glioburd:
A Furry Was Beaten
as always
Haych Feb 9 @ 11:06pm 
If you played 10 games and they were all deterministic...you would know your skill sure...but every day your skill is RNG. Humans vary in terms of capacity. Moods, foods, exercise. All vary your brain function. I don't think claiming RNG in video games is ruining competition is actually a statement of any value.
Originally posted by Haych:
If you played 10 games and they were all deterministic...you would know your skill sure...but every day your skill is RNG. Humans vary in terms of capacity. Moods, foods, exercise. All vary your brain function. I don't think claiming RNG in video games is ruining competition is actually a statement of any value.

it depends of the game. If you play poker, rng is part of the game. IF you play chess, you don't want to roll dice to know if you are gonna spawn a queen or a pawn.
Originally posted by BunnyBunny:
Originally posted by Haych:
If you played 10 games and they were all deterministic...you would know your skill sure...but every day your skill is RNG. Humans vary in terms of capacity. Moods, foods, exercise. All vary your brain function. I don't think claiming RNG in video games is ruining competition is actually a statement of any value.

it depends of the game. If you play poker, rng is part of the game. IF you play chess, you don't want to roll dice to know if you are gonna spawn a queen or a pawn.

Bingo!
MOITA Feb 11 @ 5:40am 
I personaly enjoy RNG in strategy games.
Last edited by MOITA; Feb 11 @ 5:40am
Muh macht die Kuh (Banned) Feb 11 @ 10:43am 
shot answer: yes
long answer: yeeeeeeeeees
Riggs Feb 11 @ 8:34pm 
Originally posted by BunnyBunny:

it depends of the game. If you play poker, rng is part of the game. IF you play chess, you don't want to roll dice to know if you are gonna spawn a queen or a pawn.

+1

And this game advertised itself as 'chess with mechs' early on. Then added lots of rng crap afterwards to 'spice up the meta'

How is that working out? (Looks at the 6k players at the end of 'early access/launch', down to 1-2k again now, just like last year - not so good I think)

Stoney just did an interview with Bearlike this week - who admitted at one point they are a) not happy with the drops, and b) dont know what to do about fixing it. I guess asking the players that have been pointing out it has been a problem for so long is too much work? Or doing the utterly obvious solution of trying out a non-spell/random drop mode for a month or two just to test things out.

But no...just continue on as thing are. Been working great.
puschit Feb 12 @ 2:24am 
Originally posted by Riggs:
How is that working out? (Looks at the 6k players at the end of 'early access/launch', down to 1-2k again now, just like last year - not so good I think)
EVERY game loses players after launch! And the unit drops where added much earlier. The actual comparison would be this:
January 2024: 1600 players on average.
Spring 2024: Introduction of unit drops, players go down as low as 1100 but recover quickly after adjustments
July 2024: 2700 average players!
Then you got the release in September/October, going to 7000 and now we are back to the 2700 we had in July ...

... so, yes, something is wrong here, the game should have kept some of the realese crowd but the RNG/unit drops aren't part of that reason, otherwise the game would not have had that increase from January to June despite the unit drops being added in between that!

So, stop twisting the facts to fit your narrative, it's sickening and not helping the game.
Mivo Feb 12 @ 3:17am 
Originally posted by puschit:
... so, yes, something is wrong here, the game should have kept some of the realese crowd

The game probably doesn't have enough RNG and is too skill-based. TFT has a much higher luck to skill ratio and people love to play it.

I think Mechabellum also doesn't have enough FOMO elements. Everything is obtainable later on, even seasonal rewards. I like that about the game, but it makes it less compelling to many players who are hooked on the dopamine from FOMO/etc.
Last edited by Mivo; Feb 12 @ 3:20am
Arti_Sel Feb 12 @ 3:54am 
Originally posted by puschit:
Originally posted by Riggs:
How is that working out? (Looks at the 6k players at the end of 'early access/launch', down to 1-2k again now, just like last year - not so good I think)
EVERY game loses players after launch! And the unit drops where added much earlier. The actual comparison would be this:
January 2024: 1600 players on average.
Spring 2024: Introduction of unit drops, players go down as low as 1100 but recover quickly after adjustments
July 2024: 2700 average players!
Then you got the release in September/October, going to 7000 and now we are back to the 2700 we had in July ...

... so, yes, something is wrong here, the game should have kept some of the realese crowd but the RNG/unit drops aren't part of that reason, otherwise the game would not have had that increase from January to June despite the unit drops being added in between that!

So, stop twisting the facts to fit your narrative, it's sickening and not helping the game.
It's good that you did the research, but it's too bad that it had to be done. It's currently way too easy to just blatantly lie on these forums and the effort to correct those lies is greater than throwing them out into the world.

Originally posted by Mivo:
The game probably doesn't have enough RNG and is too skill-based. TFT has a much higher luck to skill ratio and people love to play it.
I think that it just hasn't fully reached it's target audience and that there needs to be more work done on adding more content and later on establishing a proper e-sport scene. At some point there also needs to be more thought put into how to preserve the rng we currently got so that starting units/commanders and unit drops can still stay somewhat predictable even when content is increasing.

I think there is also a limiting factor to the mecha genre or maybe it's Mechabellums presentation, it's very one note and not bold enough.

Originally posted by Mivo:
I think Mechabellum also doesn't have enough FOMO elements. Everything is obtainable later on, even seasonal rewards. I like that about the game, but it makes it less compelling to many players who are hooked on the dopamine from FOMO/etc.
Unique rewards are cool, it's a great motivator. Personally I don't care about any reward unless it's exclusive/time gated. And I haven't seen any data that indicates that exclusive rewards for effort/time will cause people to leave.
Last edited by Arti_Sel; Feb 12 @ 3:55am
Originally posted by Arti_Sel:
*meaningless hallucinations*

I had to look at the number because I have ocd and can we confirm that Chaotic fun patch was on first day of february, that the patch didn't trigger any spike in player baseduring the period, that the record low was registrered on march (two month later) and that the game was almost dead on arrival if it was n't for the introduction of brawl in may ?

Correc me if my timeline is wrong but... Is Chaotic fun the only gameplay patch that didn't trigger a spike in playerbase ?
Last edited by BunnyBunny; Feb 12 @ 4:50am
Mivo Feb 12 @ 4:37am 
Originally posted by Arti_Sel:
And I haven't seen any data that indicates that exclusive rewards for effort/time will cause people to leave.

When I check out games that have been out for a while and there are a ton of unobtainable cosmetics, I'm much less inclined to buy or play the game. It's not a hard rule for me, but I did skip games because of that. This also applies to games that have too much FOMO content.

But I do acknowledge that time gated cosmetics keep people playing and may even attract more players (especially if these items are tradeable). It just has the opposite effect on me.
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