#So Trios...

635 messages · Page 1 of 1 (latest)

spice fern
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Thoughts? I know this will be controversial af. I think readability is an issue in this game. Maybe I'm worse on this than some longtime moba players, but personally it's hard for me to keep track of everything going on during fights. And if a top MMR player has this issue I suppose lower MMR players struggle with it even more. So in that sense I could see trios helping. Then we have queuetimes which, if duos is cut, will obviously improve. I've heard many people say the game and the hunter kits are fundamentally designed for 4v4, so I'm wondering how that will play out.
In any case TC is about to throw everything upside-down once again and I can't wait for the drama in this community 😂

floral cargo
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Im more stoked by the fact that ranked and unranked gets split up.

latent parrot
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My thoughts can be summarized in one word

Interessing...

In a few more words
I'm very curious to see how this plays and where it goes from here. But until I've actually played i cannot say if i like or dislike this change

I can say for sure that I'll get used to it eventually so it's probably fine and I'll still enjoy the game

spice fern
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I'm also kind of curious how it'll be tbh. In my opinion they should try whatever they think makes sense. I'd rather have a SV thats quite different to how it started out than no SV at all. And through all the changes so far, I've still enjoyed the core gameplay regardless.

latent parrot
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I agree with that sentiment

tiny vapor
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what hunters would you say would be thrown off by 3v3?

latent parrot
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Impossible to say without the balance changes that are no doubt going to happen
It's to big a change to say
Every single hunter will be impacted in one way or another

spice fern
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I'm also thinking that 3v3 will require less corrdination or make unified map-traversal easier compared to squads. Its just that squads adds a degree of excitement, which is why I prefer it over duos for example. Hard to say how it'd be in trios without trying though.

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The game might also speed up a bit

tiny vapor
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Do we know what amount of groups we're getting?

spice fern
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Don't think so. not yet

latent parrot
tiny vapor
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4v4 has 10 squads, duos 20.

spice fern
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Mabe they'll opt for lower lobby-sizes for better queuetimes. But they'll probably tune it so the current map allows for the right amount of team-density for maximum enjoyment/gameflow/dopamine.

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I think big lobbies is also in issue though for this game

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Because it can't tank lower playercounts well

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Like many other BRs

latent parrot
tiny vapor
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15 teams would actually be 45 in a lobby, rather than 40.

sharp nebula
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very excited

rough pagoda
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Not really sure I want trios

primal ether
primal ether
sharp nebula
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i just think its the best for this game, ive been advocating for trios since i started playing close to 2 years now

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it just makes sense in my mind

primal ether
spice fern
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The "no fill" option sounds interesting too btw. Do I get this right, that it means you can play solo or duo without a mate while competing against other trio teams?

primal ether
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I'm just curious the reasoning, no flame either way mythheartstruck

latent parrot
sharp nebula
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nah ofc it helps for queues, but even gameplay wise i think its a nice balance of duos and quads, not too boring but not as chaotic as squads

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ofc i havent played it so idk for sure

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but im excited to check it

spice fern
latent parrot
acoustic aspen
primal ether
primal ether
latent parrot
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I've just had a thought
Shrike is already bad in high elo because she's so predictable
I think this gets worse if there is less people to look at.

That's a somewhat worrying thought

twin ruin
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I'm with Loki, it's interesting... but I'm not sure how I feel about it. I've got pros and cons, but I think having 1 queue is going to be a very good thing.

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Oath and KP are going to be the big winners of the patch tho. Maybe more, idk, but definitely those two

spice fern
latent parrot
spice fern
sturdy hornet
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I liked Squads and played in a premade all the time, now we have to cut someone. It's interesting, but feels bad.
Also Trios leave 0 space for Utility characters with the way the META game has shaped up, I think overall it will water down the game a lot.
Not a good move imo.

iron dragon
# tiny vapor how so?

Kp being able to basically guarantee a kill on hook makes him way stronger if teams have less players

dark umbra
# tiny vapor how so?

i can see why for oath
less ppl means less ppl shooting at oath's shield therefore more tanky more opressive but i doubt its gonna make a huge change

twin ruin
# tiny vapor how so?

Oath has less to block, less things to protect. He'll get to be more aggressive AND get more value out of his shield. KP hook gets better the less people there are per squad. A 2v3 is harder than a 3v4

tiny vapor
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three responses in a minute. Impressive

spice fern
sturdy hornet
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They've laid the groundwork for their balance approach to Squads for such a long time, now they're throwing everything out of the window and will have to do some huge adjustments to make trios work, which will take months and months again. Starting to lose faith with TC flip-flopping so hard all the time.

latent parrot
twin ruin
tiny vapor
twin ruin
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Also I'm pretty sure Brall and Jin are going to get even better

spice fern
twin ruin
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Pretty good tbh

sudden surge
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I think merging duos and squads could be a positive thing.

The number of teams would have to get increased to somewhere between 13-15 (13 is the closest you can get to the current player size per game, 14 is the closest you can get without reducing players on the team, and 15 is the average number of teams between duos and squads).

Keeping it at 10 teams would also have the benefit of making the game less crowded (compared to duos) while also improving queue times (by reducing the number of players needed per game and by not splitting ranked and unranked queues).

There's also benefits from splitting into ranked/unranked, such as having mode-specific changes (coughcoughresurgencecoughcough) and being able to better cater to the experiences players want in those modes (ie aggressively filling unranked games with bots to get players into a game vs consistently matching players against other players in ranked).

My main concern is that team building is going to get really, really boring if they don't add more healers and tanks soon. With a team of 4, you can easily run 2 DPS hunters while still keeping a reasonable team structure, but now if your teammate locks in a DPS you're stuck as the tank or the healer. On this front, Oath is going to be freakishly OP due to his roll compression as both a healer and a tank and being currently balanced around taking damage from 4 players at once.

round comet
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im 99% sure their initial idea is to keep 10 squads per game, just a guess though
just because it would require changes to the players layout in pre-game screen loool

spice ether
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10 squads of 3 could work fine so long as the initial storm circle closes off more of the map at the beginning but I suspect some people won't like that part.

spice ether
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I'm talking purely about how much of the map is available at the start of the match

round comet
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i think just make the initial circle smaller

sudden surge
round comet
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its also better to have some sort of map variety

spice ether
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the full map is a lot of space for only 30 people

twin ruin
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What's the problem with having all of the map available? It allows for varied pathing

spice ether
round comet
twin ruin
spice ether
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that would also work

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Or they run w/ 13 teams of 3 (39 players) ¯_(ツ)_/¯

echo magnet
twin ruin
round comet
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it does change RP gains xd, especially the ability to queue in solo or duo

round comet
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but id hate to have a similar experience in supervive

sudden surge
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Making the initial circle smaller would make parts of the map inaccessible at the start of the game.

More importantly, shrinking the map isn't necessary unless we reduce the number of teams. The main difference between duos and squads is that duos feels a lot more chaotic due to more teams rather than less players per team.

spice ether
summer pond
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remove duos/remove quads/remove arena(add a warmup TDM or something)/remove unranked/add 1 mode trios

round comet
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it gives you more variety

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which is necessary for a game with high replayability

echo magnet
twin ruin
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I honestly feel like there's nothing to worry about in terms of the map being too big. The game used to take MUCH longer to have the circle close in and I highly preferred that.

spice ether
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As much as I support it as-is, I'd argue closing parts of the map off with initial storm works a lot better in a hypothetical reality where the map has been expanded a lot more; i.e. closing part of entire years worth of region/biome additions off rather than just locking out the edges of the map we've been using for years

twin ruin
round comet
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probably just a matter of time

echo magnet
twin ruin
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Yeah i mean as the map gets larger then that makes more sense

echo magnet
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not a solo vs trios

twin ruin
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Yeah I don't really understand that tbh

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Not sure why that's an option they're going for but like idk

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It's interesting

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I might give an actual solo run a try

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Sounds fun tbh

round comet
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ill certainly play some games solo to mess around and test stuff, also to farm masteries and daily missions and whatever xd

sudden surge
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I also feel like duos and squads shouldn't be completely removed completely. They shouldn't be modes you can queue into all of the time, but having them for scrims/competitive will help maintain current team structures in tournaments, and the modes themselves might be a good side mode every once in a while (like League of Legends' feature game modes, Brawlhalla's brawl of the week, or even the clone squads event we had closer to launch.

round comet
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we dont wanna mess with the current formed teams, that'd suck

twin ruin
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Honestly the less I have to think about what my teammates are doing the happier I am and the better I play

echo magnet
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benching time

round comet
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yea

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that'd be so bad lol

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make sure to suggest that in the playtest thing

echo magnet
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"who's not playing the most meta hunter is our team ?"

twin ruin
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It'll be worse later

round comet
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yea but at least they will have time for that

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i dunno, im just trying to put myself in their position

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maybe they wont care too much at all xd

wide skiff
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i am indifferent to the idea

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maybe good, maybe bad, we will see

twin ruin
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The playtest is gonna be everyone just queuing solo 💀

sudden surge
# round comet i see the inability to access certain parts of the map a good thing

I think dropping already handles that in a better way because it provides areas you can't access from the start but can still choose to access. Furthermore, the way Supervive handles map restrictions is through the storm, and modifying the storm to restrict areas of the map would probably either be redundant with current drop mechanics, lock off part of the drop zone, and/or do absolutely nothing.

