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    My attempt at a "high-level" solution, to what I think impede some areas in the design of the game.

    To expand on your second paragraph about player sentiment, I am absolutely certain that this is what will happen too if the game release in this state. The world of gaming changed a lot in those past 10 years. Players are less likely to give a game a pass nowadays because it is "promising" but...
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    My attempt at a "high-level" solution, to what I think impede some areas in the design of the game.

    Well said. This is a common design pitfall that will absolutely make the game more niche than it has to be. To reflect back on what I said in my op, there is a real danger for the devs (and OGs players) to gradually become numb to those punitive and counter-intuitive mechanics over time as...
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    My attempt at a "high-level" solution, to what I think impede some areas in the design of the game.

    Exactly! I hope my previous post did not give that impression. Increasing the ping artificially for EU players would just worsen the situation for everyone involved. That being said, most compensation techniques for client/server architectures have some sort of "compensation limit" that you...
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    My attempt at a "high-level" solution, to what I think impede some areas in the design of the game.

    Yes! Those techniques are known to work great in that range, even though it is not perfect. If you want to gather feedback, you absolutely need to go for worst cases. You have to measure how things go with a mix of Australians and Europeans players
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    My attempt at a "high-level" solution, to what I think impede some areas in the design of the game.

    Good observations! It is going to be very difficult to tell the difference between a collision detection that is client-side, and one that is server side but extremely generous on the rollback mechanic. In the end, the cons latency-wise are the same. The server side implementation will be much...
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    My attempt at a "high-level" solution, to what I think impede some areas in the design of the game.

    @ElPerro : This is my fear exactly. There are common tactics as highlighted in the video for compensating lag in action games, but everything has a downside to it. And when I say that, I mean every known technique for compensating lag has attached cons. Even with a good ping, it can be hard to...
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    Mining / Gathering

    My recommendations for the gathering/mining actions : Better visual representation that you're depleting a resource, got to trigger this dopamine rush for breaking stuff. Get rid of the "you need a weapon" weirdness. I'd recommend smaller nodes, which are faster to collect, but spread them more...
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    My attempt at a "high-level" solution, to what I think impede some areas in the design of the game.

    Very good insight! I agree with your sentiment that the scope is enormous, and that they're working incredibly fast delivering those features. Like you, at this point I expect a rush of systems for the release, as I don't expect their strategy to change much at this point since they already...
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    My attempt at a "high-level" solution, to what I think impede some areas in the design of the game.

    Another example is the one-world-only compromise, which again, is a cool idea. I get where the developers are coming from and why it is simpler, cooler and more fun, even for them, to only have one world. But you have to take into consideration all the negative UX this decision brings to the...
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    My attempt at a "high-level" solution, to what I think impede some areas in the design of the game.

    Hi, I am going to share my 2 cents about the current state of the game, and why I believe there is a gap between the implementations of the core mechanics, and what the player actually experience. My first impression is that this game is designed around systems first, and players' experience...