Rummy Bunnz said:
This confuses me as well. I also agree with you about the useless manual, and that the game might be better with fewer players. As it is it's too hectic and combat is spread all over the map. I think the game might benefit from longer respawn times, and maybe an increased benefit to capturing towers, and...well a lot of things, really. I alternate between having a lot of fun and feeling very frustrated. I think maybe this game could be really awesome when played at a higher level, where all the roles are assigned at the start and all the teammates are on the same page. But it's difficult to play at a low level, since a few decent players can't carry a team, unlike a lot of other games in the genre. The mid and end game REALLY need tweaking.
Well, a big problem is related to the large number of players and the spawn system. Since you have a large number of teammates at any one time there is likely to be the majority of both teams ready and able to fight. Because you always spawn at the base and not towers or such you never manage to gain any ground in any noticeable fashion so even killing a bunch of people doesn't have much effect. Further since they spawn at base it means that when you get to the base to capture the princess there's almost always a mass of people freshly spawned there and able to fight you off without the need for much of anyone to ever actually play defense.
Look at most games and you'll see a big mass of people streaming to a large fight in the center of the map with little to no lasting change. Sometimes people manage to work together and get in and take the princess by skirting around this melee as much as possible, but you almost never see any other real change in the tide of battle. With this player size and mechanics there simply isn't any way for it to be possible. There is no way to gain a competitive advantage.
Give us a benefit to holding towers (defensive/healing radius, better protection to people inside) , let us spawn at them, increase the spawn timer on the losing team or even use tower possession to affect the respawn timer. This is fun game, but at a mechanical level it has serious problems that should have been rectified in playtesting and a some notable balance issues beyond even that.
Seriously, we've noticed a number of major issues like this and the game has barely been out for 48 hours. You'd think that if they tested it properly people would have noted these problems. Were they simply blind to them for some reason or was it rushed out before it could be balanced and tweaked? It's a beautiful cake, it looks great, it's sugary and tasty, but it's a gooey, runny mass in the middle. It needed more time in the oven.
hugejeans said:
I am enjoying the game just wish the instructions were better.Or do you play the single player to get a better understanding.
Yes. Read all the instructions and then play through single player until you understand. it's not that hard. I don't know why people seem to think that resources are building specific of banked or something. It uses the exact same mechanic that just about every RTS since Dune II has used.
Developers: do not allow people to play online until they have completed a tutorial of some sort. This goes for all team-based games of this sort. Make certain they understand what they're doing so we're spared the sort of people who just blindly rush into online play without reading or trying to learn anything. FP has some huge gaps in documentation (e.g. almost all of the advanced abilities), but playing with real people with absolutely no knowledge of the game is like just getting behind the wheel and driving in heavy city traffic.
In a way the people doing America's Army have a really good system going where you actually have to be authorized and trained to play or use anything advanced.
Bootaaay said:
Does anyone know if it's possible to change the gametype between matches if you're the host?
Drame said:
Just have the game type highlighted, like Princess Rescue and just push left and right to change the game type.
From within a game that's already going on? How do you get to that screen without quitting the game in progress? I've been looking around and I can't seem to find it either.
They really need to give more control to the host. Yes, people can vote from between a narrow selection of maps (with vague, unexplained icons... YAY! Looks like "do again", "next map in sequence", and "new map, out of sequence"), but the host can't even change to a specific map.