#How do we improve about the players leaving the game? Any ideas?

1 messages · Page 1 of 1 (latest)

inner zenith
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😫

spare narwhal
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make a beebo kart mode where everyone races around the breach

cinder oyster
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The game desperately needs something that makes solo-players feel that it respects their time so that it can actually retain individuals who try the game; solo-players are without a doubt the largest potential % of the market that is being widely missed.

The current new solo-player experience is essentially:

1: Play against bots for a few games.

2: Get decent-ish; probably not even great or at least not highly consistent, probably still lacking a lot of game knowledge as well.

3: Play against people who probably out micro & macro you on account of having 2-3 years / several hundred hours over you. They are then grouped with 3 others in that same skill bracket, who they've honed their synergy with over a similar period of time.

You're skill-gapped individually, and you're at a significant coordination disadvantage. Why would a solo-player feel motivated to play in an environment where the deck is stacked so greatly against you?

The trouble is, the time to make those preparations were before beta launch - trying to implement any new queues now risks the health of the others.

The game probably should have entered beta with a solo-queue. This still needs to happen eventually, but it can't really be done right now due to the population dip.

I don't think a lot of people want to hear it judging by the outcry last time that caused it to get reverted in the 12/11 patch, but Masters+ should probably become squad restricted again as a way to encourage solo-players to stick with the game

night cargo
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agreed and on top of all that the ranked system no way a solo player with 3 randoms are gonna chase to full wipe a team so even the kills u get doesn't give u anything that ranked system only good for premades

eager prawn
# cinder oyster The game desperately needs something that makes solo-players feel that it respec...

With how many players there were before if they had a solo que that'd be so good. or solo/duo que would work well. now they can't even do it due to low players. and the mmr problem probably should've been delt with before it just wasn't as clear back then that it was a problem.
And I do kind of think if they had a solo/duo que back then as well as mmr fixes then a lot more people would've stayed.

knotty saffron
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Some kind of clan system I feel like would be great. Or an official sanctioned way of finding teammates instead of relying on discords that aren't publically available.

This game is really only fun with friends or people on mic willing to work together.

formal gorge
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It’s also great for organized teams (scrim/tournament teams) clans are just fun all around

zealous plinth
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How about stop making changes that benefit higher skill ceilings and benefit all players? Counting assists as knocks for challenges would also be great.

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As the game is, it just feels like bashing your head against a wall that isn't even good to look at.

tropic gorge
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Not sure understand the end of that last part

zealous plinth
hallow warren
zealous plinth
tropic gorge
zealous plinth
slender oracle
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Support for personal chat among players can streamline the process of finding teammates while gaming. Expanding the map pool is essential for mature games, as having just one map is insufficient. Implementing ranking restrictions for solo queue players can prevent scenarios like gold ranking players matching against legendary grandmasters. Successful games like Genshin Impact have enormous promotional budgets, often reaching hundreds of millions. Even without such scale, organizing tournaments, collaborating with streaming platforms, and introducing IP character stories and background plots can foster secondary creative engagement among players. Without these efforts, the game's name will remain confined to the core competitive player base, which constitutes at most 5% of the overall audience.

astral echo
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Started playing this game 9 days ago. Would have dropped the game if I didn't have people to play with. Solo queue into squad usually feels bad because the communication among the 95% is pretty bad and I usually don't want to play with my squadmates a second time. Whenever I did play with people, it was either someone I had fun with in arenas, or a friend's in-game friends. I do feel a clan/guild system of some kind would be nice being able to find mutuals to play games with.

astral echo
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I feel an expansion of arena would be nice. Arena was a way I felt I could learn characters and how to fight without the pressure of elimination. However because there is no meta progression to Arenas (arena level, completing character/battlepass challenges in arena, etc) I felt like I was de-incentivized from playing Arenas.

zealous plinth
astral echo
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No option for custom games (at least that I can find) hurts as I played a lot of custom games with friends in games such as Omega Strikers or Naraka: Bladepoint, however the fact we can go into practice mode together is appreciated.

zealous plinth
astral echo
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Almost all characters feel too weak to me. This is less about game balance, but as a new player, it's hard to feel like I am making exciting plays. I'm not saying characters need to do more damage or anything, but I feel like a lot of times me landing a skill doesn't necessarily lead into anything exciting, just allows my team members to follow up. While this seems fine for more experienced players, as a new player I don't know what I am trying to look for and how/when to follow up, and when I do land something it doesn't usually provide enough time for my team members to react/follow up themselves (since they are also new.)