I definitely agree that variety is important, I just don't think that restricting the map for trios would create a desirable amount of variety.

rough pagoda
# primal ether why not?

I like the way team building is in the 4 person format right now. . but we will see how trios lands

sudden surge
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I'll also throw out that IIRC Eternal Return also uses a trios format. This might be a bad thing since Eternal Return is our closest competitor as a MOBA BR, but IIRC Eternal Return also doesn't have a solo queue so Supervive might still be ok.

cerulean sentinel
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would recommend to try people looking for stuff in this vein of gameplay.

rough pagoda
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Eternal return is fun to play but they handle builds differently than supervive

sudden surge
# twin ruin They have to tho. Like if trios is the answer and positive for the game, at some...

Competitive already uses a different ruleset than what's on live, so scrims being 4v4 when the rest of the game is 3v3 still makes sense.

Furthermore, 3v3 might not be nearly as good for tournament as 4v4 because there's less room for teambuilding. If the meta requires a DPS, a healer, and a tank, then in 3v3 you have very little room for deviation, while in 4v4 you have a lot more freedom because you have a free slot to play with.

tiny vapor
cerulean sentinel
tiny vapor
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what sort of problems?

summer pond
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heals will have to be nerf'd for 3s

spice ether
unkempt finch
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they rarely go back on tests

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rip duos

twin ruin
twin ruin
summer pond
iron dragon
sudden surge
leaden birch
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some of the main anti 4 member arguments are around readability in fights

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trios would without a doubt make fights more readable, but I'm wondering why we can't use team colored HP bars like in customs/spectating

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I feel like that improves huge fight readability quite a bit. unless there's some technical limitation or downside I'm not seeing?

zinc raft
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Have they explained in anyway what the 'no fill' option means? Am I just playing with a disadvantage for bragging rights? Does my team get a buff?

It just seems really vague and I haven't seen anything explaining it.

rough pagoda
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I never felt like readability in fights was bad. Unless the enemy team colors are close to the same, but that's not a 4 vs 3 man squad issue.

Personally I'm hoping trios doesn't end up the final game I really enjoy 4 man squad.

rough pagoda
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So you can just queue with 1 extra person and skip the random teammate

zinc raft
sudden surge
# zinc raft Why would anyone do that beyond being THAT impatient?

Some players really just want to play with their 1 other friend and not have to worry about other players beyond them.

Sure, it's a disadvantage, but it’s a disadvantage you're opting into, and opting into that disadvantage can lead to the game being more fun for you and/or your teammate.

zinc raft
white tulip
zinc raft
white tulip
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yeah it's primarily for the people who would like to 1v33 versus 1v35, it sounds counter-intuitive but genuinely you should see some people in solo queue

zinc raft
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It's not going to stop me playing.

I would just like more explanation from the devs.

round comet
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also the reason why i stopped playing squads entirely

spiral path
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I will assume every champion has 1 or 2 more abilities and that ttk is significantly higher in the playtest. No way they implement trios without these changes to compensate the lowering of depth. Because even I think TC wouldnt make these changes to the game without properly analysing the inherent problems with swapping to trios.

twin ruin
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What?

echo magnet
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and we all know that even if we don't like it afterward, it will still be applied.

topaz yarrow
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I mean trios change is better for solo players as if u choose a character who can quickly assassinate you instantly turn the game into a 2v3 which is harder to recover from than a 4v3 id say

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Not really excited for the game as I think 4v4 are just more fun but we’ll see

fiery pendant
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I'm very excited that they are trying out trios, I always thought it might be the sweet spot for combat. Most top down arena type games are trios already and this could help tremendously with balancing and combat clarity.

Someone said above that this might make competitive comps less varied, but I think if they go this way TC can double down on their vision of making every hunter fairly independent and able to 1vX.

spiral path
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Well the only difference from this game and other top down arena games is that this isnt a top down arena game

echo magnet
fiery pendant
echo magnet
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only 1vX dopamine kids

white tulip
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I mean it's top-down, so is the only difference the game mode?

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by this reasoning let's make arena mode 3v3 too yeah?

rough pagoda
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I want to see varied design

fiery pendant
echo magnet
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tank can have a good value for diverse interaction for both sides

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not everyone is a Joule cocaine addict that focus only on his own gameplay, i like to play for the team

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What made me like playing KP is the fact that i can hook my teammates to save/rez them. It's the team play. Most fighter are individuals it feels boring to play for me

fiery pendant
echo magnet
sturdy hornet
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I've been thinking for a long time now if I should upgrade to the biggest supporter pack, but with how hard the devs are flip-flopping every single patch, they make it really really hard to have faith in their decision making. Not sure about others, but I'll most likely play a whole lot less if I have to leave one of my mates behind.

autumn snow
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Lately was thinking about removing Squad normal and only have SquadQ ranked and as learning mode the DuoQ un/ranked with reduced lobby size of 20 players/10 teams to get into the game fast and to improve MM. But well, going TrioQ un/ranked is just an other way.

  • Lets hope that they stay with 10 teams per lobby. Means 10 less players needed per match what hopefully leads to better MM quality (still would prefer a system with variable lobby sizes depending on amount/rank of players in queue tho)
  • And also that they gonna remove the "on knock"- stuff since comeback mechanics are not needed that much anymore ( what in case of that feature was more of a snowball mechanic than a comeback mechanic anyway)
floral cargo
carmine lava
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organized is such a tiny fraction of the playerbase and should not be designed for, mostly

floral cargo
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I agree, focus on what makes the game fun first and foremost.

white tulip
fathom fjord
twin ruin
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also Glitchwave KP

spice fern
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Okay, I tried it and I didn't like it at all. I was very open to it and liked the idea but in practice some of the magic and excitement of SV goes missing in my opinion. Perhaps they could remedy that with more mobility and more complex hunter-kits but at least in this playtest I was pretty bored. Especially after enjoying squad soloQ a lot today.

ebon agate
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If they want to make it trios and keep it interesting I think they should rework/rebalance characters for it

tiny vapor
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What characters are thrown awry by it and in what ways?

ebon agate
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Hudson atleast either teamwipes you or just drops dead hudson_gooby

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But thats the hudson experience. coin flip and hope your stats are enough

tiny vapor
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How do you find that different in trios versus its two neighboring game modes?

spice fern
# tiny vapor What characters are thrown awry by it and in what ways?

The game feels more stale/slow and less exciting. There is less stuff going on, which can be good for readability, but it has the side-effect of making the game less fun as well. Even when I won my games I just wasn't having as much fun. It felt a bit more like 3 people running around rather than "a team". Something about the team-dynamics goes missing I feel.

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Trios sort of leaves a hole where previously there was something else. But that hole now needs to be filled with something else that they haven't added.

tiny vapor
spice fern
# tiny vapor Could you talk about what feels missing in that dynamic, either by comparing spe...

It feels a lot like duos in a way. I feel duos has the same issue of feeling more "casual" (even if its still a tryhard mode for many). The gameplay-moments that get created aren't as interesting and it feels more like a brawl than a teamgame. In many games I personally like 1v1 or 2v2 modes (instead of 3,4,5 stack modes) but in supervive I get the sense it isn't designed to be as fun or exciting with less players. The chaos adds excitement. If you take it away you need to replace it with something that is currently missing.

ebon agate
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I feel a part of why it might feel that way is because every character is kinda designed to be simple so fights dont get TOO chaotic.

sudden surge
# spice fern The game feels more stale/slow and less exciting. There is less stuff going on, ...

That makes sense.

I remember an FGC content creator (probably Sajam, but it could have been Core-A Gaming, Lordknight, or Leon Massey) talking about the same thing within fighting games and comparing depth in Street Fighter with its 2D competitors like King of Fighters and Guilty Gear. Street Fighter is very slow and methodical, but it gets a lot of its depth from the size of its movesets, which makes it much harder to choose the correct option in any given moment. For contrast, KoF, GG, and a lot of other fighting games have much smaller movesets, but are still incredibly deep because their faster pace forces you to respond at a faster pace, allowing the game to get equivalent depth with smaller movesets.

