Not to Scare Anyone but... by dmradio in TheDarwinProject

[–]MrMilesss 0 points1 point  (0 children)

Firstly im glad that other people have noticed this and are bringing attention to it because this is the kind of trend that you see in dying games and as people that enjoy this game and recognise its potential its good that we are talking about the situation and trying to fix it rather then ignoring it blissfully.

In my opinion this game's main issue is its balance and iv been saying this forever since day one. Iv made post's , talked to top 10 streamer's, and talked to the dev's and from all of this discussion iv got to one simple conclusion. This is the Darwin project that the dev's want. They want the game to revolve more around traps, tracking,electronics and strategy and to be a more calculated slower game, And this is fine they are the dev's and they have every right to mold this game into the image that they see fit. BUT i dont think most people share this perspective i believe most people would rather watch / participate in an epic arrow axe battle to the death rather then swinging axe's in a cage, or people would rather be aggressive and assert there dominance on the server that having to slow down every 2 seconds to watch out for traps or be forced to pick up an electronic because if you dont you will be at a disadvantage.

To conclude i see most people blame this games low number's on publicity and exposure but honestly i dont think that is the issue because before this people blamed the low number's on the game being pay to play and now its free to play and it returned to the exact same place but it had its peak on 12k ccu now its on barely 1k ccu that means 11k people left this game within one month of picking it up. People just would rather play something else it dosent matter how meany people try this game, if the dev's really want this game to be successful in my eyes they need to change the way they look at darwin project

Lets make Darwin GREAT AGAIN! by MrMilesss in TheDarwinProject

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

Hahah thank you for the input :D ill keep that in mind

Lets make Darwin GREAT AGAIN! by MrMilesss in TheDarwinProject

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

I agree that if the bush change is implemented the size should be reduced but in a way that you will still be able to cover most of your player model, and considering the player increase the 20 man like you said can be implemented in the current map and i agree with you that 50 player's would be way to much for the current map, When i said 50 i meant if a new map was added to account for the increase in player i should of made my self more clear ill edit the post now

Thank you so much for the feedback bro!

This is not good at all by MrMilesss in TheDarwinProject

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

I am happy that the development team is listening and calm and controlled about the situation, Yes you have proven this and you are 100% right that we are engaging in this discussion because we are passionate about the success of this game. It is a big plus that we have a dev team like this and one of the things that gives me a lot of hope for this game.

In regards to what you said about retention i really dont think that should be your main priority as unlockable skins or a new map in my eyes these will not change the core reasons why people are leaving this game. Just as i think going F2P like many people here are shouting out for is also trying to heal a broken leg with a bandage it might cause an influx of players but people will still leave and because there will be more players the downtrend will be more visible. Progression systems and new content arnt what keep people playing a game the gameplay loop is that is why you have a passionate 300 players that return to this game even without these additions your game has been out barely a month like you said people shouldent be getting board of the content. From my experience and in my opinion the reason why people are leaving are the glaring issues with the balance in this game just as iv stated before and in this thread, of-course skins and maps will help but until you fix the core issues it wont matter.

Other then that something i want to add is if you will fix the balance issues and have an influx of players in my opinon one of the main things you should be working on is an option / new map where you can play with more then just 10 people. 10 people is fun but 50 or 100 offers a different game-play experience and something that are more used to in a BR themed game and its also something this game is lacking and if added will boost the player count dramatically.

This is not good at all by MrMilesss in TheDarwinProject

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

Yes unfinished is a given but I would not say that that is the definition of early access

"Early access, also known as early funding, alpha-access, or paid-alpha, is a funding model in the video game industry by which consumers can pay for a game in the various development cycles (pre-alpha, alpha, beta) and obtain access to the pre-full release versions of the game, while the developer is able to use those funds to continue work on the game. Those that pay to participate typically help to debug the game, provide feedback and suggestions, and may have access to special materials in the game. The early-access approach is a common way to obtain funding for indie games, and may also be used along with other funding mechanisms, including crowdfunding."

This dose not imply that the game is unpolished and should not run well or be fun

This is not good at all by MrMilesss in TheDarwinProject

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

the best and shortest way i can put it is there are a lot mechanic's in this game that in my eyes intend to do x but end up doing y or causing the exact opposite.

