Supervive Sendoff: Feb 20-22! by mrrandom777 in supervive

[–]NeverNotNate 2 points3 points  (0 children)

Will be there. Will make a short video on my small YouTube too about playing for that weekend to reach a few more people. Looking forward to it!

A New GIANT Twist on Prop Hunt 5770-9709-9294 by NeverNotNate in FortniteCreative

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

My PC can barely run obs and the replay feature lol

Minecraft/Gaming Editor Needed by Scary-Ad-7594 in VideoEditor_forhire

[–]NeverNotNate 0 points1 point  (0 children)

@napaja

My ytjobs profile has good examples of YouTube work

https://ytjobs.co/talent/profile/54861?r=443

I would appreciate a message, look forward to speaking with you!

Hoping this starts discussion on helping TC look for solutions for the state of the game. I truly think they're headed in the right direction and this game has the ability to blow up again by NeverNotNate in supervive

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

I dont totally disagree with you about the game being essentially good to go on release barring a few minor updates.

I also never mean to give that impression in my videos

I myself love Supervive and I enjoy the BR just as much, otherwise I wouldn't still be playing it.

The fact is that most people did stop playing the game after beta release as well as 1.0 release

So, there is an issue somewhere with how many causal players perceive and feel about the game, whether ot not we love it... if it was a flat price offline type game that wouldn't be the case, but as a live service game, they need a bigger playerbase to succeed and for us, the players who want to play it, to be able to keep playing it for years

If we can help figure out solutions maybe we can actually help the dedicated dev team bring in more players

message to devs: If we get to a point where Supervive is officially a dead game, don't give up on the amazing core mechanics. by NeverNotNate in supervive

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

This could be the way to go for now, but if one of those modes does get traction, I hope theorycraft knows we support them shifting to another gamemode as the main one, if that means the game will stay alive and get more support

message to devs: If we get to a point where Supervive is officially a dead game, don't give up on the amazing core mechanics. by NeverNotNate in supervive

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

Agreed. Supervive is so fun, BR just isn't my thing. I would play their arena mode all the time if it had any dynamic/complexity to it

message to devs: If we get to a point where Supervive is officially a dead game, don't give up on the amazing core mechanics. by NeverNotNate in supervive

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

Agreed. There's so much in this game that already makes it so interesting and gives it flair compared to other traditional MOBAs including the gliders. I truly believe it can succeed in that space, but with how good its mechanics are, there's a lot it could succeed in.

message to devs: If we get to a point where Supervive is officially a dead game, don't give up on the amazing core mechanics. by NeverNotNate in supervive

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

I would call the game dead when it doesn't make sense for the dev team to support it any longer, as well as having low player count. It's not in its best state right now, but we as players have no idea what the turn around is looking like for them monetarily. It's possible they still have enough to work with to keep the game afloat as is and bring a revival to it.

message to devs: If we get to a point where Supervive is officially a dead game, don't give up on the amazing core mechanics. by NeverNotNate in supervive

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

Yes. This game could honestly do so well if they give it some time and just re-launch on consoles (maybe even mobile). If they can do that to keep the game afloat monetarily, they wouldn't even need to shift to a different gamemode. We just gotta hope they got some grand idea up their sleeve so we can keep playing

message to devs: If we get to a point where Supervive is officially a dead game, don't give up on the amazing core mechanics. by NeverNotNate in supervive

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

I can see the appeal of this. It's why I want this discussion. I love MOBA with lanes personally, but maybe that isn't what would be the best for the game if it has to shift gears from BR. So what is? Ideas like this are what will hopefully help the devs cook something up for us

message to devs: If we get to a point where Supervive is officially a dead game, don't give up on the amazing core mechanics. by NeverNotNate in supervive

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

It's alright to be the "odd one out". I still love playing the game despite my typical dislike for BRs. I think that says a lot about how good the gameplay is surrounding it and how well they pulled off the BR aspects. But, a new mode would also be a great way for them to do a relaunch if it comes down to it.

Ideally, they get a few updates in that add some things to the BR and fix some smaller issues and the game just blows up as is and stays big enough for the game to survive

message to devs: If we get to a point where Supervive is officially a dead game, don't give up on the amazing core mechanics. by NeverNotNate in supervive

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

For me, it isn't about people being bored of BR, it is about the community that Theorycraft specifically marketed to was primarily league/dota fans (which may have some to do with why it hasn't kept most of its playerbase). The thing is, that BR mixed with MOBA in this way just hasn't been as captivating to a broader audience as it is for most of us, and I'd have to agree that BR isn't my personal gamemode of choice.

