Good, bad, ugly: Aspects of Royal
Posted: 27 Feb 2013, 21:08
Some context: I've been playing Elite for about a month now. When Open Beta was released, a couple of my good buddies signed up. They're really enjoying the game, playing on their off time when I'm not on, and are pretty entry-level FPS players. The following feedback is a combination of all of our feedback, their feedback being articulated by someone who's played the game for a while.
The good
Respawning when dying before pole is captured
Differentiation in armor
Littered with AFK players
No character limit
There is way too much negative reinforcement in Royal. Capped the pole, but died after in the hail of fire? Enjoy your 11-15 points while an AFK in spawn gets over 10 by default. Land 8 hits on a few beginners, but score less than a beginner who hits you twice.
The game is fun, feels incredibly polished mechanically (even to players who are incredibly snobby about movement crispness), the sound is fantastic and satisfying, visuals are impressive, and skirmishes are exciting. I thoroughly enjoy Elite because of these factors. I can't say the same for Royal though, which is definitely going to be a driving force in the player base when the game is released. Elite obviously gets the most support by competitive players and developers, but you can argue that it is pretty niche. Having a "deathmatch-esque" and polished "casual" mode is imperative if the game is to be successful for the long term. I'd like nothing more than to get this game more coverage, so feedback is my way of contributing.
The good
Respawning when dying before pole is captured
- - Promotes aggression and entertainly chaotic skirmishes on the pole
- Allows entry level players to have an opportunity to play more (i.e. unlike new players in a game like CS)
- - Map rotations keep long gameplay sessions fresh
- Great diversity in outskirts, especially at focal points when tornado comes in (finale on a hill, in a cage, surrounded by a Colosseum, etc)
- Exposure to every weapon, panels, rope nodes, and turbo slides
- - Rests quickly to smallest choke point -- doesn't draw out rounds for too long
- Many players may be camping, but they're forced to fight at some point
- Actual velocity of tornado collapsing is hella fast. "OH SHIT THE TORNADO!!"
Differentiation in armor
- - Learn the game with 3 armor, playing a few rounds, and the game punishes you for it
- Anti-fun by having a finale skirmish on the pole, and player successfully hits opponent twice for no kill (player has 2 armor)
- - Most Elite players value movement as much as aim
--> Little to no obstacles to actually learn "movement mechanics" such as rewarding walljumping
--> Royal should be "pubby", and should provide the necessary tools to succeed in Elite (which is the center of development)
- Very hard to learn movement against established players due to skill gap in Elite; should be in Royal
- - When you hear "what does Hit/Sv stand for" every game, there are not enough cues
- "How come I got over 5 hits but the scoreboard says I have none?"
- "Is there a way to spectate a player in the first person?"
--> "Is there a way to rotate which player I am spectating instead of choosing between 3 randomized ones?"
- - In most games, a kill is rewarded with a kill. New players should be rewarded by assimilating to experienced players, not the game artificially determining when to shackle or remove shackles off of players. A hit varies between 0-3 points (almost exclusively 0-1 if you play a lot, which is completely terrible feedback to the player).
- Maybe the idea came from MOBAs -- if you're bad, you get less gold for killing them. This allows the disadvantageous players an opportunity to come back if they play well. This philosophy is trash in a 16 player free-for-all, where spawn proximity alone can determine the difference between 2 kills for 18 points or 6 kills for 3 points.
Littered with AFK players
- - As sad as it sounds, an afk player often is in the top 7 of the server at the end of the game
- Encourages camping; common strategies now include hiding in spawn (using invincibility) and exiting after pole is captured to retain more armor for when eliminations count
- Create strict votekick quotas (75%+)
- - Most players are uninterested in capturing pole, as it only gives 10-15 points
- SV points are so strong that AFKs are outscoring players who are actually playing
- Metagame reinforces running away instead of reinforcing combat
- Only a select few players in the server actually go for pole cap when it should be the focal point
- - Further encourages running away, as any skirmish with a beginner is high risk, zero reward
- Phenomena of re-rolling for beginner status is becoming more common (sadly)
- People should be playing on an equal playing field regardless of whether or not the mode was intended to be casual
No character limit
- - Played a game with a guy named something like xXBatmanKushMLG420BicepScallopSexDarkRider...Xx
- Aim at player and see giant rectangle across your screen
- Laughed our asses off
- - "How do I change color? It's not in settings"
- It feels like there are so many different "options" menus -- some requiring you to leave the game, others not -- that I have to probe many different tabs before finding what I'm looking for.
There is way too much negative reinforcement in Royal. Capped the pole, but died after in the hail of fire? Enjoy your 11-15 points while an AFK in spawn gets over 10 by default. Land 8 hits on a few beginners, but score less than a beginner who hits you twice.
The game is fun, feels incredibly polished mechanically (even to players who are incredibly snobby about movement crispness), the sound is fantastic and satisfying, visuals are impressive, and skirmishes are exciting. I thoroughly enjoy Elite because of these factors. I can't say the same for Royal though, which is definitely going to be a driving force in the player base when the game is released. Elite obviously gets the most support by competitive players and developers, but you can argue that it is pretty niche. Having a "deathmatch-esque" and polished "casual" mode is imperative if the game is to be successful for the long term. I'd like nothing more than to get this game more coverage, so feedback is my way of contributing.