Is this what Supervive feels like to you? Like the current depth is built for the speed of squads, so when the game is slowed down by removing 1 player per team does the game not feel as deep because you don't need to engage with the lesser amount of depth at the pace you used to play at?

ebon agate
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Thats a pretty good summary, game slowed down so it feels staler since less stuff to look out for. In return they would need to either hasten the kill times more or make per character kits have more depth

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Theyve gotten away with pretty simple kits because they work really fast

tiny vapor
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While the tempo versus options makes sense, and i do think the notion (or implication, perhaps unintentional) that kit complexity is an inherent good is a bit misplaced.

odd zodiac
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Free respawns also seem more impactful than before, which I am not appreciating xD

primal swift
# tiny vapor what hunters would you say would be thrown off by 3v3?

less hunters and more the team comps i feel, the game doesnt yet feature more than 2 initiators, supports or tanks. with minimal variety in crucial defensive and engage roles, its just gonna be glass cannons glassing each other and ttk will be very low between people who can actually land their shots and skills

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top shrike and shiv players will mop the queue im calling it

primal swift
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by like 10-25%

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17,5-18% being the happy medium

agile swan
primal swift
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i will say that crysta is kind of a better shiv and shrike is a half-broken glass mortar

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by that i mean that if you look at her too hard she might get spiked

twin ruin
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Yeah something was off about Trio's. You just don't feel like a team

latent parrot
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I'll say that i believe for me it's going to be a fact of just getting used to it

The map felt a bit too empty but otherwise I'm okay woth the changes i think. Obviousky balanace aint perfect but i can look past that

fathom fjord
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I think it can work well they just kinds gotta balance aome hunters around trios. Since a good amount of the cast is balanced around squads so even just taking 1 person off every team causes issues.

twin ruin
sturdy hornet
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From the people that I've watched participating in the Trios playtest, most of them did not enjoy it and honestly the viewing experience was a huge downgrade as well as fights were a lot less "Supervivey" and exciting. Obviously need to play it myself, but seems like it will be a huge downgrade.

indigo rain
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Just wanted to say after playing Trios pugs for the last few nights I am completely sold. I've been loving it. Contrary to Misc's feelings on feeling like a team, I actually felt more connected to my teammates because there are fewer of them for me to focus on. I find that the mindshare each of them gets from me has increased and it's been easier for me to instruct plays and work together with them because of both less crap being shot at us, and less options to choose from in the form of plays/engages.

Big caveat being that I was always on comms with my teammates in pugs and I know that doesn't reflect the ranked experience directly.

fathom fjord
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I should honestly do some trios pugs sometime. Since I'm really unsure whether i do like trios or not. I've seen some good points why it's good and good points why it's bad so idfk.

indigo rain
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It definitely will make Hudson better, less ppl to flank/cc lock him

fathom fjord
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Yea I did think of that. Another Hudson player said that he didn't really feel much difference tho. I feel it will prob help Hudson but it's kinda hard to tell. Especially since I don't really see him ran in pugs much.

indigo rain
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Definitely an unfortunate side effect of him being a contender for worst hunter in the game. Everyone in the pugs so far has been playing hunters they can win on against tough competition

fathom fjord
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I don't get that tbh. Like test shit out. I dont get just playing hunters you can win with.

ebon agate
fathom fjord
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I feel like it's better for solo cus I'm almost required to 1v4 in solo que. 1v3ing is gonna be sooooo much easier. In like actual comp I do feel like it'd prob be about equal. You can't just pick all the hunter who work well with huddy in trios either. Like do you want a good engage or good healing?(like zeph or felix basically)

ebon agate
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It was also possible I got unlucky with teamates cus I remember having like an Elluna Ghost team like twice in a row

twin ruin
indigo rain
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yes current patch so some things are a lil different, mainly the mana hasn't changed yet

twin ruin
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and bc everyone in the playtest was just looking to fight nonstop, which I notoriously dislike

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even so I can usually have a lot of fun in the playtests

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but I felt like I was playing without legs bc of the mana stuff

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that's why I haven't made a post about Trio's, I want to give feedback but I really can't distinguish if my problems are from Trios or from the mana changes. I've been mulling it over.

acoustic surge
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terrible change

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80% of core playerbase grandmaster+ on verge of quitting

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what can go wrong

ebon agate
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I do think trios could work but needs more extensive system wide changes

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Id say invdividual hunter strenght needs to go up slightly. And we would need a more diverse roster with more "defensive/utility" oriented hunters

Also the mana changes felt like a step in the right direction just WAY too long of a step. Too extreme

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None of the characters are designed around that system

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Like as kp I just ran out of mana in 1 rotation even tho I hit my spells. Mana regen should be character spesific

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Like for example kp getting mana on backshot. Or maybe permanent mana on knock like his hp stacking passive

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Void getting high mana regen when in empower.

Hudson using mana to fire rmb but regens it when hitting.

I feel stuff like this could be really cool

fiery pendant
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to me it sounds like third partying will just become an even bigger problem with the mana changes, not to mention the higher number of teams already adding to that. two teams having a bit of a scuffle and oh no out of mana and here's the hyenas coming. how did the playtesters feel about it?

boreal gazelle
# fathom fjord I should honestly do some trios pugs sometime. Since I'm really unsure whether i...

The argument why its bad is: The game has tested 4 man squads for like 2 years now and A LOT of people who played the playtests GAVE A LOT of feedback to make the game better and balance it better for 4 MAN SQUADS and they put SO MUCH time into it. They put in so much effort to balance everything out and its still far from ''perfect'' and they are basically throwing 60/70% out of the window with the new trios patch so the balance changes that a lot of people put a lot of work in, is gone.

ebon agate
fathom fjord
# boreal gazelle The argument why its bad is: The game has tested 4 man squads for like 2 years n...

I feel like this is kind of dumb logic tbh. They testing shit, and if it doesn't work out there is this thing known as reversing the changes. The game has been balanced around 4 man squads, so they'll have to do some balancing stuff but I cannot see how that is necessarily bad.

Solo queing and squad feels pretty bad rn and has felt bad for a while. Trios will honestly help that a good amount.

Also that is not even a point as to why trios will be bad that I was referring to. It's a change and just saying "they're throwing everything away" is imo not a good point against trios.

boreal gazelle
# fathom fjord I feel like this is kind of dumb logic tbh. They testing shit, and if it doesn't...

Okay let me phrase it differently, They are throwing A lot away for now. They will eventually realise that people DO like squads better for a competitive format. The whole reason why they are doing trios is not necessarily because they are ''testing shit''. The korean devs have disabled duos a long time ago so people can only play squads there which is a better fit imo. But there are people that just like solo qing, solo qing into squads is very hard and not that fun most of the time I agree on that 100%. The EU and NA and the rest want to disable DUO's aswell but the people that play duos play duos for a reason, most of them dont like squads because they dont have the people to play with, or think its to chaotic. So then they would be forcing the duo players to play squads and they probably wont, so they will quit. thats why they introduce trios so they can find a middleground between duos and squads and being able to split q's. which is a good option for the time being but eventually squads will be better for a game like this. especially when hunter dynamics are better fit for squads, TTK is this high, and a lot of other reasons

fathom fjord
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Yea they should not focus on comp. They shouldn't just avoid trios due to it not being good for comp.

I do see that squads will be bettwr as more people play the game while trios will more or less take away from a lotnof stuff. Trios will probably be more readable I feel, which is a good thing. Then trios will help solo que, but in that process will hurt comp. Also I do honestly see trios helping ranked a good amount. And ofc there are balancing issues(like joule, brall, shiv, zeph, and oath will all be problems if left alone imo).

Tbh it more or less seems like yall are just against change and can't see how they could possibly make it work. Like chances are trios will be bad, but there is also a good chance it will be good. Complaining like this before we've even tried the finished version honestly doesn't make sense. If trios truly is bad(the final version) then they will likely undue the change to trios.

spiral path
#

Trios lacks a lot of depth compared to squad, depth is a key reason for developing retention due to there being obvious things that keep people entertained

fathom fjord
#

I can't really see how it lacks depth tbh.

indigo rain
#

I can see removing one player per team simplifying encounters a bit, but I don't think there's an issue in making combat more readable. There's plenty of depth to still be had in 3v3 encounters

undone hemlock
#

In the last dev talk with Mr. Tom Kick, safelocked said that they were going to add 2 new features to balance the depth that could be taken away by removing a player from each team. One not related to the hunters, and one seemingly related. I guess we'll have to wait for Fireside chat to know more, but they are not going to just remove depth and do nothing else when the game needs it the most

nimble ivy
neat solstice
# spiral path Trios lacks a lot of depth compared to squad, depth is a key reason for developi...

They are working on two things that will add more depth to compensate for this [51:13].
One will be universal to characters, and the other will be character-specific [51:13].
https://www.youtube.com/watch?v=ANR4F6y-MAY

ebon agate
#

How long has vive been in developement for?

#

4 years?

