#TFB Labs: Blitz and Hyper Gems Feedback

1 messages · Page 1 of 1 (latest)

inland kite
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We would love to hear your feedback on the newest experimental modes, Blitz and Hyper Gems, running from November 21st to the 28th.

dense latch
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Again, can't even start a game.

dawn vault
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Thanks for blitz tho super easy to get your event limit items

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GGs

lavish echo
lone ferry
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To be completely honest, these game modes are very uncreative. Taking the competitive mode and just changing numbers around doesn’t make for an interesting mode

ripe cairn
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That just gave me an idea:
Why not make blitz mode have 3-5 rounds since they finish too quickly!
Only then it be fun!

dawn vault
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That's the idea of blitz

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A quick fire game

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if it had multiple rounds i'd be longer than an average match

ripe cairn
opaque rain
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how does wumpa bat in blitz not have reduced capacity? it still banks in 1.250 and is therefore a guaranteed win if you activate it and guard it

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💀

plush abyss
molten atlas
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Honestly, the only thing that Blitz mode needs to do is disable the ability to enter with Stacks. Duos/Trios/Quads literally murders this mode because the coordination easily makes it simple to do 1000 wumpa in like... a minute.

This mode is the true Quick Play mode that we should have AKA the ACTUAL Solo Queue. These are for fast paced games, where not much coordination between each of the members is necessary, and the games can be played relevantly easy alone. On top of that, the games are over quickly because of the reduced win cap, so you're not slogging it out waiting to 2000 or trying to make a comeback to 2000.

This is what the Quick Play should be. Simple as that.

Don't have anything about Hyper Gems, but all it's doing is changing how a mechanic in game works. Trash.

plush abyss
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Blitz sucks ig. Hyper Gem stillborn. I couldn't play, coz there is no player to fill a lobby.

dawn vault
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TfB, please never cook in the labs again

plush abyss
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Again, Blitz is too fast mode. Too quick. I didn't like it. It is an empty mode devoid of creativity.

dawn vault
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preach

opaque rain
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gonna write something on these 2 modes tomorrow

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one thing I will say beforehand:

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how HARD is it actually to make the new labs modes support jazz junction and waste deep????????

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one bank I could understand that waste deep and jazz junction don't have the layout for a proper one bank support for blitz and hyper gems also cannot have jazz junction and waste deep in their rotation, which makes absolutely no sense

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wumpa-a-rama had no jazz junction and waste deep either, it has been WEEKS since I last played those maps because I have mainly tuned in for the new labs modes

dawn vault
plush abyss
opaque rain
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wumpa-a-rama, blitz and hyper gems have no layout changes and there is no reason to not support jazz junction / waste deep

cerulean ingot
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Blitz: I really expect that mode will be one of those typical "quickest ability cooldown" mode like in other games but it's basically like competitive but decreases 2K wumpas requirement down to 1K. Also, when playing scorers + gems, that mode will be over in 3 minutes.

Hyper Gems: Same thing with Blitz; it'll be over in 3 minutes if any of the two teams able to max out the percentage. It's basically Wumparama but it's gems.

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I get that it's TfB first (?) official online competitive game so I give them a pass but maybe they need to hire more creative gameplay concept artists to collaborate on the ideas for Labs.

wary crown
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Once again @inland kite, I will remind you that you do not deserve to get feedback for these modes. Your clear stance on pushing more content in our faces and your refusal to fix any bugs this season is disgraceful. You have people constantly posting about new bugs in #1097528584601612442 , yet you are extremely silent about these. The ONLY kind of word we’ve heard from you is about the profile customisation bug, which you have confirmed has been addressed already in the next update, and Tar Valley being put back into the map rotation, which was confirmed to not be happening until Season 3.

Why is Season 2 getting such poor treatment compared to Season 1’s various bug fixes? We don’t want more content shoved into our faces. We want bugs to be fixed. Get rid of these TFB Labs modes and actually push out some bug fixes before Season 3. The longer you delay the bug fixes, the more people will leave and the smaller the player base will be. If you want to earn the player base’s respect, start being transparent like you said you would. Start speaking up, like you said you would.

plush abyss
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If you have 40 arenas, this is content. If you have 20-30 really good designed chars, this is content.

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We can't expect the player base to grow when there is no working content. How will we recommend this game to our circle? There are 8 arenas in total, we keep playing the same arenas with 10 characters, are we going to say give 40 dollars for it?

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Some of those who bought this game are NF players. But many NF players did not buy this game. Some of those who bought it stopped playing the game after the first season. Imagine you buy a game and you almost never play it. No wonder the player base remains small. You are ruining the beautiful Crash brand, TFB. This game will also negatively affect the sales of subsequent Crash games.

cerulean ingot
long widget
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Why are these separate queues? Why not put them both in the same queue and have them rotate every game??? Having 2 queues means they're both gonna be somehow more dead than the other Labs modes you've made

ripe cairn
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Since this mode has short matches, why not add multiple rounds like 3-5 rounds to make it last longer and more fun.
Having one round will finish too quickly

random eagle
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I still don't get why bots are disabled since those modes are just competitive with some values changed

dawn vault
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Fr

pseudo swallow
dense latch
pseudo swallow
opaque rain
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okay, here we go ...

