Thread: How to prevent the dwindling playerbase

How to prevent the dwindling playerbase

  1. #1

    How to prevent the dwindling playerbase

    Hello everyone

    http://steamcharts.com/app/200110

    I've noticed from the steam Nosgoth player charts that there has been a decrease of 50% of the total amount of people playing this game and 2 months before that there has been a 30% decrease. This is indicates that there is a strong negative trend going on. The game is missing some fundamental aspects that doesn't seem to keep the majority of the players interested and/or has some issues that seem to be putting of players.

    It goes without saying that this is very bad for the developers and the people who like this game. I expect to play and share my experiences with as many people as possible and not wait around in an empty lobby. While the developers want to expand their carreers and be satisfied as a creator of content to see that there are alot of people actively enjoying and playing their game. This should give everyone a sense of fullfilment that comes after hardwork.


    Try to find out why this game has such a low player retention rate.

    Be honest and critical with yourself as a developer and a gamer. What would you want if you were playing this game. Don't focus on "how do I get the most money out of the people" but "how do I get people to enjoy the game enough that they're willing to spend money on it". This way you'll increase the amount of people making purchases since statistically speaking more people are playing the game.

    I personaly think the issue is that this game lacks the game mode (s) to keep the majority of casual players interested. Team death match just gets boring after a while. Further I would like to note that the fact that you support your competetive player base is commendable and healthy but it won't expand the playerbase. It has potential as an esport but the only reason I think people are participating in these tournaments is because of the relatively high prize money. I could be wrong ofcourse.

    The introduction of chests and other minor changes won't benefit anyone on the long term. It doesn't create the fundamental change this game needs.

    I don't know if drag the body is going to make that much of a change but its worth the try. Perhaps a game mode where the humans have to push a fortified caravan while vampires have to prevent it from reaching a certain point. From my experiences people love to watch games that are intense, have some element of mindgames/strategy and allows room for clutch plays.
    Last Human Standing sounds like a mode that would provide such those aforementioned conditions. A mode where every death/kill has alot of consequences. Much like CS GO: The only difference is that you can't realy clutch in this game in a 1 vs 2 let alone anything higher than that.

    Balancing every class only for TDM is problematic when you want to introduce other game modes. So it might be awkward when you field the same classes in for a different kind of objective where other nuances are required.

    Anyways trying to increase player retention should be the top priority. Getting the name out by contacting, and I assume paying, high profile youtubers to play your game and make videos about it is a good way to to get the name out but that should only come after you can pin point why players don't stick around since first impressions are critical.


    Good luck!


    PS: Look at what other succesful games are doing and try to implement those working models (if its compatible) into Nosgoth. You aren't supposed to reinvent the wheel unless you have a realy good idea.
    Last edited by Sophax; 28th May 2015 at 14:27. Reason: Some spelling mistakes

  2. #2
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    When I've seen that they have replaced the loading screens with low res publicity of their skins I've understood that that was the first nail in the coffin.

    You're totally right, the game is fun, but a part from some classes and very few new abilities is basically the SAME it was in the closed beta.

    Nosgoth lacks in innovation and variability. No modes, no story, no proper advertising. They've just added skins. SKINS.

    I was chosen for the beta testing, and I've even bought the Founder bundle.

    I've used all my beta keys with lot of my friends. Now I'm the only left playing this game.

    Nosgoth needs a real REVOLUTION. A big change, faster responses and new features. If not I think that for the end of the year the game will be almost dead.

    P.S Ah, and if you have noticed, only 56 people have read this thread. Probably it's not a concern.

    (click image to enlarge)

  3. #3
    Low quality matches.

    That is why people left Nosg0th.

    You wait a long time to play matches that is unfun.

    People will theorycraft the specifics but it doesn't matter. I don't see an easy fix without rethinking fundamental game mechanics. F2P casuals don't like tough games. Nosgoth is tough.

  4. #4
    I assumed that most players stopped because of the recent performance drops. That's quite understandable; if you can't have fun because you get 20 fps or below on your beast rig, then wait until it gets optimized to play again. Whoever sticks around is subjected longer wait times, and then I suppose some of them begin to quit for that reason, making the same problem worse. Soon only the most loyal remain.

    Hopefully performance is higher dev priority now. While the latest hotfix barely improved performance at all, at least the -usetexturepool option makes it playable again (for me anyway, 60+). I wonder how many have never tried it, who might be playing otherwise.

  5. #5
    Originally Posted by LorenCole
    When I've seen that they have replaced the loading screens with low res publicity of their skins I've understood that that was the first nail in the coffin.

    You're totally right, the game is fun, but a part from some classes and very few new abilities is basically the SAME it was in the closed beta.

    Nosgoth lacks in innovation and variability. No modes, no story, no proper advertising. They've just added skins. SKINS.

    I was chosen for the beta testing, and I've even bought the Founder bundle.

    I've used all my beta keys with lot of my friends. Now I'm the only left playing this game.