#

Most smaller scale games take atleast 3 years to develope so Im not really surprised that vive is still kinda figuring itself out and doing these bigger changes

neat solstice
ebon agate
#

I do feel the fact it came out as open beta is annoying just because we get so many people doomposting about an OPEN BETA game still figuring itself out

#

I feel it should have maybe been branded as early access

#

or have like 2 week play periods. I really wouldnt have minded that

#

Like vive seems to have similar playrates to deadlock from what I can tell

#

Granted deadlock is from valve but it also "Fell off" when it comes to playrates

neat solstice
indigo rain
#

deadlock has significantly higher ccu, it's not too similar

ebon agate
#

Deadlock retained around 11% of peak player count vive has around 4% of peak player count as far as I can tell

fathom fjord
ebon agate
#

Neither isnt really a finished game and both are taking large swings. deadlock just went to 3 lane map like a week ago

nimble ivy
#

The term "beta" has morphed over time to mean something like "finished core game that still needs peripheral features"
supervives beta is more like the old version of beta which involves significant changes and iteration.

ebon agate
#

Like the game isnt out. Monster hunter wilds Open betas where 2 weeks long in total. And some people got really negative perception from them because that build was a test build. Like ??? its a test to see how the game runs, for people to give feedback

#

They fixed a lot of the issues we had from the betas too

#

For example brought back Hitspot which was missing in the beta.

Not really a fair comparison since wilds beta was an old version of the game made for a "Demo/beta" build

#

But they serve the same purpose. Gather Intell and feedback

indigo rain
ebon agate
#

Cant tell if you are being sarcastic or not rocketW

#

But yeah

#

Check out all the other Dead Air content about Deadlock 💀💨: https://www.youtube.com/playlist?list=PLk-l3guipFR6rtt44sf7tQi18MHQH1O-z

The biggest Deadlock patch yet, the entire map has changed and Deadlock is now a three lane game with only duo lanes, mid boss have moved underground, the sinner's sacrifice is now a rhythm game and rewards timin...

▶ Play video
indigo rain
#

no sarcasm, that's a huge change for that game. 4 lanes at least when I played back in september was kinda the identity it dug out compared to the "standard" moba formula

acoustic surge
#

its wrong to compare these

#

deadlock core is so dogshit and unfinished

#

i was playtesting it since neon prime and the moment they went public with deadlock the entire development went on halt it felt like

#

they stuck to number tweak balance patches and barely worked on unique ideas and changes anymore

ebon agate
#

Well hey now they went to 3 lanes and are doing big changes

neat solstice
cerulean sentinel
#

Both failed, different reasons

acoustic surge
#

have a nice day tho

neat solstice
acoustic surge
#

the current patch is one of, if not THE best theyve had, you can build on this so much and get the game so a amazing state for 1.0 release

#

the competitive community was until 1 week ago still very much alive and hosting many tournaments, ranked may be dead but at its core even those who quit still love the game (atleast everyone ive spoken to, which are atleast 30 people)

#

trios will now kill that part of the community or atleast greatly shrink it

neat solstice
acoustic surge
#

there are many big names that i was trying to get back into playing the game and it was looking very hopeful, and then it just gets fully killed

#

any content creator that originally got me into the game whether it be a youtuber or ex battlerite, has now quit the game :))

#

for me even if trios provides temporary fun arcadey deathmatch gameplay, it will always be temporary

#

and they are fucking up big time

neat solstice
acoustic surge
#

because back then the game was absolute dogshit

#

its just such a fun game at its core that we looked past all of the awful balance,matchmaking and soloque experience temporarily

#

on the current patch it is much more playable, if we had a 1.0 release with marketing people are much more likely to stay this time

#

9/10 content creators that were ever showcased in the supervive main menu have quit the game

#

and 9/10 of them hate trios

#

healthy for the game for sure

neat solstice
acoustic surge
#

my favorite part of supervive is the scrims and tournaments

#

im not too involved with ranked, while i am legend, i barely play

#

i have been enjoying it a bit more after duo restrictions unironically

neat solstice
#

so maybe trios gonna be better and we could delete resurgence from the game

acoustic surge
#

ill keep resurgance if trios gets cancelled

#

❤️

#

dont get me wrong, i will give it a try

#

but i am so certain this is the death of the game

#

ive seen it in so many games i have played in my life and i just have this gut feeling

neat solstice
acoustic surge
#

the same one i get when i que up supervive currently, i can enjoy this for 2 more weeks and then its over

acoustic surge
#

but why kill the entire team-based synergy and combat from the game

acoustic surge
#

just imagine league removed jungle one day

indigo rain
#

in NA so far trios has been generally liked at least by the scrim/pug community. Definitely not wholesale endorsement, but I've seen more positive takeaways than negative

acoustic surge
#

or support role

acoustic surge
acoustic surge
#

on EU its even more serious

#

we genuinely HATE this shit

neat solstice
acoustic surge
#

the worst part is every team having to kick a member

indigo rain
sturdy hornet
#

trios just change the game too much, even though it makes the game more readable, it also cuts a big portion of the fun out of the game

acoustic surge
#

i wonder what happend here

neat solstice
acoustic surge
#

people who actively sign up for trios pugs enjoy playing trios 😲

#

i am dumbfounded

#

it improves quetimes, it improves the soloque experience

#

these are 2 things i can possibly agree on

indigo rain
acoustic surge
#

but this game appealing to peoples first 30-40 hours of gameplay is not a good thing

#

after 40 everyone just quits

#

double edged sword i guess

neat solstice
acoustic surge
#

it is

#

i can agree on that

#

but there are other ways to go about it

#

im just not interested in a game with no competitive integrity

#

if i wanna fuck about and have fun with friends there are so much better games to play

#

especially after trios release

neat solstice
acoustic surge
#

this game has literally 2 things going for it and they are

  1. amazing community
  2. very promising competitive gameplay / learning curve
#

the community part will stay, we all fw eachother in the eu discord

#

but we will not be playing supervive together anymore, it will turn to a variety gameplay server

#

v rising waitingroom btw

#

i promise u i am not trying to exaggerate or ragebait with my statements

#

i have seen this happen to so many games i loved and i said nothing and thought "this can work"

#

it cant

#

"this realm royale change will improve player retention!" (servers shutdown 3 weeks ago)
"this darwin project change will improve player retention!" (4 ingame currently)

#

"this supervive change will improve player retention!" (pending.....)

#

people dont only quit because they dislike a game, the majority of supervive players that quit just didnt consider it worth sinking their time into

#

1.0 release had so much potential, unlucky #haveaniceday

nimble ivy
#

I think its fine to dislike the chamge, bu theres a difference between disliking it and somehow "knowing" its going to be worse.

neat solstice
sturdy hornet
neat solstice
acoustic surge
#

may i ping u when the time comes?

#

i have a flawless track record almost

neat solstice
cerulean sentinel
#

Let’s be real, 1.0 is not going to differ meaningfully from the games current state.

neat solstice
acoustic surge
#

the good part of 1.0 comes from getting a marketing push, whats important for this is that there is a competent ranked system to grind for and a good soloque

#

trios might improve this, but at the cost of making the base game much worse

acoustic surge
#

no matter what they do to trios, the base game will be much worse

#

they can min-maxx the fun to be had in the trios format however much they want, squads will always be superior

ebon agate
#

I dont think its THAT binary

neat solstice
acoustic surge
#

ive been saying since NDA got lifted, not having a proper soloque experience will kill the game

#

a certain kom tick streamer tried to convince me its a "skill issue" and that soloque was fine

ebon agate
#

Omg Kom Tick mention. The Evil version

sturdy hornet
# neat solstice what issues trios bring in your opinion?

It throws off the entire flow of the game, which has been established over multiple years of development at this point. Due to the reduced number of players it forces TC to add more teams to the game, which in return massively increases third partying and reduces the effective number of creep camps on the map. Fights will conclude a lot faster, which will increase the need for terrible bandaid systems like resurgence even more. Obviously there will also be less space in comps to include pure Utility characters and massively favour allrounder-type characters like Bishop or Oath even more.

But most importantly, Trios sacrifice a whole lot of Supervive's DNA for nothing but slightly more readability. A huge part of what makes Supervive fun for a ton of people is the chaos / unpredictability and surviving through anything that's being thrown at them. In the end we're playing a BR and not a MOBA or Hero Shooter, which are usually played in a vacuum with a very strict game flow.

