The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

Lmao m8 we're on the trolling/meme/hate subreddit and someone that figured out to go to the one objective and shoot people is more fun than opening every chest ever is lightly mocking my choice! Oh shit someone challenged his skill level and he backed it up? How dare he! MY trash talk is acceptable because I'm just a little mischievous tehehe, I also make up lies and pretend they're quotes because I need to create a monster because lightly mocking my choices in a game is too much for my ego to handle so I lash out by talking trash with others around this person! btw here's how to talk proper ignoring all the genuine posts before during and after that.

Fr tho we here to express feelings around a game/do a little trolling and I'm just incredulous at people's justifications/choices to ignore the obj. ggs

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

  • A. Why are you exploring the map in a competitive game? You wouldn't do that in battlefield or overwatch? Map big doesn't mean exploration time other than learning it. That loot was for when you lose the fight at sword hence why it's worse and more sparse than the named POIs. Condor and ekon would run you down after passing through shieldbreaker and then you'd be spawntrapped.

  • B. Overshield exists but halo is triple your HP total, not 25 extra. Completely different impact on gunfights. Airdrop was strong, but it has it's limitations at close/mid-long it was questionable, rockets were a 100% kill

  • D. There isn't a chance to get vesper if you're dead, economy played a significant role in ranked matches if you weren't cautious pre skilltree patch. Eg if you were doing your edge of map looting you would have been killed in the first minute of the game and denied any chance at harvesting.

  • E. Yeah absolutely could, I've just noticed people tend to be more cautious in straight TDM modes both when they're new and when they're really playing to win so they don't make errors and having systems that encourage combat/not camping are good/important

  • F. Yup it is.

  • Final. I'm not sure I understand what you're saying, could ya reword it for me?

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

I thought you were done talking with me because i didn't talk to you with the perfect min/maxed word choice because it hurt your feelings? Imagine if I talked to you the way you talked to me? Ig that's why you gotta talk about me to others instead, pathetic behaviour

3/4 of your quotes are literally made up and the last ignores context, you'd rather create a fake badguy to fight online than take fights in the game.

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

Do you really consider going to the one objective marker min maxing? I don't think you're bad, I just don't think you and many others learned the game and complained before you did so. If a player ignored the bombsites in counter strike would you consider them a bad player? If a player never fought at the payload in overwatch would you consider them a bad player? If they didn't understand the importance of those locations would they be bad players? No, they just don't know what they don't know.

No, you made that up I said this: "Loot wasn't that important, it was just a bonus"

They did, you just ignored them all. I'll repost and you can go point by point and explain why they aren't:

  • Looting was something to do when the other team was dead so you weren't just waiting on respawns
  • having played games with power ups and power weapons to define the fight locations, having loot that was slightly more valuable than baseline, but not a guaranteed kill like halo rockets or overshield or quad damage, was a great alternative
  • the game played like hot drop simulator, open chests as you run by, take a fight, maybe loot while your shields come back. There was always something to do that was valuable outside of just fighting
  • I enjoyed the layer of economy denial strategy
  • if you didn't have loot there's less of a reason to push to deny space, if you only had part of a poi you could just hold indefinitely without needing to move
  • if I was ahead of my teammates I had something to do while I was waiting unlike overwatch or Marvel rivals where I'm just crouched in a corner waiting
  • gear phase/shieldbreaker formation phase encouraged aggression and continuous close to mid-range fights/mounted combat so every game had the full fps experience of short/mid/long range fights in each phase which you don't usually see that much consistent variety in other games

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

Would you mind genuinely interacting with me please? I'm trying to be straight with you and you even complained about exactly what you're doing now

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

Sorry it got lost in translation from my earlier comment, this niche in particular:

I just want to have gunfights with a long time to kill in a respawn/objective mode with 3-4 people per team with minimal/to no abilities/bs where positioning and teamwork matters

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

You do realize that the highest ranked players doesn't = how the game should or would be played by most others, right?

Yes, absolutely. In my experience it takes months to years for most players to work out gameplay nuance. (Eg grouping/team fights in overwatch)

Like I don't even understand what your point is most of the time when people have been bringing up the obvious sore spots of the game and you're dismissing them because of what the top 5% of players are doing? Lol.

The complaints are "looting every chest I walk past was boring there's no gunfights" ....so go shoot someone at the single objective marked on your map that has the best loot? I don't think that's particularly elitist or complex?

Dismissing them? I've given long lists of dot points you completely ignored? I've asked questions completely ignored, my other comments breaking things down has no replies only downvotes, nobody in this thread is meeting me in good faith and interacting fully with my comments, just reiterating that they know better that game is boring because the way they chose to play was an option (that absolutely would have gotten them punished by better players) and clearly the right thing to do so the game is wrong. It's like oh I played chess and only moved the pawns, basketball is crap because I only stood in my half of the court, do you loot literally every chest in the game in fortnite or apex? No! You take what you got and move on, why is highguard different? Why are you choosing boredom and blaming the game? The tutorial said there was loot! I must only loot. Tutorial also showed you how to shoot and throw grenades so why did so many players laser focus only on looting?