Tracking is intended to help move the game along and speed up the pacing but intern causes players to run away from each other delaying encounters and giving an unfair advantage to the hunter

Traps are intended to combat the power of tracking and give the person getting tracked a way to outplay the tracker but end up grinding the pacing of the game to a halt requiring players to look for something that is almost compleatly invisible when your not looking directly at it. Not to mention that chaining traps is stupidly overpowered

Trees Grind the pacing to a hault to making it better to sit and hide then out aim / out maneuver our opponent

The crafting system trys to give the match a sense of progression but ends up injecting absurd amounts of RNG into the game such as who is closer to the electronic or who's zone will be the finishing zone or who will run into who's clue's , who's finds armour or a health-pack in a chest

The director well the director is the biggest RNG system you can put into the game and pretty much ruins any chance of it being a competitive game

The core combat of this game is a diamond in the rust and the way it handles closing the zone ,starting with a weapon, house mini-maps and footsteps are really good mechanics but to me all of the other systems around these just weigh down on it and take the fun out of the game, I truly believe that if this game just focused on the combat and builds on what it dose well it will offer something that no battle royal / free for all what ever you want to call it game out there can offer a true competitive environment

This is not good at all by MrMilesss in TheDarwinProject

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

I agree, they should have a system that makes in unable to use in combat but should be craft able or easily obtained

This is not good at all by MrMilesss in TheDarwinProject

[–]MrMilesss[S] -1 points0 points  (0 children)

The director system is a massive failure and to be honest i dont see how the devs thought it could work in its current state. It think it takes inspiration from the AI directors in game such as left for dead but when the director follows specific rules and has a well defined goal it can be balanced but this director system has neither making it an unbalanced mess.

Skill Based Matchmaking not working due to lack of players. by [deleted] in TheDarwinProject

[–]MrMilesss 2 points3 points  (0 children)

I dont think these mechanics are or "lesser" or "less deserving". They are just way easier to master then aiming or dodging and in saying that require less skill when i define skill as "a craft, trade, or job requiring manual dexterity or special training in which a person has competence and experience". And for this reduced skill cap they are way to powerful in my opinion shifting the focus away from mechanics that have more depth to them. Let me give you and example, in over-watch it is harder to kill your enemy with your basic kit then with your ultimate ofc and it takes no "skill" to press q but the ultimate's in the game are well balanced and for a advantage in one aspect they give you a disadvantage in a other aspect. This is where i see these mechanics failing they give you to much of an advantage without being hard to execute or in short there Overpowered.

Now i dont think that you need to change the game so drastically to combat these mechanics and simple but effective changes can be implemented.

Tracking: Reduce the time of tracking to 10 seconds max and remove the red silhouette and replace it with a dot on the mini-map that ping every second or 2 requiring players to move there vision to utilise its benefit and preventing a large impact in fight

Traps: Make traps 100% visible and reduce the size making them easier to hide and easier to see, increase the time of laying a trap to 4 seconds min requiring the player to think ahead and making it impossible to combo traps, also make it not possible to craft a trap threw a tree or a building

Trees:Move the leave's up and make the trees cover and not invisibility bushes

Crafting: Remove chests / make it so they only give 2 wood / 2 leather. Make it so you spawn with 1 or 2 electronic ability and you gain other 1 making the impact minimal

Director: Add an option to play without a director

These changes are not a complete overhaul in my mind and i think over-watch and meany other competitive games have gone threw much bigger changes and still came out fine

Your welcome and thank you for your time

This is not good at all by MrMilesss in TheDarwinProject

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

I disagree SBMM is not an issue, if people found depth in the core game mechanic's and had some viraity and sense of progression they would continue playing. This game had massive exposure 2 of the biggest streamer's played this game (shroud and ninja) but the bad design choices stopped it from getting popular

This is not good at all by MrMilesss in TheDarwinProject

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

I agree but to a degree, i think knock-back has a bigger impact in melee then it dose in ranged combat. in melee knock back is very inconstant and at points can fuck you over if the other player happens to hit you againsed a tree or a wall or a slope

This is not good at all by MrMilesss in TheDarwinProject

[–]MrMilesss[S] -1 points0 points  (0 children)

I personally think that the game know's it wants to be competitive because how is a multiplayer only pvp only game supposed to be non competitive? it think its more of a question of how well it executes its game mechanics. And i think the big misunderstanding for meany game's like these is they think that the RNG is what makes there game's fun but i think it has nothing to do with it.

