On November 19 2024 20:40 WombaT wrote:
Tons of people seem to quite like the core gameplay aye, but a lot really don’t like how the unlocking decks aspect works, or at least the pace of it.
It’s a problem I’m not sure how they get around at this stage and find effective alternate ways to monetise, but on the plus side at least they’re also getting that feedback now.
It would be much worse if both betas had had a completely unrepresentative unlock system and then that was suddenly revealed when the game launches.
I mean they do have to make money as well, there is that to consider too. Personally I think F2P plus pay to unlock everything, be it seasonal or permanent might work better.
Folks like to experiment in RTS, or find things that click with them, it seems in ways some of the most appealing aspects of the game mechanics are in direct conflict with the unlock/monetisation model.
For me unlike a game like League, or card builders like Hearthstone or Magic, there’s also little additional pull beyond game functionality. Some players will go hardcore on whatever’s best in a meta, but some will play a middling hero just because they’re cool, or like having cool-looking or favoured characters in their deck or just to collect.
If X robot air harassment unit is just better than Y, I don’t think the units have enough identity to really make many go ‘yeah I know this unit is worse but damn it’s so cool I’ll play it anyway’
Tons of people seem to quite like the core gameplay aye, but a lot really don’t like how the unlocking decks aspect works, or at least the pace of it.
It’s a problem I’m not sure how they get around at this stage and find effective alternate ways to monetise, but on the plus side at least they’re also getting that feedback now.
It would be much worse if both betas had had a completely unrepresentative unlock system and then that was suddenly revealed when the game launches.
I mean they do have to make money as well, there is that to consider too. Personally I think F2P plus pay to unlock everything, be it seasonal or permanent might work better.
Folks like to experiment in RTS, or find things that click with them, it seems in ways some of the most appealing aspects of the game mechanics are in direct conflict with the unlock/monetisation model.
For me unlike a game like League, or card builders like Hearthstone or Magic, there’s also little additional pull beyond game functionality. Some players will go hardcore on whatever’s best in a meta, but some will play a middling hero just because they’re cool, or like having cool-looking or favoured characters in their deck or just to collect.
If X robot air harassment unit is just better than Y, I don’t think the units have enough identity to really make many go ‘yeah I know this unit is worse but damn it’s so cool I’ll play it anyway’
The main challenge comes down to having freedom for deck building vs progression (and monetalisation)
I think they can have a XP per unit system where you pick the units and unlock them through XP grinding, limited to one or two units.
Total XP of that unit can reduce the cost to full unlock etc.
So far there's not a lot of X unit clearly better than Y unit, maybe in particular role but how it works in the whole deck is a huge factor.
I am already missing the game. Kinda used to just logging a few games everyday.