ThunderNipples ThunderNipples

Too Many Promises, Too Few Players?

Too Many Promises, Too Few Players?

While I love RTS games and the Homeworld series, this game looks like another failure on the rise. I hope that the creators have an idea of how they plan to pull players into this game and keep them around. Complaints and doubt about the Lobby area are already coming out at all the gaming websites

I know it will take more than 'new maps, new units, and a great new system of strategy gameplay' to keep people around, look at how fast games like Supreme Commander lost its crowd! Every game I have played like this in the past has failed to keep players coming. They play for a few weeks and are never seen again and the game dies.

The graphics look incredible, which always creates problems; especially for online players! It also immediately drives away new players who start having trouble running the game whenever they want to play, especially online.

So what does the SoaSE system offer that can keep players active, happy, and will keep us from abandoning another RTS game?!
111,910 views 84 replies
Reply #26 Top
we already had our hapy faces on tge ,hadent you noticed?
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TGE looks like a serial killer when he smiles.... eet looks like a clown!

edit: eet looks more like sweeny todd
Reply #27 Top
See this is the thing that has driven me to the game. People hype the biggest title games and to get that hype most games come out in the same old format. Sins dares to be different and at the same time be fun. Who cares if the game doesn't get the largest community compared to the other clickfests, what matters is the community is strong and the game is fun.
Reply #28 Top

we already had our hapy faces on tge ,hadent you noticed?
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Yes, exactly, can't you tell this is my happy gas mask and tuxedo? Well, it's more that the blood stains on the menacing ones got all messy and needed to be cleaned.

Also, one thing about Sins is that while there aren't many fans, they tend towards being rabid (must have been one of the sqrls eet eets), so there'll be more games per fan and there'll be games out there to be played for longer. I have faith that this game will last a long time.
Reply #29 Top
I was talking more about the Ron vs Schem battle royale that seems to be going on these days.

And the fact that bunch of people have dissapeared, where are you multi?
Reply #30 Top
From time to time, I come back to visit those who got left behind.
Reply #31 Top
Who cares if the game doesn't get the largest community compared to the other clickfests, what matters is the community is strong and the game is fun.
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Although a small, strong community is nice; a big, strong community is always better! While both types of communities have thier strengths and weaknesses it seems that the big community helps guarantee better support, more upgrades, draws in more new players, and sustains more longevity than a small community.

So if this game is as good as its hype, be sure to tell everyone!
Reply #32 Top
ThunderNipples, I agree with your COH and constant action point. I play COH and DOW regularly online with friends, we often beat the AI together on expert/insane. Its a real rush to balance the constant action with strategy and planning/building.
At the moment I would say that I cannot comment on sins in this way. BETA4 does not have much of the AI in... so I don't know how challenging it will be.
One thing that would have been cool, like in DOW and COH, is to have units look different when they are upgraded. Or to arm them with extra weapons\armour that make them look different. Hw2, COH and DOW have these features.
However Sins must also concentrate on the 4X features and the huge expanse of the map... so a lot of this stuff is exchanged for things like, controlling entire planets, diplomacy, pirates\bounty and having entire fleets all over the place.

I am really looking foward to release, to see all the new goodies and the final product.

Thundernipples, the game is extremely easy to grasp, very intuitive. Can't imagine new players being turned away. THat is if they are interested enough in the concept...

P.S. the length of the multiplayer games do not matter if you are in a clan/guild/group of regular friends. WHY? because you can stop and save the multiplayer game anytime. Continue in a week or whenever!!!! Works a treat and as fun remembering where you left off as a long single player game.

I wish I had the Beta version so I could offer up more. Too bad for me but I'd be happy to take a Beta spot and build a fansite for this game

I'll throw in a few tips if anyone wants to stick them into this great looking game:

- Company of Heroes has held a strong crowd and has a lot of great features that almost always keep the game moving (rushing, tech levels, defensive/offensive balance, choice of special abilities for each army, great interaction b/w units and environment, ect.) This game is exciting throughout a match, even at the very beginning you must always try to get leverage on an opponent.

- Supreme Commander had a nice control system and a decent, but confusing for some, economics setup.

- Homeworld was one of the best RTS games ever made, but could be very slow. I hope that Sins will offer constant action throughout matches and not the standard RTS build delays we always must suffer through. "Quick Moves" that can be made throughout the matches, with little or lots of resources, would be really nice!