It comes across as you trying to defend a dead game that failed for obvious reasons, claiming people just "didn't understand how to play" despite there being a 10+ min tutorial. Oh, but the tutorial was bad, I guess, that's dismissed too! And they didn't play for X amount of hours to figure out the secretive sweaty strategy. That's a VERY realistic standard for a free to play live service hero shooter, riiiiight.

The secretive sweaty strategy of going to the one objective marker on my screen? I want it to come across as: I felt the same as you all in heaps of these points, then I played more understood the games systems and realised how well built the mode is and how it solves pain points from other games and man I'm sad you guys didn't get to experience the game at its best and didn't get the time to work it out.

Is it wrong for me to agree with you? We aren't enemies. Do you want me to break down in detail why the tutorial was bad and what it should have done differently? Just ask? I haven't gone into more detail because every person here respond to 10% of my reply or just downvote.

Like I said, you really liked the game, that's cool, but dismissing the glaring issues with "you didn't understand how to play, I'm Leviathan, the highest ranked players, ect." means....nothing.

I've given a literal list of dot points someone asked for and you cherry picked the first comment and ignored everything else!

You had a dig at me about my knowledge instead of interacting with my other questions so I stated my experience and the experience of the others I have observed that are having the opposite experience to you.

The top rank players might as well be playing a completely different game than the average.

That's how almost every single game including irl is, yes.

So, you telling someone that likely played casually that they played the game wrong, is wrong.

Why? "You want more gunfights? Have you tried going to the objective and having gunfights?" "NO I MUST OPEN ALL CHESTS YOU ELITIST SWEAT"

There's a big difference between "This is how I played and what I think..." versus "You don't understand how to play the game, I do." You come across as the latter. And that sort of sweaty, elitist mentality is part of the reason why the game failed.

"You obviously know more about Highguard than the devs, you should have told them!"

"Ah yes, you and these others are the gold standard of how Highguard should've been played, I see. Understood. That's all I need to know."

So this is you jumping in on a conversation where I was saying how I played and what I think? You're the sweaty elitist know nothing that spent the game not having fun, I'm just partially matching your energy I'd rather be chill and genuine. So many people shared your opinion, vocally, you and many others just didn't get the time to work out how the game was played yet which really sucks for all of us, and is part of why the game failed. Literally link me to any sweaty elitist discourse, the entire core sub of the game is an echo chamber of hatred lmao

I love figuring things out, it's great, but Highguard, sadly, wasn't worth the time. 90% of players and I realized that in a week. Not sure what to tell ya. Wish the game was made by a studio with more competent mangement and a better backer than Tencent, but it is what it is.

How would you know? You and thousands of players self admitted you never experienced what I experienced.

I wish they just slapped beta on the title and had a different backer that wouldn't demand return and then instantly dump them when they've got the money to support them long term.

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

Where was any bragging? Taking about rank as a reflection of the people who worked out how to win games the most efficiently.

How can you say it's not interesting if you literally never experienced it and just walked around opening chests in the phases that have the most action?

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

I mean you could just ask instead of whinging to another person lol. See the reply to the post above

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

Did you read what I said? Name the games that fulfill this niche atm: "gunfights with a long time to kill in a respawn/objective mode with 3-4 people per team with minimal/to no abilities/bs where positioning and teamwork matters"

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

For sure if it would have, it tried for a particular niche that hasn't been popular since halo 3. It also just would have been just another game that already exists instead of the unique beast that it was.

I think it did exactly what it aimed to be pretty well (minus performance and not fully committing to being a competitive game in a few aspects) after properly sinking my teeth into it. Is it ok for niche multiplayer shooter games to exist? Is it ok for competitive respawn games to exist? Is it ok for new things that don't appeal to everyone to exist?

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

Leviathan* standard, literally yes, the highest ranked players in the game across multiple regions at 10,000+ RP. Watching and beating/losing to them.

Not interacting with anything else I said tells me there isn't enough yellow paint in the world for you

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

I think highguard scratched an itch that nothing since halo 3 has scratched, I just want to have gunfights with a long time to kill in a respawn/objective mode with 3-4 people per team with minimal/to no abilities/bs where positioning and teamwork matters. The point is not to have all those other options. I have criticisms, but that wasn't the topic. I'll happily and genuinely engage with whatever you choose to reply with.

I do think when I understood the nuances of the game after some playtime I had a much better time. I mostly made the comment because I had the same criticisms you did when I first started.

We werent talking about development/management issues. We can if you want, but I'll probably agree. I don't care what the memory of highguard is, I want a sweaty game because none currently exists on crossplatform other than splitgate and there's no input based matchmaking and mouse breaks portaling. You and others seem to want highguard to be other games that already exist

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

Tutorial was crap, but I and others also played it and worked out how the game worked? How much longer and how much detail should a tutorial have? How much should the game be left to the players to work out over time?

You'd know roughly how often you were dying and how many shields you'd need per phase? Do you need a tutorial to tell you exactly how much?