And people that think the SoloQ experience will magically turn out to be amazing suddenly, because there is one less player on each team, are honestly completely delusional. 1v3 fights for the average Bronze to Platinum player will also be just as impossible as 1v4 fights. Generally Trios will just not change anything for solo players.

neat solstice
#

A huge part of what makes Supervive fun for a ton of people is the chaos / unpredictability and surviving through anything that's being thrown at them. In the end we're playing a BR and not a MOBA or Hero Shooter, which are usually played in a vacuum with a very strict game flow.

which in return massively increases third partying and reduces the effective number of creep camps on the map. Fights will conclude a lot faster

nah but like you contradict yourself

#

if u like chaos then 3rd partying and faster fights should be good for u

twin ruin
#

That's not true ^

acoustic surge
#

the true goat

twin ruin
#

Fights can be chaotic due to more people but the pacing between multiple fights can be slower due to less teams. More teams is generally more chaos in a negative way because there's so much in the way of third partying. Which no matter what anyone says is the worst part of BRs

sturdy hornet
# neat solstice if u like chaos then 3rd partying and faster fights should be good for u

I don't whatsoever. You just don't understand what I'm saying.

Third partying has nothing to do with the "chaos" I mentioned. I'm obviously talking about the unpredictability of a 4v4 fight compared to the very slow pace of a 3v3 fight. If you would have ever played duos for a bit, you'd know exactly what I mean. Needless to say Third partying is a frustrating part of BRs and it happening more often would never ever be interpreted as something positive. That's just how you want to spin what I said.

neat solstice
sturdy hornet
#

Well we're talking about Trios here, so what else would I be talking about?

#

I mentioned Third partying is bad and with Trios there will be more of it, so why would I then also say third partying is good?

#

Makes no sense.

carmine lava
#

there is only more third partying in trios because the teams went from 10 to 12

#

id be interested in a playtest/scrim with only 10 and I bet the constant third partying would subside

rough pagoda
#

Third partying is always going to be viable I don't think it would change much with more/less teams. What it feels like is too many people are alive because of free rez day 1

#

So come day 2/3 it's not unfeasible to see more than half the teams still in the lobby majority of the time. And then the circle closes and creates cluster fks when everyone has to rotate

ebon agate
#

So does thrid party problem come back around to the free revives

rough pagoda
#

Idk. I think the game state can only improve with more players. Trios doesn't really do anything differently other than make queueing easier and pooling everyone together. As it stands now the NPE is just queue play vs bots. Also 5050 if your teammate is afk/just completely unable to understand the game or they are way higher rank and just impossible to keep up with. So it will filter a lot of people. So that issue needs to be worked on heavily in time for full release

olive swan
#

Interacting with multiple teams at once is what makes the game so dynamic imo. You have to play fights differently when there is a third party threat and I find that interaction to be really interesting.

Multiple team endgames in tight zones are some of the most interesting scenarios in the game and it’s in large part due to the near guarantee of third parties.

I think third parties just feel bad when you don’t know there coming, and it can be hard to keep track of all the teams early game to be able to identify that.

The sound pings are helpful tho, checking minimap for sound pings of other approaching teams has definitely saved me more than once.

acoustic surge
rough pagoda
#

Idk I think it's just a statement about how supervive is in general

#

I LOVE the insane fights

#

Especially the extended 3-4-5 team fights are crazy fun

acoustic surge
#

character role wise they are getting everything in a good spot rn especially with the saros release

#

i just hope the balancing doesnt fully tank with trios

olive swan
#

It’s not necessarily either, personally I think Trios will be an interesting experiment I don’t know if it’ll be a net good or bad, but I’m excited to try it more.

rough pagoda
#

I played like 3 games of trios it's not too much different just smaller fights

#

It needs to be live to really get a feel

acoustic surge
#

i dont think it will be terrible, but even at its peak it will feel worse than squads to me

olive swan
#

I kept thinking “where the hell is my 4th teammate what are they doing” before realizing that I don’t have a fourth teammate. Likewise with enemies wondering where their 4th was and if they would suddenly appear to kill me xD.

rough pagoda
#

I just hope trios change helps me actually get to play. I only had 2 hours today and could barely be in game for half of the time. Game state doesn't really matter if I can't even play it.

olive swan
#

I don’t think it changes queues that much, like duos and squads combined ranked/unranked queues, now we just split unranked and ranked but combined squads and duos.

So people are still split between the same number of queues, there’s just 10% less people in a match. 10% of 10m is 1m 🤷‍♂️

sturdy hornet
# acoustic surge i just hope the balancing doesnt fully tank with trios

It will. Characters like Oath suddenly only have to block projectiles from 3 instead of 4 people, Characters like Zeph suddenly only have to spread their heals across 3 people instead of 4, Kingpin hooks fully eliminate 33% of a team instead of only 25%. Reviving in general will be a lot more difficult, which makes characters like Elluna a lot weaker. Characters like Beebo or shrike that massively benefit from the chaos of squads to chip in damage will be a lot worse.

Trios is going to throw off the balance in a major way. Will most likely take months of balancing to get back to a somewhat decent spot.

agile swan
#

Everyone here saying trios will lack competitiveness is on something. Battlerite had some of the most depth to combat you could ever hope for as a trios game. Supervive will have more and in a more fun way. Getting better at battlerite was exhausting and as it's a true 3v3 competitive game with 0 randomness, it creates burnout fast. Supervive has so many more elements to keep it interesting in fun ways and 3s will have plenty of competitiveness. Squads sucks (my opinion, not fact), and the devs even said earlier that duos had more stickiness. Hoping trios will be a nice middle ground

half comet
cerulean sentinel
acoustic surge
#

rlly awful point u make ngl

agile swan
#

You're missing the point. Supervives depth comes from other areas. But saying trios is uncompetitive is just entirely baseless

cerulean sentinel
#

I don’t disagree with either of those statements, but battlerite having deep combat 3v3 doesn’t necessarily mean this game will, since the combat is very different.

agile swan
#

Really awful point you say as you previously made blanket statements of opinion as fact and claim to know how everyone feels. "Everyone who matters" when quite frankly the 2k remaining players don't really matter. What matters is the the players that get the game to critical mass

cerulean sentinel
agile swan
sturdy hornet
#

Supervive's depth comes exclusively from team coordination and positioning with very little individual agency. Watering that down to Trios with the lacking depth within hunter kits will do nothing but make the game feel dull and massively lower the overall skill ceiling.

agile swan
sturdy hornet
agile swan
#

Quads felt dull AF for me and a lot of people I played with. I see your side, but quads players seem unable to see the other side

cerulean sentinel
sturdy hornet
agile swan
# sturdy hornet The vast majority of the playerbase are playing squads.

Cause duos you couldn't even get queues. Everyone left and the only people remaining were people with dedicated squads. I stopped playing mostly because of I queued with anyone it was 20 minutes on a good day (fairly sure it was bugged). But as mentioned before, the devs said duos had more stickiness, but when you lose a vast majority of your player base that hardly matters overall. People liked duos, I think trios will be liked more

#

It's a problem that compounded on itself. No one will stick around with 40 minute queues and it actually became that even before duos was officially dead.

sturdy hornet
# agile swan Cause duos you couldn't even get queues. Everyone left and the only people remai...

"People liked duos"
Based on what metric did they like duos when nobody is playing it? If it's not hard to get 3 people together to play Trios, it would be even less effort to get a single friend to hop on and queue. I just don't buy the "compounding effect" explanation. The only reason Duos is not played is because the entire game is balanced around Squads and for most people it's the more complete experience. Trios will run into the exact same issue, and based on the feedback from most high elo players like Tom or Lemur, Trios just seems to be a watered down version of what Squads currently is.

agile swan
#

I'm actually not convinced it would ever pop

sturdy hornet
agile swan
#

See where I say it was bugged. It was bugged when people were playing together making queue times outrageous compared to what they should have been.

#

Playing solo had pops no problem

sturdy hornet
#

So you're saying Duos would be hugely popular if the queue wasn't bugged?

agile swan
#

It would have been more popular. No part of supervive would have remained hugely popular

sturdy hornet
#

Well Squads has remained popular across their current playercount.

agile swan
#

Squads queue was never bugged when queueing with friends

sturdy hornet
#

Even if it was bugged at one point or another, people would still play squads now.

agile swan
#

Guarantee it dies if they had to wait over 40 minutes

sturdy hornet
#

You can queue Duos right now and still nobody is playing it.