Give me a Beta... please

Nice discussions here, thanks to all for the quick responses!
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Reply #33 Top
This game I've been watching on and off for best part of 3 years now, its always attracted my interest, before, but for reasons both personal and in the development cycle there are large pauses, I did lose track of it a couple of times.

What helps a community is developers that listen to the fan base, I see a lot of that from Ironclad, so I thought I would add my 2p as well. :)

With the fact that games can be saved and reactivated at a later date, what would be a really cool and useful function.........

I've played many turn based games, where you can Save the game mid flight, and pick it up later, usually we'd meet up once a week for an hour.

All the games had a major flaw, I have the attention span of a flea, I can never remember what I was doing before the game was quit last time. What would really be nice is an option to have the game play back 5 mins say of the game for reviewing purposes, so you can get back into the grove and see what you was trying to do before you quit, and then with 30 seconds to go say something like "battlefield control is about to be released..... 10, 9, 8 .... 3, 2, 1" and then the game starts.

I know there are alot of others out there that have the same issue. Who would use this feature? Of course you can make it optional, but I just feel that would help players re-intergrate into a game that they perhaps had not been playing for a few weeks, it will stop that initial 5-10 gap you get when picking up the pieces of the game.

Thoughts.
Reply #34 Top
Matrix, I find that it takes no time to get back into, and since all the other players have the same disadvantage. I don't see how its a problem. The feature is just cool to begin with for a real time game.
Reply #35 Top
Fair enough I must just be slow....

Maybe a notes system or something like that would be nice for Dunces like me :LOL:
Reply #36 Top
a way to play back saved games in general would be good in my oppinion because then you could watch it and have another look at what you were doing without having to wory about controlling everything you could then see what happened if say the enemy drove a wedge through half your planets you could see why the defeces dident hold and rectefy that maby just a replay system woudld do it but a way to watch a game mid way through and then play when its finished from where it finished would be good
Reply #37 Top
Yea agreed a replay function would be nice, rewind and speed controls also, maybe they have already thought of it... It does seem the norm in RTS's these days
Reply #38 Top
Well I will say that I have been playing games for quite some time and very few did I play more than once and I have never played one as much as I've played Sins in fact Sins is the first game that I played online and have thouroughly enjoyed it so far! :LOL: 

Cheers.

Crap, google spell checker not working.  :NOTSURE: 
Reply #39 Top

Yea agreed a replay function would be nice, rewind and speed controls also, maybe they have already thought of it...
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Already in :)

Reply #41 Top
yap...

teh pure genius!

:HOT:
Reply #43 Top

Yea agreed a replay function would be nice, rewind and speed controls also, maybe they have already thought of it...

Already in


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What?!

Since when was a rewind feature possible?! Last I checked, rewind controls were pretty much imppossible!
Reply #44 Top
I guess they made it unimpossible.
Reply #45 Top
He was probably referring to the replay system in general, not rewind specifically :P
Reply #46 Top

He was probably referring to the replay system in general, not rewind specifically
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I hope so... maybe I should fire off a PM... :D (or something)
Reply #47 Top
To clarify, Sins does not have a rewind feature. It does have replays, but they move forward only, not back (since the game is just restepping through the players' actions, not recording a video).
Reply #48 Top

To clarify, Sins does not have a rewind feature. It does have replays, but they move forward only, not back (since the game is just restepping through the players' actions, not recording a video).
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Thanks! :D
Reply #49 Top
Supreme Commander failed because of the massive amounts of micro needed for each and every game, as well as the time requirements. (I have the game and the expansion) The base building was a massive and monotonous undertaking, even with the "prebuilt" base option where you could save your base layout. You had to have one for practically each map, otherwise the terrain would mess you up.

This paired with the massive system requirements to run it without lag (Try a 8 player skirmish with a 500 unit cap, tell me when you get to the slide show)

Finally, for every endgame it was a experimental rush, which needed about 30 minutes per experimental if you were slow, and about 5-10 if you were good at managing your economy.
Reply #50 Top

Finally, for every endgame it was a experimental rush, which needed about 30 minutes per experimental if you were slow, and about 5-10 if you were good at managing your economy.
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Um, lol

Experimental rush my rear end! Experimentals were *incredibly* balanced in that game, easily countered, devastating is properly used.