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Reseñas recientes de Rewdalf

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Mostrando 71-75 de 75 aportaciones
Nadie ha calificado este análisis como útil todavía
148.2 h registradas (132.2 h cuando escribió la reseña)
I played the game before it was on Steam; when it was a simpler time.
Less tech trees, only planes no tanks yet, well separated battle ratings.
You would think that as the game grew it would become more complete, more satisfying, and more fun.

All it did was deteriorate...

The balance was by far the most frustrating. They've gone and changed the battle rating system at least four or five times over the game's course, and each time it feels more punishing.

The game just wasn't for me. Progression was slow before, but now it's downright malicious. Repair costs make absolutely no sense, especially when it doesn't take poor balance into account.
If an early WW2 tank gets one-shot by a Cold War machine, how is that the player's fault?

The amount of fluff added to the tech trees is also very predatory. There are lines that I can't progress through any more because of implicit vehicles shoved in between useful ones that you are required to play through.

There don't appear to be any player-friendly changes being made throughout the course of it's development. The only positives to observe are the vehicle designs and the gameplay, when the gameplay isn't marred by abhorrent balance.

Honestly they could make a lot of money if they made a singleplayer variant, especially considering they clearly have no intention of making the game playable as a free-to-play title.

If Gaijin wants a pay-to-play platform, then just charge $20-$30 for the base game and remove repair costs... but then, looking at some of the 'premium packages,' and how just an individual vehicle is sometimes worth more than a full priced game, you can clearly see where Gaijin's priorities are.

This company is predatory, I haven't supported them for a long time but these recent changes make me feel sorry for anyone still trying to squeeze enjoyment out of this title.
They want your money, and will put minimal effort into making your experience enjoyable.
Publicada el 12 de mayo de 2014. Última edición: 24 de mayo de 2023.
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A 2 personas les pareció útil esta reseña
110.8 h registradas (59.0 h cuando escribió la reseña)
Reseña de Acceso anticipado
Amazing.
So much to do, see, and explore.
Never a dull moment when you can planet hop on a whim...
Highly recommended for anyone who enjoys a good side-scroll adventure.
Publicada el 27 de diciembre de 2013.
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Nadie ha calificado este análisis como útil todavía
229.0 h registradas (128.2 h cuando escribió la reseña)
You can't put a price tag on what this game offers.
Yet they have, and it's definitly worth it.
If you haven't tried Garry's mod, you're really missing out...
If sandbox isn't your thing, there are still hundreds of games within this one.
Publicada el 27 de diciembre de 2011. Última edición: 27 de diciembre de 2013.
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Nadie ha calificado este análisis como útil todavía
44.2 h registradas (43.8 h cuando escribió la reseña)
Four player co-op at its finest.
Definitly worth looking into, especially the fact that it's completely free and open source.
Third person shoot 'em up just like the old days of arcade.
Publicada el 24 de diciembre de 2011. Última edición: 27 de diciembre de 2013.
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2,038.8 h registradas (1,744.6 h cuando escribió la reseña)
The original draw of Team Fortress 2 for me was the accesability and ability to play the game casually.

These days, any and all team-based multiplayer games seem to be forcing some sort of matchmaking system, insisting that the game knows better than you, and can manage teams, maps, and balance without your input.

It's sh*t.
It's all sh*t.


Rather than joining a valve community server running only one type of map, KoTH, CTF, Payload, etc, you now only get to choose the first map in your matchmaking lobby.
Once the game is over, instead of having the choice of other maps of the same type, the game litters in two completely random maps, plus the one you just finished.
So you either have the option of re-playing the same map, or a choice of something completely random.

This either ends up in monotony, which causes the lobby to empty out.
Or forces people who queued for CTF games into another mode they didn't want to play, also causing the lobby to empty out.

So now you're left with a bunch of half-full lobbies with groups of people who have essentially given up on playing the mode they want.

No more can you remain in a single server that constantly rotates CTF, KotH, or Payload maps.
Unless you play community servers.

You would also think since matchmaking is forced at this point that it would be easy to find a match.
No luck.
Matchmaking, even on weekends, is a long and painstaking affair which usually ends up in you being put into a game with 100+ ping because it's accross the country from your location...

This whole forced matchmaking crap has alone done its part to ruin one of my favorite games on Steam.

And this is before addressing the fact that some of my favorite maps as well have been flat-out removed from the queue for no reason at all...
No more CTF Sawmill, and no more CTF Well.
The mode with the least amount of maps in the game has had two maps removed, probably due to competetive concerns with the rollout of competetive matchmaking.
Something I will not do, yet casual matchmaking doesn't get the option to play these maps anymore either.

Why...?

It's a damned shame to see such a successful game grow out of its roots of originality and interest in good-natured fun just to hop onto the monotonous bandwagon of competetive FPS titles forcing matchmaking to dictate whether you'll have an enjoyable game, or a half-empty lobby with very uneven teams...

Forget the Pyro update. I don't want to see any updates. I want to play the game I used to be excited to start up, join my friends mid-game without issue, and not have to backtrack into a matchmaking lobby every fifteen minutes once a game is over...
The "balancing" has gotton out of hand.
Map removal is just flat-out stupid.
And competetive needs to be treated more like an option addition rather than the main focus of the game.
Publicada el 11 de agosto de 2011. Última edición: 15 de octubre de 2017.
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Mostrando 71-75 de 75 aportaciones