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  • Last seen 22 Apr

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1697 1291
  • 2
  • 28 Oct '19

First feedback about Feitoria (both Frontline and Invasion):
Really nice looking map, but maybe a bit too clustered/complex. Too many tiny spaces with lots of pathes while there aren't any wider, assessable and clear spaces that allow a bit more tactical approach. (I don't say that only because I play mostly archer due to my potato internet...).
About the balancing - well, still not entirely sure. But the Frontline mode seems to be extremely biased in favor of blue (after all, red has to climb up to the second flag all that way) and the Invasion gamemode... well. Attackers still always win that, except blue uses the lowest and most boring tactics available.

Some random things:

  • Sometimes when just watching after death, I only see the symbol of one single flag on the screen. The one that the teams fight for. Is that always the case? Not sure right now...
  • That siege tower part is fun, but I've seen some really weird things happening while it moves. The stab of a mate hitting another mate, even though he stood right next to him. Something like that. Lag, I guess...
  • Throwable rocks: Rather buggy when you want to throw them a little left or right through the battlements. They get eaten by the wall's hitbox. Maybe the rock's hitbox should be very small for the first meter and then switch to the actual size? Also, you can't throw them straight down the wall. Aaaand they fall down like feathers.
    Nice gimmic and I even managed to kill someone with it, but pretty much completely useless right now. Similar to the fellable trees on Taiga - nice idea, but execution... not so much.
  • If you hit the battlements/walls with your weapon (noticed it while using my fists), they make a metal sound.
  • If you climb on some of the sloped battlements, you fall down right away. On some roofs, you also fall down. On other you don't fall.
  • That mortar. Yeah. Catapult and mortar still need a redesign in general, because that instakill AoE spam is nonsense, but the mortar on that map is really annoying and badly placed. It can't see any of the spots it can shoot at and when you have to defend the civilians in Invasion, you have no chance to fight it back and it - once again - can hit near the spawn area of the blue team. Bonuspoints for being in the crossfire of the enemy mortar and the friendly catapult a lot of times, especially when fighting for the highest flag. Lots of teamkills from both mortar and catapult. VERY annoying.
  • Defending the last surviving civilian is the same clusterhugging experience as it was with the king on Grad.
  • That map shows once again that the game needs a better interface with some few simple directional markers. It can get pretty confusing...
  • If I got that right, that one spawnpoint of blue (when defending the three special players in the Invasion mode) seems to be quite an issue when those players decide to camp. The defenders will be right in the action with red having little chances to keep the pressure. Red still wins, but... anyway.

Conclusion after three more completely boring and onesided matches:
Ugh... well. I really don't want to be the partypooper again, but even though the map looks nice and all - I don't like it. Too much chaos, too much imbalance.
Like I said earlier, a new map won't fix the other problems of the game, but those problems will have an influence on that poor new map. And if that map already isn't that good...

A general comment on mapdesign, because that seems to be a common thing now: Do the maps somehow get tested? I mean... the overall idea of a map? I'm not entirely sure with the details, but the direction of my conclusion about imbalances and stuff seems to be right. And I got that after just a single match.
And something that already annoyed me on Grad: If there is a huge and awesome castle... why do you turn it into a swiss cheese with 3765 different and mostly very simple entrances instead of just a few ones that the teams will battle for? On Grad there is a door with a mechanic, there is a drawbridge-like thingy in the underground... why not turn gimmics like that in actual important features and parts of the map? I still don't get that...

Duke 5550 13280
  • 18 Aug '19
 Jax — Community Manager

At the moment we're doing heavy bugfixing for ranked and a lot of the new tweaks that are incoming.
The way it's looking is that we're most likely going to drop an update with ranked, gameplay/general improvements and quality of life features first (also probably a bit of a rebalance to xroads), and then release another update relatively soon afterwards with the new maps and anything we didn't get sorted for the first one.

Our reasoning for potentially doing it this way is that there's no good reason to hold up Ranked and general improvements for the maps. As for the maps, there's been more of the same, a lot of optimization work and now we're also setting up gameplay logic (like frontline objectives, spawn points for game modes, different playable areas for each, I'm pretty sure Horde/BR setup as well). A point to note is that Feitoria needs a lot of work for optimization, since it's such a big and visually dense map with interiors and stuff - that's not to say the map will run badly, but that it needs a lot of optimization work so it doesn't run badly. This optimization work is time consuming, but it can't really be 'sped up' by throwing the whole art team at the problem; it just takes time.

As for the SDK and Invasion, these are long term goals we want to start working on ASAP. We're focusing on the short-term stuff (maps and ranked, etc.) because we realize there is a lack of content currently, and we want to fix that before starting work on the big things that will take up the bulk of our manpower. Mod tools will be awesome as they let the community make the content they want, but if it takes us a few months or more to get an SDK working it doesn't make sense to drop everything else and work on that, while the base game is sorely lacking in content. Invasion is something that is currently in the 'on-paper' design phase, and while it will be a big task to make, it shouldn't take forever, as we're most likely using existing maps for it.