#

So not sure what you're trying to say.

agile swan
#

There aren't players remaining, largely because to play with a friend you have to wait nearly an hour. All my duos people quit because you could not party with anyone

cerulean sentinel
#

Duo queue was not 40 min bc of a bug.

agile swan
#

What I'm trying to say is all these trio doomsaying arguments are not based on facts. There will likely be some friction with the change but saying the only depth comes from 4 players is just completely unfounded

cerulean sentinel
#

Which is understandable. The rest of these points you’re making aren’t solid though.

agile swan
#

My only point is there is plenty of depth with duos, there will be plenty with trios

sturdy hornet
#

No matter how you twist it or turn it, Duos are less popular than Squads and always have been. A lot less popular. The game is clearly designed around Squads, and scrims have followed the format for exactly that reason ever since the Closed Beta. The way hunters are designed more akin to hero shooters rather than having a lot of individual agency like in MOBAs or Arena games is clearly, because it emphasizes the teamplay aspect rather than individual carry potential.

agile swan
#

You can find a feedback post from me a while ago. I've always said trios would be a great sweet spot

#

If anything if the game doesn't die, I see more room for 5s then 4s. Quads always confused the crap outta me. Lackluster on the team aspect and individual agency. Literal worst of all worlds

sturdy hornet
olive swan
#

I think I remember a dev responding to a question about why Duo’s is the default queue when you open the game. I believe the response being that data showed Duo’s being stickier for new players. Not sure if I can find the actual response…

Maybe it lacked depth to keep them around though, don’t think we really know.

spice ether
olive swan
#

Yeah that’s it, thanks Oatmeal

sturdy hornet
olive swan
#

Is it?

agile swan
#

Yeah as a duos main that's not a fair statement. Duos had a lot going for it.

sturdy hornet
#

And realistically it's going to be the exact same with Trios. People with full 3 man premades will completely steamroll anybody solo q'ing with 2 randoms. Individual player impact will be slightly raised artificially through subtracting a player, but ultimately will be not nearly enough to successfully 1v2 or 1v3 for 99% of casual solo players. Unless Trios comes with some monumental changes to hunter kits, it won't improve the average players experience.

agile swan
#

Like less third parties for 1. I think it's counter intuitive for a lot of people but being able to more consistently wipe a team made it so the mid game wasn't 90 percent of players were alive. Your little duo had more agency to control the flow of the game than in squads. If you go for a team wipe in squads it often led to the third party and death sentence so it's gone for a lot less

#

And if you were third partied it's way less lethal. There's more room to counterplay and get out than getting jumped on by 4

olive swan
#

There’s a lot of potential factors, can’t reliably know what ones are relevant broadly.

agile swan
#

Essentially there was more opportunity to outplay and live or outplay and turn the tides

sturdy hornet
agile swan
#

Or if they were waiting. It takes less time to kill 2 then 4. Kill 2 and stabilize by the time the next duo is on you

sturdy hornet
#

Obviously if you're super uncoordinated, you're never going to wipe anybody quick.

agile swan
#

Really you think it's easier or the same to wipe a team of 4 compared to 2?

olive swan
sturdy hornet
#

I'm not saying it's easier or harder, but more or less about the same. We're talking about Supervive here where a good celeste, void, oath or beebo ult can instantly wipe a whole team. The TTK in Supervive is ridiculously low.

sturdy hornet
agile swan
#

Here's reality. There was always more people that survived longer in squads

#

And the remaining people in competitive duos games always felt better than squads to me

#

I felt more agency as a player to make big plays and for my duo to control the flow of the game. It was fun that had a better risk reward structure than squads

sturdy hornet
#

See, it's one thing to say "I liked duos better because it felt better to me", which is completely fair, or to straight up blame any issues on the game's main format being Squads. Because the reality is that there are no direct issues with Squads, while there are a lot of issues with the way the game was designed around squads and teamplay rather than individual impact. Obviously a solo player technically can feel better about himself in a smaller team size than in a larger one, but in the end it does not actually adress the core issues of why the solo & casual experience is so bad.

And there are also issues with matchmaking that make it a much worse experience than it should be if done correctly, like queueing full premades together with 4 randoms in a team. The low playercount also results in diamond players often getting matched with grandmaster or legend players, which happens way more often in Squads as it's seen as the "main mode" for most ranked grinders.

white tulip
agile swan
#

I'm making arguments for duos because trios will be somewhere between the 2 game modes which I am excited for

#

Squads had problems and duos had problems

#

I just think squads was garbage (for me) and trios will alleviate a lot of my issues with it

sturdy hornet
#

Trios will be squads with one less player though rather than duos with one more player, in terms of how it feels to play.

agile swan
#

And on the flip side I think you will maintain a lot of what you like about squads

#

Literally think it's a win win

sturdy hornet
#

No it won't, which I have explained above.

agile swan
#

agree to disagree then. Cheers

sturdy hornet
#

Fair enough. Guess we'll see on the 2nd if there is a massive spike in players from this transformative change or, surprise surprise, Trios won't change anything but alienate a lot of the current players.

agile swan
#

I think expecting an instant spike isn't totally fair. It's a long term play

sudden surge
#

It may not be too big of a spike though. At best we'll get the numbers we had in around January.

cerulean sentinel
sudden surge
twin ruin
# cerulean sentinel Tbh, no matter what the patch is it’s unlikely to get us above 5k unless there’s...

In all honesty, what matters isn't the raw numbers. What matters is the trending numbers. If the game can just retain players and gain new ones, even slowly, then it'll work out. It doesn't need to shoot up to a threshold. Hunt Showdown had an incredibly similar arc. Early Alpha/Beta tests were popular and got attention, and then most players left. But they had a core audience and kept making good changes. Over time they got to a very healthy place

cerulean sentinel
twin ruin
#

Well yes you need critical mass to sustain, but that's much less than 40k. It's unlikely we see a sudden leap in playercount but that's genuinely ok as long as there's consistent growth. If the game is sustaining then we will eventually hit that critical mass

#

And again it's not some crazy high number

cerulean sentinel
#

Yeah, I’d put the number at about 15-20k for healthy queues and ranked. Thats maybe a bit low for the ranked part, but good enough. The patch may be helpful in other ways, but I don’t see it getting us to that number, or solving the other retention issues if it does get us there by some miracle.

twin ruin
#

Any positive change would be welcome. It doesn't have to come all at once

#

Regardless of how I feel about Trios (and I'm honestly unsure about it either way) having 1 single format is a good thing, and splitting up ranked and unranked is a great thing. Combine that with the custom lobbies for everyone, and the game feels like it has real foundation to keep casual players and attract more competitive ones at the same time

cerulean sentinel
#

I don’t really have an opinion on trios either. I see it as a bit of a nothingburger designed to bandaid the queue times while they split ranked and unranked again.

What I do have some feelings on is the general wheel spinning of the last 4 or so patches. I don’t think any of these things have been tackling the biggest weak points of the game except for maybe resurgence, and it brought its own serious issues. I don’t think I’m alone in that hopeless feeling.

twin ruin
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I think that's a bit negative. Changing to trios is a really big deal, I'd hardly call it a bandaid. But it does solve several issues at once. Multiple queues splitting playerbase, lack of true unranked making casuals not have fun and making sweats not value the rank. Plus readability and solo agency, which are huge retention issues. Mainly the solo agency, the game won't survive if you have to have 3 friends online to have fun

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I'm kinda wondering what you consider to be the biggest weakpoints are, because I just listed a lot of them imo

spice fern
# olive swan I think I remember a dev responding to a question about why Duo’s is the default...

I started SV as a duos player. It was easier to get into as squads can def be overwhelming at first. But I switched after I had gotten more used to the game and noticed squads is actually more fun. Duos has its own appeal so I see why some like it. But to many its more dull. And I had the same impression of trios. The game wasnt designed around it. If they want to shift to trios they have some work to do in order to bring it up to par imo, thats all.

cerulean sentinel
cerulean sentinel
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Let me put it like this then, do you think having 3 person teams rather than 4 will be a major improvement to the games retention?

twin ruin
twin ruin
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Bc the real issues aren't playercount. That's a symptom of an issue.

cerulean sentinel
# twin ruin Alone, no, but the effects that trios are allowing might. But you're not answeri...

I started to write a giant book about it, but I realized I just can’t be bothered to do it again.

The short version is it lacks the right kind of depth. It’s made to have a fighting games kind of depth, but that is a niche appeal that won’t support the player count that this game needs even when done textbook, and supervive with its genre bending is far from textbook.

I said 3-4 months ago that strategic depth or at least the lack of feeling of it was this games Achilles heel, and that people wouldn’t stay long once the flash wore off.

Until that gets fixed, you can patch it to have 1 -10 players and it’ll be the same. You can make the gold shop on the moon, and gold fall from characters butts, or give everyone 10 dashes that reset when you kill a mosquito. Whatever they do, the game won’t be able to get and stay off the ground until that’s fixed.

olive swan
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Does Oath even have a butt to have gold fall from? He’s kinda just in a mech suit so I don’t think that counts personally.

spice fern
# twin ruin Alone, no, but the effects that trios are allowing might. But you're not answeri...

For a live-service game to be successful nowadays you need a lot of factors to be dialed in at the right time, it seems. Even a decent game with potential, once it bleeds players too quickly, because of some mistake or issues at launch, it can be hard to come back.

Most people like to go where the masses are. And unless you're making a game that's intended to be niche and fills that niche well you need those masses.