    Nosgoth needs a real REVOLUTION. A big change, faster responses and new features. If not I think that for the end of the year the game will be almost dead.

    P.S Ah, and if you have noticed, only 56 people have read this thread. Probably it's not a concern.
    Team vs Team based games dont need a story. We dont need new modes, when the existing ones have bugs. There are still this stuck in wall with tyrant bugs, which existis since months or should i say, since a year...?
    We dont need special features like this stream feature. We have steam-stream, and we have obs and everything else.

    I think this 4 steps can help:

    1) Bug fixing
    2) Better and more options like graphic, so casual people dont need to download fps configs from reddit
    3) Ranksystem, ranks, better matchmaking, better lobbies, a rejoin option incase of drop
    4) crafting, trading, steam market, and steam inventory

    In Addition, idea for an additional mode. Watch TF2s "Man vs Machines"

  6. #6
    I think that one of the most important problem is the fact that every single patch the devs mess up something. One time its the introduction of new bugs or old and solved bugs come out again, another time is the new scoreboard (we still have this horrible and uncomfortable one in which, if a player has the team tag before the name, you can't even read his name), another time its the fps time. This is a beta game so we can't really demand it to be perfect, but after 3-4-5 times like this, i think people get tired, especially if the game becomes unplayable after a new patch (fps patch).

    Also, I don't think that player base accepts the money politic that this game is having. This game is a f2p, so its perfeclty fine that the devs want to make money, but the OP explained it perfectly.. "Don't focus on "how do I get the most money out of the people" but "how do I get people to enjoy the game enough that they're willing to spend money on it". This way you'll increase the amount of people making purchases since statistically speaking more people are playing the game." quoting him.

    Also, I would expect the add of new content when the bugs and all the other problems are, at various level of course, solved. Before we need a sort of stable game, this should be the priority.

    At the end I don't really know how this game can have more players.. I really like it but it's not having the success that many expected it to have.

  7. #7
    • Development speed/progress is painfully slow.

    • The game is often more frustrating than fun due to wait times / teams / leavers / stacks.

    • Somehow the game feels like it gets worse with most patches, meaning that long waits for improvement lead only to disappointment.

    • Not enough focus is being put into refining mechanics, hit detection consistency, map balance.


    People who still play pretty much consist of:

    -Die hard people who play Nosgoth because they hope it will eventually be good, or just because that's what they do.

    -People who want to milk Square and their silly tournements for a couple of dollars.

    -People who try the game out for a weekend then get bored.

  8. #8
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    there are bugs they need to fix, i know the Sentinel for one is bugged when trying to abduct or kidnap a human. 3/4's of the time when i directly swoop into a human and should logically pick them up (i.e. they don't dodge or evade) i go right through them arms empty, wondering why the i missed them. but aside from a few bugs like that, adding more game modes would definitely help, such as king of the hill, capture points, escort, defend/destroy objective or a combination of the above. the capture the body mode is fun but what i would really like to see is something like a siege mode, like Wolfenstein: Enemy Territory, where one team attacks and the other defends several fortified points. each fortification having a spawn point that has to be taken through whatever means necessary, in some instances, escorting a caravan or siege weapon to a certain point. when you combine all of these elements it makes the gameplay really addicting. it would also play really well with each classes unique abilities. the maps would have to be bigger and the amount of players increased, but i'm confident making the game more engaging like that would help tremendously. but that may all be high hopes as team deathmatch and capture the "flag" seem like the only options for the foreseeable future.

  9. #9
    Originally Posted by --Ram--
    People who still play pretty much consist of:

    -Die hard people who play Nosgoth because they hope it will eventually be good, or just because that's what they do.

    -People who want to milk Square and their silly tournements for a couple of dollars.

    -People who try the game out for a weekend then get bored.
    I guess I'm KIND of the first one, but not really, I've pretty much lost all hope that it'll be good. I play it because it's the only FPS around - that I know of - right now that isn't a cookie cutter military shooter. This and Quake, and I still play a lot of Quake.

    It's buggy, it makes me unbelievably angry, I spend hours in queue. There is really no reason at all to play this game right now except that unlike every other fps out there it's a game where shooting isn't restricted to horizontal movement, spread isn't really a thing, and no one can instantly die to frustrating like headshots in csgo.
    Last edited by Bazielim; 28th May 2015 at 17:17. Reason: tou #3

  10. #10
    Originally Posted by Ghosthree3
    I guess I'm KIND of the first one, but not really, I've pretty much lost all hope that it'll be good. I play it because it's the only FPS around - that I know of - right now that isn't a cookie cutter military shooter. This and Quake, and I still play a lot of Quake.

    It's buggy, it makes me unbelievably angry, I spend hours in queue. There is really no reason at all to play this game right now except that unlike every other fps out there it's a game where shooting isn't restricted to horizontal movement, spread isn't really a thing, and no one can instantly die to frustrating like headshots in csgo.
    You might be a masochist.