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Blitz

Ich glaub mich trifft der Blitz! Yeah, this one is "nice" for a few times but at the end of the day you don't get to experience much of the gameplay. I can kinda see where Jet comes from in that it should be quick play option but at the same time matches feel really toned down a lot.

All relic stations are immediately available and cost only half as much, which means that fast boosters (read that as Coco and Cortex) can instantly activate certain relic stations before any other character can even reach them, thus making counterplay only possible for other, similarly fast characters. Epic stations can also be activated by a single player at once, making guarding a station much more difficult. The relic spawn rate is the same and the amount of relics as well, which means you end up with much more relics than you need.

Fighting for gems here is mostly pointless, if you spend more than 10 seconds trying to fight for a gem platform you might as well have scored because there's so little wumpa needed to win. The short matches also mean that you won't even get the chance to use certain power ups like the gasmoxian guard or minefield because they take longer to charge than a match usually takes.

This game mode is really just grab crates and relics quickly and go deposit wumpa. Anything else is not rewarding enough because it takes too long to set up to be effective. I don't like Blitz because it's too fast for it's own good and the fact that the queue is much more dead than for hyper gems tells me I am not the only one.

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Hyper Gems

Hyper Gems is an interesting one. For me, hyper gems made me realize that gems in the standard game mode aren't impactful enough. You kinda wanna boost but if you spend a minute or more trying to fight for a gem cluster you are just throwing because in that time you could have scored or blocked. Unless you get 100% boost (which you can't even on all maps), boosts generally aren't very rewarding unless there is no enemy blocker and you can score freely, but that's not something that happens in a serious match. A Crash and a Tawna with full wumpa and 0% boost will still outscore a Coco and a Cortex with 40% boost, so that kinda shows how ineffective boosts can be.

With hyper gems it's completely different. You now need to capture gems to even have a chance at winning. Scoring with boost feels very rewarding because you can score big time. There is no reason to drop off 100 wumpa when the cap is 5000, so it completely changes the gameplay dynamic to something where you fight for gems and only score when you have boost and you absolutely need to block as soon as the enemy team has any sort of boost. It also changes how some maps work. Usually on Just Beachy, when the enemy has the bonus bank you would always want to block them from scoring. But if you have 800% boost? Who cares, let them score, your team will outscore them by a landslide.

I actually enjoyed hyper gems. Well, 1000% boost is obviously a bit too much. You can score 10 times as fast but the cap has been raised only 2.5x which throws off the game balance a bit. I don't think 10x boost is good, but for a 2000 wumpa cap match I can see a 2x - 2.5x boost compared to now potentially working to make gems more rewarding.

stray karma
ripe cairn
ripe cairn
hexed flax
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"... that's it? That's Blitz?"

wild dagger
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I didnt play the new games, and I already found em disappointing, due to the descriptions.

I thought hyper gems was gonna be gems that refreshed every 15-20 seconds, not extra boost. And blitz is just a shorter match

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Plus its labs. It's dead a few hours after release

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If yall could add bots into the game so we can actually play the mode, that would be something.

ripe cairn
dawn vault
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It wouldn't be blitz

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It'd be a whole new mode

ripe cairn
# dawn vault It wouldn't be blitz

Then how do you improve blitz?
Blitz is a mode which have quick fire matches because they finish quickly since everything including Wumpa bank capacities are reduced to half.
Wouldn’t be better if they add multiple rounds like 3-5 rounds.
The team which wins the most rounds wins

hexed flax
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Just give blitz more wumpa to score so it's not over faster than I can spill coffee.

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I've joked about Labs games taking longer to queue than it did to play them and TFB made an entire mode around it.

hoary nacelle
# inland kite We would love to hear your feedback on the newest experimental modes, Blitz and ...

okay TFB hear me out, blitz is one of the good ones, people can fight me over this idc.
if one of these labs modes should be deemed worthy as it's own mode, it would be blitz.
there could be some fine tuning, but the idea is already great! Having way less to score so the matches go faster and you can have a more relaxed time rather than fighting for the match for 10 mins just for it to be a frustrating loss or smth.

I wouldn't say you should implement it instantly as a core mode, as the playerbase is still small and with TFB labs way to split up, but it should be kept in the back of your minds for the future.

also I didn't play Hyper gems.

  • consider making those seprate feedback threads in the future as if Hypergems is super bad, it wouldn't drag down the way superior blitz mode!
dawn vault
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Blitz is mid but I like it more than one bank

opaque rain
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blitz is definitely mid but since tfb labs sets such a low bar with the other modes it feels like the best thing since the invention of sliced bread

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compared to wumpa whale even a mode like blitz looks like a gift sent by god personally

wild dagger
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Make blitz have faster gem activations, wumpa cost twice as more/can hold twice as much Wumpa, do twice as much damage

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Gems will be captured faster

shy elk
whole edge
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hard to put feedback when it takes 2 hours to find match. there clearly are enough players, but matchmaking doesn't function properly

dawn vault
celest rover
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this is not a new mode once again