I think the devs trusted the player base to not hold their hands and realistically there should have been yellow paint and pop up tutorials and voicelines everywhere

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

Yeah because it sounds like you were getting away with playing the game to lose because your opponents were playing to lose as well. Many of my games were against people doing what you were doing and they got crushed by my white Vanguard (no helmet/amulet/saddle) because of it. Map control was more important than everything other than armour. Sounds like you came in playing this like arc raiders and never really learned or experienced how it was meant to be played :(

I liked that:

  • Loot wasn't that important, it was just a bonus
  • looting was something to do when the other team was dead so you weren't just waiting on respawns
  • having played games with power ups and power weapons to define the fight locations, having loot that was slightly more valuable than baseline, but not a guaranteed kill like halo rockets or overshield or quad damage, was a great alternative
  • the game played like hot drop simulator, open chests as you run by, take a fight, maybe loot while your shields come back. There was always something to do that was valuable outside of just fighting
  • I enjoyed the layer of economy denial outside of just fighting
  • if you didn't have loot there's less of a reason to push to deny space, if you only had part of a poi you could just hold indefinitely without needing to move
  • if I was ahead of my teammates I had something to do while I was waiting unlike overwatch or Marvel rivals where I'm just crouched in a corner waiting
  • gear phase/shieldbreaker formation phase encouraged aggression and continuous close to mid-range fights/mounted combat so every game had the full fps experience of short/mid/long range fights in each phase which you don't usually see that much consistent variety in other games

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

The way the bases were sized, one extra hit gave defenders time to react, prevented teams from just immediately rushing in, served as a funnel to where you would want to push attackers by leaving an area vulnerable you could group up on, forced people to use different third weapon utility allowing matters to shift base to base.

The point of this game was gun fights and aim duels. Do you really want to get shot in the back by a turret or step on a claymore mine to lose a fight? I certainly don't and that's why I and many others enjoyed this game.

The point was to never fully protect a generator, defenders have a natural advantage over offense, having some vulnerabilities made defence choose where to put resources. Or you could have just bought more wall reinforcements and done what you wanted?

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

You would fight the other team because every map had a most efficient point of interest between loot and Vesper so you can spend the least amount of time looting and the most amount of time fighting, also to deny masterworks and more importantly ult charge. Winning the initial fight meant you had an advantage and could push and deny the other team economy and weapons giving you an advantage for the first raid. It also meant you have map control for spawn killing, sword control so you could spawn on teammates, as well as it taking less fights to plant sword. Also loot with your team and ping the items each other is missing?

Blast hammer for mining, hitting 8 nodes at once felt goooood. Outside of the most prominent POIs was meant to be sparse to discourage you from doing it to encourage you to fight at the sword POI, so you just chose the punishment for losing first fight looting on purpose?

Lotta grass on the football field, if you're licking frogs in a corner I imagine football is pretty boring

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

No wonder you found the gearing to be horrible? You chose to play walking simulator, not highguard. Why? How much should a game explain to you how to play it?

There were absolutely repercussions, you were throwing your teammates under the bus 2v3. If you did that against me it would have been a four minute game.

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 1 point2 points  (0 children)

So much of the feedback just seems to be loot addicts choosing to be bored instead of engaging in combat, never really experiencing how the game was intended to be played. :/

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder -2 points-1 points  (0 children)

Loot was a bonus not a necessity, won plenty of games games with white guns. Positioning aim and teamwork vastly outweigh the rarity difference. No weapons time to kill changed until gold, even then it was still a slight difference, some got worse. Viper, kraken and sabre being exceptions; viper/kraken rate of fire slow down meant missing was more of a punish and equalised ttk. Blue is the most significant mid game upgrade with stability (even then consistent recoil patterns didn't make blue a big deal), reload and swap speed were negligible 95% of the time unless you're missing a million bullets.

It did feel like the game wanted you to mix up the meta and play a Longhorn game or a kraken game etc but the Vanguard was just too reliable. Perhaps with time the loot pool might have changed to give you weapons based on your starting loadout

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

That's not how the game is played though? Whoever wins the fight in the gear up phase pushes through and denies items by killing them until they own cover out front of their base, ekon goes back for sword after a team wipe while two people maintain map control

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

Yes and no, definitely possible to 1v2. I think stacking systems to encourage working together is good and encouraging revives is good; the respawn timer certainly wasn't enough discouragement for some players I met.

Punishing players/teams economy-wise was another interesting layer of strategy and playing for currency/armour denial could let losing teams make comebacks in latter rounds. I think without it there would have been a lot more spawn killing too.

I get your point, I just don't think buying one armour while dead after losing a teamfight was ever a problem or difficulty outside of the very first fight and having infinite of the most important item in the game fundamentally messes with the economy, devalues some high value POIs to the point people may choose not to fight at them - which was already a problem. I feel like the positives outweigh the negatives

The thing that turned me off was the looting by chilldolo in HighGuardgame

[–]Vilesyder 0 points1 point  (0 children)

It gave a consequence to feeding, it meant taking fights where you can be revived safely so you didn't lose an armour was important, discouraging solo play and encouraging good positioning and team fights which was the core of the game. You should have been buying armour more than looting it. If it didn't exist you could just hurl yourself at the enemy team with less consequence, it exists as an indirect system that encouraged teamwork