The game is easy on some levels but confusing and hard on others.
It's a new genre and isn't super intuitive for a lot of newer players.
I think that def hurt retention.
And frankly those alone can already be enough to trigger a downward spiral. Then you add that big lobby sizes make healthy matchmaking difficult and you easily have the whole thing break down on you. And at that point the masses move on quickly and don't come back.

Now the question is, even if matchmaking had been great and we had started with better readability (maybe trios) and a more intuitive start and with streamers playing together with veterans, would the game have been solid enough at its core to retain high playercount and thrive medium to longterm? That's not super easy to answer. Maybe the genre or game-style in general has a more niche appeal.
Most of the successful big-playercount live service games that still exist were cultural phenomenons (apex, fortnite, LoL etc.). SV would really have to hit a right vein to join such titles and retain high playercounts.
The Finals is a good comparison. It's great and innovative FPS from a new studio that managed to gain a footing. Much more accessible to people due to more familiarity with the genre. But even it can't pull very high numbers I also don't think it needs as big lobby sizes as SV either.

SV mixes high teamplay, macro-strategy, positioning and creative item/power-usage with fairly simple ability and aim based gameplay.
Does that formula have mainstream appeal?

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It's pretty different from the appeal of mobas and pretty different from the appeal of shooters. It's something new. Which is great. But to bring it to the masses and not have it be too niche the package/presentation/marketing has to be incredibly dialed in most likely (unless you get really lucky somehow with major streamers taking a liking to it or something).

Those are some thoughts on the challenges for this kind of game.

agile swan
twin ruin
agile swan
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The toggle scope via reshade was so egregious.

twin ruin
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Upper end? What do you mean? And yeah I'm aware of the people turning everything pink and orange and turning off flashbangs. I wasn't doing that, I just upped the contrast and color values slightly.

agile swan
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Yeah that I had no issue with that but I'm talking high 6 star. Most players around my rank were using it to cheat

twin ruin
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Don't remember all my settings but I had avid Reshade haters look at my game and go "Ok that's fine, that's barely anything"

twin ruin
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I'd just run into Hornet and get shot through 8 walls because his friends mom was thinking about me and he heard it

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Mfr is psychic

agile swan
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I exist to sweat on games lol. But yeah I'm sure it wasn't an issue low 5 and below. High 6 they weren't even trying to hide it. Like you definitely can see me 500 meters away with your non scoped mosin spitzer and land 4 shots in a row.

They nerfed wallbangs a ton which I hated too. Loved that aspect

twin ruin
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I'm just mad that they banned it without fixing the game so that we didn't need it. Like I get people were cheating but everyone else had to use it because they made the game look artificially shitty

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Like just fix your damn AA and give us actual quality settings, and I wouldn't need Reshade

agile swan
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Idk I get that but I liked how it was

twin ruin
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I mean i literally can't play games like that lol

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Same with PUBG

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Everything is grey and brown

agile swan
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Color blind people definitely forgotten/ignored...

twin ruin
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I'll die to someone standing right in front of me and I won't even know what's killing me bc my eyes suck ass

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I'm just normal blind lol

sturdy hornet
sturdy hornet
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Not debatable. Recently they did a lot of controversial changes, but not during Alpha/Beta. After the initial change to be an extraction shooter, the core game always stayed the same.

agile swan
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Move more and more towards spam and gutting wall bangs is changing the core game

sturdy hornet
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When did they gut wall bangs?

agile swan
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Recently. They supposedly "fixed the bug" that made it stronger than intended. Total BS even if it was a bug, it was definitely a loved feature

sturdy hornet
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Mate, do you even read before commenting?

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Nobody is talking about recently

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It's about the early stages of the game around 2018

agile swan
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"After the initial change to be an extraction shooter the core game stayed the same." I am arguing that to me, they are changing the core game, because it was so much more than extraction shooter. It's still an extraction shooter yeah, but it's being dumbed down in a way that substantially changes the core game in my eyes

sturdy hornet
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The whole point that Miscfitt brought up was that Hunt had a similar development arc to supervive, with a low, but loyal playercount.

"Hunt Showdown had an incredibly similar arc. Early Alpha/Beta tests were popular and got attention, and then most players left. But they had a core audience and kept making good changes."

Which is why I brought up that they also didn't make crazy changes to the core experience, like randomly changing the team size, letting people respawn for free or get health back on kill. I'm sorry you dislike the recent changes to hunt, maybe I'd dislike them too, but it's kind of irrelevant for what I said.

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Realistically a game like supervive can steadily grow with careful and consistent updates, but TC is most likely alienating too many players with their constant sweeping changes. With Supervive you honestly just never know if the thing that makes the game fun for you right now is still around next week.

daring jungle
tiny vapor
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oh yeah, other folks answered that awhile back. I think 12 is what I heard.

twin ruin
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And they changed a lot of the central features, stuff like the bounties and how guns functioned, how purchasing things worked, etc

Now that I'm actually thinking about it, Hunt changed a LOT of core features. Mainly simplified and condensed them because the original versions were too frustrating and not enjoyable enough for people to want to interact with. Which is literally what TC is doing with SV.

spiral path
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12 teams in trios, which means more 3rd partying but hey

floral cargo
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As a void main and mainly solo q/playing with many different friend groups, be it full try hard to casual, Trios seems like it will be easier to have the team on the same page. Mainly as void, the potential to 1v3 is a lot easier than 1v4- Also in terms of a battle royale, being 3rd and heck even 4th partied will be a lot easier, its 2 less people you have to worry about in most situations, not just 1. That and actually learning how to position as a team properly. I see it still, positioning is such a huge aspect in if you can win fights or escape effectively if you need to. Most solo que, casual and players below gm here in asia dont position well at all, and despite mechanics being ok, they get steamrolled from using dashes/not having an escape plan in case of 3rd party etc. Dont think about storm or circles enough, where teams dropped and how the meta plays in terms of pathing for farm, powers and gold- If people were more aware of how crucial positioning with your team is from the getgo, I dont think 3 or 4 stacks would be that big of a problem as it is now, despite the skill disparity in mechanics or comms and such. That said, legend stacks getting match against unranked casuals and below Grandmaster players in ranked, especially solo q groups, will have a hard time winning against them, but player base is too low to do much about that besides splitting the ques, which they finally will! wooo, im stoked.

sturdy hornet
# twin ruin And they changed a lot of the central features, stuff like the bounties and how ...

Except TC is not simplifying frustrating mechanics, but rather bandaid fixes issues with tagged on systems that undermine already existing ones, resurgence and resets being prime examples of that. Also not sure what you consider "core features", but ever since the Hunt Alpha 2017 (the first time they went public) they never fundamentally touched the gunplay or any other core pillar of the game like reviving, banishing boss targets or teamsize. It's not the same whatsoever.

twin ruin
sturdy hornet
# twin ruin The current gold system is merging several systems together and simplifying them...

Well, gold always existed, they just changed the way hunter kills interact with the item economy. Before you'd pick up powers, items and upgrade shards off the ground, now you just buy them with dropped gold instead. More or less the same in my book. Also they added the changes to gold to make killing hunters mainly about a centralized economy, only to then introduce resets on knocks that completely undermine that incentive by adding a much better one and making the game a lot less readable in the process. Now they're adding Trios to make the game more readable. Riddle me this.

If anything the game has gotten increasingly difficult to understand for new players with the changes over the last year and that is not even an opinion, but simply an observation.

Also, Necromancer in Hunt was added in 2020 and not during the Alpha / Beta. The gunplay also was exactly the same between the early alpha showcases and full release 2019.

twin ruin
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Well. Yeah. That's why Hunt didn't do well until awhile after its release xD

agile swan
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Horrible

twin ruin
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Super small change honestly. Them changing how wall bangs work? Tiny. Adding beetles? Smol. Everything is a small change unless I don't like it, and then it's a massive change to the fundamentals of why I like the game!

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Making bounties automatic and random

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changing bullet velocity

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allowing respec to health

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so many things

olive swan
# sturdy hornet Well, gold always existed, they just changed the way hunter kills interact with ...

From my perspective it seems like the gold changes and such were meant to change when you’re presented with information, I think because it could easily be overwhelming when they don’t appear at appropriate times.

Moving to gold means your only presented with upgrading items when you are at a shop, and are less likely to be in some kind of fight, PvE or PvP. So you have time to make those decisions and learn.

Similar with powers, now you mostly only steal them on team wipe, usually after the fight is over when you’re more likely to have time to consider your options.

I think they probably did a pretty good job at making the game easier to parse, but of course this is just speculation because we aren’t really new players lol.

nimble ivy
twin ruin
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The "good" old days of lamp being mandatory

sturdy hornet
# twin ruin Super small change honestly. Them changing how wall bangs work? Tiny. Adding bee...

