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It's not that great a game, but it doesn't sound like the game for you. Time to move on
This is not how you create replay value. It's why they never really become big and fall out of relevance.
HLL has been around and active for 6 years this year now, not including the 2 years pre-Steam access for KS backers. Sure, games like this never really get the large playerbase like CoD and BF do, but that's just the niche of the genre it's in. Doesn't mean they're not worth making, because there is an audience for them.
Arma and Squad are both exceedingly popular and much more realistic and in-depth than HLL is. HLL has drawn in the more casual audience and as much as I do not like the development of it, I will stipulate that I don't see it dying any time soon, at least until a better title comes out.
Thanks for proving my point, but I wouldn't say 'better,' just... until a new thing comes out and consumers go 'NEW?!???!?' and forget what they were doing before that.
As far as this particular genre of shooters go, shiny and new don't tend to take people away from their chosen game for very long, if it's not a better alternative. Several similar titles have been released over the years that some people thought might be the "HLL killer" and it literally never happened, because they just weren't good games to play.
This isn't CoD, where people will jump to the newest title because it's new. People in the hardcore and realistic shooters prefer "better" games to move to, before giving up their current one, or will play them both.
A video uploaded by a younger me.
That game is 100% dead now, but CS: Source and even 1.6 are still alive, and there is a reason. Can you believe that RO2 peaked at 16k? CS: Source got 16k just this month.
Not titles that I'd invest in.
I guess I felt like writing that because a part of me is annoyed by seeing such artistic non-profit projects because of how many devs avoid skill-based games like Gunz Online and Rust Recoil. I did lose 4k hours of my life in Rust "to gain more players".
Hell Let Loose's biggest issue is actually really interesting because it can double-up as commentary on players themselves. By design, the game functions, but it assumes that the people playing it will try to actually play it. The gameplay and everything starts breaking down simply because a decent amount of players in said match are like NPCs.
Its funny to think about. Game has an objective like most games do, and people will pick it up and not really pursue said objective despite it being the point of the game.
I do think it sucks though because I feel like when it comes to designing the game, its a negative if the developers cant put out what because they're factoring in people just being dumb and refusing to play the game properly. Kind of like someone going to a hardware store, buying a tool, and then using it incorrectly. Its something that's created with the assumption/benefit of the doubt that you're going to use it for it's intended purpose.
That being said, HLL is 5 years in without a tutorial which is a huge deal and very bad for the constant stream of free weekends, gamepass/Epic Games free to keep events they keep doing. Its pointless to do all these player-base growing events if the game itself is bad at telling the player how to actually play the game.
*Get swarmed by people with casual play styles who want to debate semantics.
Welcome to the Steam Forum.
It's what I have in mind and it's the problem with the genre.
The same problem can be felt in Arma where you can't do ♥♥♥♥ as a solo. You're an ant just roaming around and saying funny things on voice chat to entertain yourself.
Starting a debate over that is like starting a debate over whether or not 7dayz2die is a survival game because you hate the RPG elements in it.
"Military simulation (mil-sim) games are designed to provide a realistic and immersive experience of military operations. Here are some defining aspects:
Realism: Mil-sim games strive for a high degree of realism in terms of graphics, sound effects, and physics. This includes realistic weapon mechanics, ballistics, and damage models.
Tactical Gameplay: These games emphasize strategy, planning, and teamwork. Players often need to coordinate with others, follow orders, and execute complex missions.
Authentic Environments: The game settings are usually based on real-world locations and scenarios. The maps are often detailed and expansive, providing a realistic backdrop for military operations.
Complex Mechanics: Mil-sim games often have intricate gameplay mechanics, such as managing resources, navigating complex terrains, and using various military vehicles and equipment.
Mission Variety: Players engage in a variety of mission types, including reconnaissance, assault, defense, and rescue operations. Each mission requires different strategies and approaches.
Attention to Detail: These games pay close attention to the details of military life, including the chain of command, military protocols, and realistic communication methods.
Immersive Storytelling: Many mil-sim games incorporate detailed storylines and character development, providing a deeper narrative context for the missions and operations."
Go debate with Bill Gate if you do not like the criteria it lists for a mil sim. This is not the thread for it. This is the thread about why some of these criteria create games that do not last, and how seeing this annoys me considering how many devs sulk skill-based gaming "to attract more players".
There are many skill-based games that have the potential to have more players than these niche artistic non-profit projects. Yet...