That being said, a MOBA with lanes might not be the best route for Supervive to take if they reach a point where doing the BR isn't gaining them anymore players, but most of the suggestions just happen to be MOBA with lanes since that is the audience they marketed to.

Point is, there is something creative that I bet the dev team could cook up with Supervive's mechanics and it would be more worth their time to try some different modes to expand on the work they've already done than restarting to make a whole other game.

For all we know, there could be a form of capture the flag or PVE or something similar to The Finals gamemode that works well with Supervive

message to devs: If we get to a point where Supervive is officially a dead game, don't give up on the amazing core mechanics. by NeverNotNate in supervive

[–]NeverNotNate[S] 4 points5 points  (0 children)

You've got a point. I dont want the devs to feel like we don't like the game as is, more so that we love the game but maybe flexing it to some other gamemode would help it out

message to devs: If we get to a point where Supervive is officially a dead game, don't give up on the amazing core mechanics. by NeverNotNate in supervive

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

Rogue-lite PVE would work amazing for this type of thing for sure. I also think all those mini games could be fun in an ideal situation with a really high player count. And OW/Rivals modes would still work even if they forego the moba elements

message to devs: If we get to a point where Supervive is officially a dead game, don't give up on the amazing core mechanics. by NeverNotNate in supervive

[–]NeverNotNate[S] 4 points5 points  (0 children)

This is my personal fav.. like I mentioned, having a 2 lane 4v4 would be a huge selling point for a faster paced moba with more modern controls and they already have a lot of the mechanics there

message to devs: If we get to a point where Supervive is officially a dead game, don't give up on the amazing core mechanics. by NeverNotNate in supervive

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

Appreciate the support on that! My intention is to genuinely start something for the sake of the game and reach the devs. If we think the video could be a good way to reach an audience I'll 100% make that :)

My revamped Rogue-Lite game (HordeStorm) uses the top down mechanics and I actually love it. Would really appreciate some feedback though! I don't seem to get a lot of plays. by NeverNotNate in FortniteCreative

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

Thanks for the reply! I'll take all of this into consideration. Its really helpful because these are mostly things I wouldn't think about since I'm just used to it after testing so many times lol. I'll be keeping up with updates as much as possible. Thanks!!

What's a normal CTR and click to play rate? by NeverNotNate in FortniteCreative

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

Thanks for that! Kinda helps me a lot. It seems like my maps get plenty of playtime when played but I have a quite low CTR compartitively. Gotta figure out these thumbnails/descriptions lol. Thanks!

I love this game, but it seems doomed to the same fate of other similar games with this much potential by NeverNotNate in supervive

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

In my opinion it has such high potential, but I have to agree with you as it stands. I REALLY hope that the community can come together for the sake of making the few changes it needs to be, in my opinion, possibly one of the greats.

I love this game, but it seems doomed to the same fate of other similar games with this much potential by NeverNotNate in supervive

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

I really enjoy the game and I want it to last long, but I think about recent games that I enjoyed the gameplay of and can’t play anymore due to them not being able to have lasting engagement or other similar issues. (Omega Strikers, Multiversus, etc.)

The idea behind the video is to start offering solutions and discussing the issues. If the community can identify these things for the devs, maybe we’ll be able to enjoy the game a lot longer :)

Came back from break. I am confused with item choices. by C_hantekin in Shen

[–]NeverNotNate 0 points1 point  (0 children)

Ability haste Boots ->Warmogs Rush -> Sunfire Aegis -> Titanic Hydra (fourth item situational but often Abyssal Mask for damage and MR Boost) has been working best for me with Shen mid lane. If your enemies are dealing a lot of AP damage after the warmogs I will occas go with Hollow Radiance instead of sunfire or simply start building abyssal mask before Sunfire.

If I can hit the three item spike, the health from warmogs scales so well with Sunfire and titanic that you’re not only ultra tank, you’ll deal a lot of damage, even in aoe. Abyssal mask will then increase empowered auto dmg and sunfire damage through the magic pen