Nobody is arguing about the currrent state of hunt. Anybody that has recently played the game, including myself, will agree with you they made some extremely questionable changes. All I'm saying is that good games, which I consider Supervive to be, don't necessarily need to make fundamental changes on a regular basis as opposed to gradual improvements in key areas (Things like changing the power progression through each round with experience tweaks) to get their game in a good position.

In my opinion, the sudden Trios change seems to be born more out of desperation than clear direction. If the game did well at the start, I'm sure we'd play Squads forever as the main gamemode. And I wholeheartedly believe that the things they're trying to adress, like individual player agency or overall readability, could've easily been solved in other ways without changing fundamentally how Supervive is structured. As I said before, I'd even argue they're harming their own goals by introducing things like resets on knock. 1 step forward, 1 step back.

Making a drastic change like changing team sizes in a BR so far into development tells me that the devs see issues in the game that they don't truly know how to fix directly, so they're throwing stuff at the wall and hope something sticks. If you as a player can't reliably count on the devs keeping the core reasons you love the game for intact from patch to patch, then you create a volatile environment where tons of people might try out your game, but nobody ever sticks around. And besides the lack of marketing, which is obviously something they haven't focused on, people have definitely jumped ship because the devs are constantly alienating the current player base with controversial change after controversial change.

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And you're saying they're "simplifying" the game, meanwhile when my casual friends try out the game again after 2 months of not playing, I have to text them a whole essay to explain all the massive changes they've made yet again.

twin ruin
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Yeah that's just a problem with setting expectations.

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If you have a new player who hasn't played before, they'd have an easier time playing today than they would have 4 months ago

sturdy hornet
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Do they? I don't think so.

twin ruin
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I definitely do

agile swan
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I can't count the number of times I saw the devs mention take big swings quickly. If you want pure stability and aren't willing to test things at this point, you probably should take a break. Whether you think they should be is a different story. But I stopped at one point because to me the game became unplayable. Excited to try trios. If you try trios and hate it, leave and wait a bit. It could be reverted or it could be really good

twin ruin
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^ This

When Open Beta launch didn't go as planned, they had to choose whether they wanted to stick to their guns and please the ever dwindling playerbase, or if they wanted to essentially put it in reverse and go back to development. You can't just shut the servers down and say "we'll try again later" bc they would destroy all the credibility immediately, plus waste all the resources that were put into it. So they openly told the community that they didn't think the core loop was working, and they were going to be trying a lot of big changes to nail that before 1.0. Which is what they're doing. And now you're upset that they're... changing things rapidly, exactly as they said they would?

sturdy hornet
# twin ruin ^ This When Open Beta launch didn't go as planned, they had to choose whether t...

No. I don't mind bigger changes, but I just don't think they're focusing on the right things. Their last couple "big swings" have been complete misses and have not achieved at all what they set out to achieve, yet those systems are still in the game and harm the integrity of the game, even though the feedback has been unanimous, loud and clear. Hard to put faith in them "rapidly changing things", when it does nothing but make the game worse.

twin ruin
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Complete misses? Gold was a great change, reset on knock is imo good it just desperately needed that balance patch to happen first instead of after. The movement changes were also great

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I maintain my position of "slow the fuck down"

daring jungle
twin ruin
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which, squads has been that too tbh but at least it's considered a problem in squads

agile swan
daring jungle
twin ruin
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I think the better you get at duos the less you feel like third parties happen because you're finishing off people fast enough that third parties don't happen while you're fighting. But if it takes a bit and you actually commit to the fight, you're way way more likely to have someone walking up to ruin your time

daring jungle
agile swan
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So strategizing your engages to avoid a true third party

sturdy hornet
# twin ruin Complete misses? Gold was a great change, reset on knock is imo good it just des...

Resurgence is universally hated, a ton of people are unhappy with resets on knock and objectively they destroy combat clarity more than Trios could ever repair it, softcaps have a ton of issues that still haven't been adressed, specifically academy being completely broken. Gold changes were pretty neutral, even though they reduced power availbility in the game and homogenized power acquisition too much, in scrims every team has the same powers in the last couple circles. Their recent changes have not been good across the board, and definitely have not been well received.

agile swan
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Vs I can't be aggressive at all here cause 10 teams are alive in night 2

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The flow of duos was so much better in terms of people left on the map at any given point. Especially in the more competitive games.

nimble ivy
agile swan
sturdy hornet
autumn snow
agile swan
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I don't like it but it definitely achieved one clear objective, give people more chances to fight and learn per game

nimble ivy
agile swan
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I doubt any or at least many, experienced players like it. I can tolerate it though if it actually makes new players stickier

sturdy hornet
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If their plan going forward is to consistently make changes to make people try out the game a little longer for the price of pissing off their core players, the game will never settle in a healthy spot.

twin ruin
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You legit just have to understand that this is a true, classic beta.

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not the modern "the game is 99% done we just need stress testing and bugfixing" betas that we're used to.

sturdy hornet
twin ruin
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almost like they thought they had a stronger release than they ended up having so they're trying to do 2 major tasks at once. The alternative is they tell the current community to fck off while they work on the game in secret. They can't put the genie back in the bottle, idk why that's so hard to understand.

sturdy hornet
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Almost like they thought they had a stronger release and then ship a bunch of changes with a "beta" tag so that nobody can criticize them for not having a strong release.

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Early Access Meta 2025 in a nutshell.

twin ruin
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what is the alternative you are impossible to please

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"hmm we can try nothing and fail slowly or we can try things and upset people who don't understand what iterating is"

sturdy hornet
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Tell me then, Sherlock, how they would exactly know how popular or successful a feature or change will be when there are literally the exact same people playing the game without any marketing? April 2nd Trios will launch and the only spike you're going to see is maybe a couple hundred people, mainly because of a new battlepass and a new hunter. The changes they're making are complete gambles for no reason. You're delusional if you don't see that at all.

twin ruin
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You have extreme "has never worked in food service" energy

sturdy hornet
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How about you answer my question from your high horse.

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The reality is, you can't.

twin ruin
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The reality is, I did. You're just really really looking for something to validate your frustration and I'm not going to sit here and continue to argue with someone who clearly just doesn't get it.

sturdy hornet
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How are they measuring the success of a change with no tangible change in player count?

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its a simple question

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You're acting as if everything they do is a "big swing" that is guaranteed to improve the game, when there is no evidence that any of their changes have helped the game to be more successful when 1.0 launches.

twin ruin
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Well you know what they say

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If at first you don't succeed, give up already, god what are you doing, just trying stuff until you find something that works? Ugh.

sturdy hornet
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And according to that logic, how would we know that if we put a ton of money into marketing right now, that the game wouldn't do well?

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Such a nothing burger of an argument.

olive swan
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Here’s something that can show you a bit more detail: #1329236035833565185 message

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Some of the context is missing because the original post got deleted, as they usually do, but the thread still exists.

plush tangle
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Now that this change has been made I'm never playing this game ever again. Game was great, but the devs have no idea which direction they should be taking on this game. Most groups play with 4 players. This game went from Supervive to Shitervive

twin ruin
fathom fjord
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Ngl I actually enjoyed trios during the playtest more than I do normal squads. Like I do really like trios and the only real issue I see with it is aome balance issues. Which will be ironed out over time so I dont see it as an actual issue.

And how some people are reacting is genuinely stupid. Like ots fine to not like it but just going "devs are killing their game" cus they're changing something about the core game is kinda dumb.

tiny vapor
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I mean, have you met the gaming community? A feeling of entitlement - of being owed - is deeply endemic, and plenty of folks take any disruption or negative change as a personal attack. the devs are robbing them of the good times, don't you know.

Not against critique, even critique of this change, but gaming has a bad problem with people turning disappointment or frustration into hostility.

iron dragon
fathom fjord
ebon agate
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Its fine to criticize/praise something but it doesnt really acchieve much if the feedback isnt constructive. Just a simple "love/hate it" is fine feedback but the better way would be to say "Why" you love/hate something. And engage in conversation about it.

The moment you start saying stuff with hostility and attacking others with a differing opinion it kinda mudies your point. Since it comes across as just being an ass

Being critical of something you enjoy is very important for that thing to improve.
Never critiquing doesnt achieve much. But never praising doesnt either.

ebon agate
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Theres an unfortunate effect with feedback where the moment people get upset the constructive critisism gets burried under hundreads of "I hate it shit game" comments and dilutes any actually good critisism

And when the masses turn openly hostile I guess it does force change to happen but was it worth it. Now the developers are very scared of chancing anything since now they showed to the community death threats and open hostility works rocketW

Flipside if everyone is too positive no proper change ever happens and anyone with critisism gets dismissed as just being mad, since red in a sea of green really stands out.

With too much positivity bad changes are bound to happen and then the community recoils suddenly from the feelings of negatvitiy. Then we get a negative community again rocketW

The cycle continues