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If most characters were given a couple more tools in their kit to utilize as they level up their skills, I think it would add not just depth but also make players feel like they're doing/contributing more to the fight.

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In general I don't feel like I'm countering/outplaying an opponent as much as it is just I'm landing my hits and they're not.

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Feels like most of the time an "outplay" comes from items and/or powers. I think casting tree prison on some enemies to land an ult is the most exciting/memorable play I've made in 30-ish hours or so of gametime now, and I feel there should be more potential in those type of experiences and skill expression in the character's kit itself.

zealous plinth
lime veldt
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Fkn solo duo suads

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and stop forcing ppl to group as 4 cos ur veterans like it more

tropic gorge
jolly mountain
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The player base has a flood of ideas to help the game, and it’s the devs job to sift through all that for the golden tickets that will actually help the game. So far imo the devs have had a pretty narrow view of what the game is and should be, and I think that’s really hurt it by not pivoting off something that just isn’t working. Fingers crossed and I wish them luck with future changes.

slender oracle
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the decision to force a level 15 upgrade wasn't fun, and there was no new pleasure, and it was futile to make such a mechanic

west yacht
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Started playing the game about about 2 weeks before the infamous experimental patch extension, had fun with friends and climbed all the way to GM! Then the patch got extended and bots got added, all 3 of my friends quit. I held on until the jan 8th patch and played a few days after and havnt played sense, started playing other games.

I was ready to no life this game for months but they changed the game, they changed how the game fundamentally played with the sound pings, resurgence, ect. The patch extension was a kamakazi move. The game was great, just needed a little polish and some fine tuning. They ruined it entirely. We enjoyed that it was a strategic game where we had to pick and choose our fights, carefully choose our drops, and our comp, ect. Then the game turned into a moshpit of nonstop fighting and chasing people down for less RP then we could get just farming bots at 2am.

I only had played the game for about 2 weeks at that point when the patch extended. All these changes they made for "new players" was stupid. I was a new player and loving the game and the changes killed it. This game is doomed the way it is and the numbers reflect that. The devs started making choices based on nothing more then how they wanted to manipulate their data sheets instead of actually playing the damn game and seeing where the problems were. They quoted that they proved their hypothesis that "combat stats" would go up after they added resurgence, like no shit sherlock you made the first 5mins of the game a no punishment fightclub with farmable bots... and that confirms to you that your making good changes based on combat stats going up..... They claimed it helped player retention yet at the same time as they extended it they had to add bots to support the pop (Which just drives more people away when we see you can just farm 0skill NPC free kills).

They killed the magic. So focused on gathering casual players they ruined the competitive edge that the game thrived on.

quick pendant
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I think allowing each player to pick 2 powers at the start of each match would be cool, then maybe add to geforce now. Then people could play from anywhere

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Also add controller support. Population fixed

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Lastly. We need a serious schmoovement/bunny hop tutorial. I've been playing everyday for about 2 months. I just found out how critical it was to survival like 2 days ago

zealous plinth
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The game doesn't need so many different ways to CC, and really should be a primary attribute to Control archetypes.

lime veldt
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2 start powers oh nice thing id love to try but then u queue up and its same bots vs ranked vs unranked vs soloq vs stacks and the nice change ends up not mattering at all

zealous plinth
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There really does need to be something to do while waiting to join a match, though. I've literally seen streamers playing Minecraft while waiting in between matches. Most players aren't going to wait for over a minute for a queue, much less ten times that, without something to engage their time.