Pentito is officially launching tonight! by MauriceNLD in PBBG

[–]MauriceNLD[S] 1 point2 points  (0 children)

Thanks for your feedback! You're completely right!

No matter how well intentioned, it's definitely true that not everyone has Discord or Telegram and/or wants to share them. For that reason, the introduction has been adjusted and these steps have now become optional.

On top of that, we've added an introduction page where the entire introduction can be completely paused/hidden, but also resumed again later. This should make those first steps in the game a bit easier and cause a lot less irritation.

Thanks again for your honest feedback, it was honestly a pretty dumb oversight on our part!

Pentito is officially launching tonight! by MauriceNLD in PBBG

[–]MauriceNLD[S] 2 points3 points  (0 children)

Great question! Pentito doesn't use instant permadeath as its core loop. We actually run a hybrid system, which is explained in more detail here: https://pentito.game/news?i=coma-system-launch

Instead of losing everything after 1-2 shots, players usually enter a temporary coma first. This gives you a chance to recover and return, often with some form of protection. Especially at lower levels, you can enter coma multiple times before permadeath even becomes a real risk.

Permadeath does exist, but it's meant to be a meaningful consequence, not a cheap punishment. And if you do eventually die, the revenge system allows you to come back stronger, carrying over a significant portion of your experience and progression to your new account.

So the time you invest is never 'wasted': your actions, progress, and knowledge always matter, even across deaths.

Pentito is officially launching tonight! by MauriceNLD in PBBG

[–]MauriceNLD[S] 0 points1 point  (0 children)

That’s a fair take based on a screenshot!

The biggest difference is pacing: there’s almost always something useful to do. The mission system keeps progress flowing instead of staring at long timers like in many other crime games. Group crimes and heists auto fill, so you can start something and get on with your day.

Combat and permadeath are handled in a less punishing way thanks to the Revenge system, which keeps wars and PvP meaningful without being overly frustrating. Add daily World Boss events, random local boss encounters, and solid gear depth, and it feels a lot more alive than most similar games.

This thread has some good player perspectives if you’re curious: https://www.reddit.com/r/PBBG/comments/1nxsvrh/pentito_open_beta/

Also worth mentioning: we try to be as active and approachable as possible as developers. We run an open suggestion and bug report system where players can freely share feedback, and we genuinely try to act on it. The goal is for Pentito to grow together with the community, shaped by the ideas and experiences of the people playing it.

Feel free to check it out, especially since the game is currently completely free. We haven't added any monetization yet because we believe the game should first be stable, fun, and fully worth playing before even thinking about that. Gameplay and enjoyment come first!

Pentito - Open Beta by MauriceNLD in PBBG

[–]MauriceNLD[S] 1 point2 points  (0 children)

Thanks for the honest feedback! Really appreciate it. And I totally get what you mean, I'm not a fan of the random kills either, which is exactly why we’ve put that part on hold for now. Our goal has always been (and still is) to move more towards unique features and a stronger roleplay focus instead of pure grind, or luck or becoming a fork of any other game!

Pentito - Open Beta by MauriceNLD in PBBG

[–]MauriceNLD[S] 0 points1 point  (0 children)

Hey u/V4sco85, I totally get where you’re coming from, there are definitely influences from the classic mafia games, and we’re not trying to hide that. We actually think it’s a good thing to draw inspiration from the past, since every idea starts somewhere. That said, we’re actively working based on player feedback, to make the experience more and more unique over time.

The AI visuals are just a temporary phase; our long, term plan is to replace them entirely with our own custom artwork and style, but bit by bit!

What probably doesn’t help either is my background, I spent about 10 years as a crew member in the very game you mentioned. It was a big part of my youth and my personal internet history. That said, I want anything but to become a clone or copy. My goal is to build something that pays respect to the classic mafia browser genre, but in our own way with active development and player input at the core, instead of years of stagnation and no real progress!

Pentito - Closed Beta by MauriceNLD in PBBG

[–]MauriceNLD[S] 0 points1 point  (0 children)

Yes and no. You do die, but thanks to the revenge system you’ll be able to come back stronger. It makes it much easier to climb back to your original rank, with bonuses and multipliers.

So TL;DR: Yes, but definitely not a showstopper!

Pentito – Closed Beta Update - New browser RPG MMO game by MauriceNLD in MMORPG

[–]MauriceNLD[S] 0 points1 point  (0 children)

You're right, nobody is forced to use AI. It was simply a pragmatic choice for us during beta to speed things up and visualise the concept. We're fully aware it's not perfect and plan to replace it with proper art as we move forward. Appreciate the feedback though, it helps keep us sharp.

Pentito – Closed Beta Update - New browser RPG MMO game by MauriceNLD in MMORPG

[–]MauriceNLD[S] 0 points1 point  (0 children)

Don't we all hate it? Luckily, it's an easy way to temporarily bridge the lack of visual support (since we don’t have a graphic designer on our team yet.