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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.
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.
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!
long answer: yeeeeeeeeees
+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.
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.
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.
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.
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.
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 ?
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.