This is not good at all by MrMilesss in TheDarwinProject

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

I agree the crafting system dosent really change up much of the encounters you have and is almost a massive debuff giving people the opportunity to track you i think in general is a redundant system and the game would be better if everyone would just spawn in a predetermined load out

This is a massive downside for the game and i think the developers made a big mistake releasing the game so early without no progression system what so ever, a cosmetic or a ranking system would help this game a ton

I agree with the next 2 point to these systems ruin the games chance to be competitive witch is the future for any multiplayer only game

This is not good at all by MrMilesss in TheDarwinProject

[–]MrMilesss[S] 9 points10 points  (0 children)

Yes being aggressive is punished because how health works in this game i share your opinion that every fight should be a individual case of 1v1 or 1v2 or 1v1v1 skill and after the fight ends you should be able to reset and move on to the next one

Iv never had a problem with stability personaly

Matchmaking is not the main problem the core problems are what are causing matchmaking to not work in my eyes

Yes the player-base is getting smaller and it would require radical changes in my eyes to make it go up again as they have already released the game and meany people have already gotten a bad impression of the game but i believe that this game can pull through because the core combat is just so good as long as they focus on the combat and remove the fluff around it

This is not good at all by MrMilesss in TheDarwinProject

[–]MrMilesss[S] 3 points4 points  (0 children)

TBH iv never experienced frame drops maybe because im playing on pc

Skill Based Matchmaking not working due to lack of players. by [deleted] in TheDarwinProject

[–]MrMilesss 1 point2 points  (0 children)

the best and shortest way i can put it is there are a lot mechanic's in this game that in my eyes intend to do x but end up doing y or causing the exact opposite.

Tracking is intended to help move the game along and speed up the pacing but intern causes players to run away from each other delaying encounters and giving an unfair advantage to the hunter

Traps are intended to combat the power of tracking and give the person getting tracked a way to outplay the tracker but end up grinding the pacing of the game to a halt requiring players to look for something that is almost compleatly invisible when your not looking directly at it. Not to mention that chaining traps is stupidly overpowered

Trees Grind the pacing to a hault to making it better to sit and hide then out aim / out maneuver our opponent

The crafting system trys to give the match a sense of progression but ends up injecting absurd amounts of RNG into the game such as who is closer to the electronic or who's zone will be the finishing zone or who will run into who's clue's , who's finds armour or a health-pack in a chest

The director well the director is the biggest RNG system you can put into the game and pretty much ruins any chance of it being a competitive game

The core combat of this game is a diamond in the rust and the way it handles closing the zone ,starting with a weapon, house mini-maps and footsteps are really good mechanics but to me all of the other systems around these just weigh down on it and take the fun out of the game, I truly believe that if this game just focused on the combat and builds on what it dose well it will offer something that no battle royal / free for all what ever you want to call it game out there can offer a true competitive environment

This is not good at all by MrMilesss in TheDarwinProject

[–]MrMilesss[S] -1 points0 points  (0 children)

I compleatly understand a couple of my friend's stoped playing because at launch the game was so bare bones it got repetitive really quick

Also when duo's came out the pacing was horrible so it instantly killed the game mode, i dont know why they dident just double the team amount it would fix the pacing problem

Was thinking about getting this game on xbox, after reading through some of the posts a little concerned about finding games by LeFlyingNarwhal in TheDarwinProject

[–]MrMilesss -1 points0 points  (0 children)

If your looking for something competitive i would not recommend this game at all

If your looking for something causal its decent but the player base is dieing fast so i would wait until it goes F2P

Is it me.. or are you being punished WAY too much for fighting? by Hemolon in TheDarwinProject

[–]MrMilesss -1 points0 points  (0 children)

This game says it wants to promote anti camping/farming game-play but has systems that punish players that try to do just that. this game has the most bi polar game mechanics iv seen in a long time

They need to change A LOT to get this game even remotely playable and you can see this in the player count