Burstfire

Burstfire

Hoak 12 Aug, 2015 @ 6:09pm
Good Game So Far!
There are a lot of comparisons to that 'other' asymmetrical game, and some are patently unfair; you can't reinvent the wheel as there have been a lot of games and mods with these design elements. That said I've played the early betas of that game and this one does some things better...

The Good:

· careful (some call it slow) tactical pace with stamina
· general balance of weapons, and level design is very good*
· excellent sound design and voice acting (not over the top arcady)
· nice atmosphere
· weapon concept metrics are good

*in a game design where this is very challenging to achieve

The Bad:

· animations are pretty rough and simple
· not enough foley sounds for environmental interactions
· sprint speed is a tad too fast
· aimed walking speed is a tad too slow
· weapon metrics execution is crude*

*accuracy not mitigated by movement, stance, or stamina

The Ugly:

· Match Making System on PC is a horrible abortion
· game renderer looks upscaled and rough
· MMO RPG elements could trash a good game design

Wish List:

A PC game of this sort DESPERATELY needs a Server Browser, they're easy to build, let Players join and start games faster, and make better game choices based on their location, game play perferences that no MMS can or ever will be able to match.

Match Making Systems always hurt play share of start up and indie games as they remove a litany of essential options to sustainable play-share:

· being able to start a game or round with fewer players
· being able to choose a server that an MMS may reject
· completely mitigating horrible MSS wait times
· avoiding the added code instability an MMS will introduce to launching

PC gamers know what they want and can make better faster choices from a Server Browser then an MSS and their preferences always keep and sustain more active games then any game served exclusively through an MSS, add a Server Broswer!

As this is a preview release it would help sustain games if the current MMS connection system was relabled so everyone hit, 'Find Game' as fast as possible to start new games and reduce wait times, or this was done automatically till these features are complete.

Don't make it a pay to win game, you'll make more money -- Nexon's original success has not been duplicated, build a broder revenue model and sell content that doesn't mitigate game balance, or exclude players.
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MiniCharge 14 Aug, 2015 @ 7:56pm 
Wow thanks for the massively in-depth feedback. It's greatly appreciated! As for the server browser, that is something we don't see doing for quite some time (if ever) or until we can set up some sort of outside service provider. I wouldn't expect that any time soon, however many of these other points of feedback are quite on point and I appreciate them! Thank you!
MiniCharge 14 Aug, 2015 @ 7:59pm 
*accuracy not mitigated by movement, stance, or stamina

While not affected by stamina, your accuracy is indeed hindered by movement and stance (crouching, aiming down sights, etc...) this may increase to be a little more punishing in the future however, but the systems are in place and functioning.


· MMO RPG elements could trash a good game design
We have no plans whatsoever to add anything like this OR pay to win elements. The only additiona would be simple levels just to show playtime (epeen) / gate players from playing competitive right out the gate.
Last edited by MiniCharge; 14 Aug, 2015 @ 7:59pm
Hoak 15 Aug, 2015 @ 5:19am 
I assume (perhaps mistakenly) you/your team use an MMS because the game uses listen servers and you feel it's somehow necessary to avoid or obfuscate home advantage and manage content; which is really not the case.

There are a number of ways to execute on a fast, dirty and efficient server browser for an MMO FPS that can work very well for you and your fans, handle all the objections of home advantage et al. and save you a lot of time cost and overhead on your CMS.

As well, no publisher to date (including the best funded AAA title juggernauts) apparently employ Developers that understand the statistical and networking limitations of an MMS.

In a nutshell, unless you have enormous play-share in all separations of latency over 150µs (hundreds of thousands of active ready to go players 24/7) an MMS is going to hurt and likely ruin your game due to the time it takes players to get going in log scale to the number of people that aren't playing.

Summarily, a few hundred players that have 130µs of latency separation can sustain and even grow a game audience of a game that's started with a server browser because they can see how many players are available, the join process of joining is interactive, and even if there aren't a lot of chices they know the limitations going in.

Hosting games through an MMS is a black-box to the Gamer who has no idea how long his wait will be, and as players get impatient wtih an unknown wait and leave the wait will get longer for an MMS to concatenate and start a game.

There's math and market testing (under NDA I'm sorry) that demonstrates that MMS initiated games require an audience more then 20x the size of server browser initiated games to be sustainable, and that more compelling MMS games will be considered 'dead' with an audience large enough to stimulate growth of less compelling games hosted with a browser interface.
Last edited by Hoak; 15 Aug, 2015 @ 9:51am
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