    -------------

    On topic.
    The basic stuff aside ;
    This game is partially in Alpha stage, that's why.
    >Partially unplayable. (for various reasons)
    >Lacking servers
    >Poor UI
    >Large number of basic technical issues.
    >Missing basic features
    >Unplanned modes
    >Stuff.

  11. #11
    Nosgoth is never going to grow until it overcomes the problems of poor match balance and long wait times. I've made many specific suggestions on how to start addressing these problems but there is unfortunately no easy answer. The underlying problem is that good match balance comes at the expense of long wait times while short wait times result in worse match balance. There are, however, a few "freebies" the devs need to jump on, such as eliminating lobbies in favor of a queue to ensure the player pool available is fully utilized.

    As much as I love the unique concept behind Nosgoth I'm currently to the point where I only play the game a few hours each weekend. When I try to play weeknights when I'm free it takes an incredible amount of time to find matches; I hate to think how bad it would be searching weekdays outside of peak hours. I also play almost exclusively Capture the Body now as on this mode it is a lot easier to have fun even on an awful team.

    Compare this to one of my old favorites, Team Fortress 2. With a server browser you could always jump right into a match and go. The moment you stopped having fun for any reason you could immediately exit the server without penalty and jump right into a new server. This isn't exactly a practical option for Nosgoth but this is a good example of what it has to compete against.

  12. #12
    Originally Posted by HoopleDoople
    Compare this to one of my old favorites, Team Fortress 2. With a server browser you could always jump right into a match and go. The moment you stopped having fun for any reason you could immediately exit the server without penalty and jump right into a new server. This isn't exactly a practical option for Nosgoth but this is a good example of what it has to compete against.
    I agree that this is a huge downside, but like you pointed out it just doesn't work for Nosgoth. Being able to freely hop in and out of active games should really neither be supported or encouraged. The only way it stands to compete is by being such a small inconvenience you don't even realise it's an inconvenience.

  13. #13
    Originally Posted by snejjjj
    Team vs Team based games dont need a story.
    But Legacy of Kain games do.

    Right now though, the top priority needs to be cutting down the wait times for matches. I haven't played in weeks because I just can't be bothered to wait.

    Frankly, I'd take short waits and unbalanced matches over the (currently present) reverse. Unbalanced matches are at least matches. And practice from said matches could help the lesser players improve to foster balance.

  14. #14
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    Originally Posted by snejjjj
    Team vs Team based games dont need a story.
    Sure, Team vs Team based game like Team Fortress, Counter Strike, Guns of Icarus... but NOT Nosgoth.

    It's a game set in the universe of Legacy of Kain series, a STORY DRIVEN adventure game. I don't know what kind of games do you play friend, but there many gamers interested in the lore of the series, even the developers described themself like "LoK fans".

    If you see the Announcment trailer, they even focused attention on the fact that "there are no heroes in Nosgoth", how humans and vampires are twisted creatures in a dark fantasy steampunk world... and then you use THAT world with the only purpose of aestetics.

    And about the "We don't need modes", are you sure about that? You really thinks that playing the same STATIC maps, with the same loadout, it's fun for long periods of time?

    Even MOBAs have understood that variety is the key. Heroes of the Storm? Seven (or more I don't remember) maps/modes, with objectives and higly customization of classes and aestetics. Overwatch? Team Vs team play style with different modes and 14 classes that are still going to be released.

    League of Legends? Temporary new modes that change the way you play the game, and a again, vast loadouts to fit all playstyles.

    They sure are repetitive, like all online focused games, even MMORPG are, but they give at least you much more time to get bored.

    Here, in Nosgoth, we have the same loadouts from the opening of the Closed beta.

    You don't want new modes? Then give people more abilities.

    Focusing on "bug fixing" it's a defensive move. "Better quality than quantity", but this won't be the best farsighted solution, and we see the results.

    Originally Posted by --Ram--
    People who still play pretty much consist of:

    -Die hard people who play Nosgoth because they hope it will eventually be good, or just because that's what they do.
    I'm one of them, yeah. Exactly my situation.

    (click image to enlarge)

  15. #15
    Which games do u know, that are competitive have a story?

    Whats the difference between nosgoth TDM and TF2/CS/ET/Quake TDM?

    How do u can combine a story with a multiplayer game, which isnt a RPG or sth else?

    CS/ET/COD/BF etc, every game has static maps. No problem there.

    I cant comment on MOBAs, cause i never played one, but do u really want to compare nosgoth (shooters) to mobas? That a different genre.

    Modes: We need modes, yes, but we hav already 3. The problem is, that one isnt released, and one is still unbalanced/bugged. The thing is, that the playerbase is too small. If you add 3 more modes, ok nosgoth will get more players, but the playercount in each mode, will be less then now.

    Quantity over quality is always bad and a big mistake. Best example: BF4.

  16. #16
    Story really doesn't have a place in multiplayer based FPS games. I for one have no idea what Legacy of Kain even is. I'm here to shoot things.

  17. #17
    I do think the game would be better to have an intro....something with fancy text and pictures of relative events happening in the background....akin to Blood Omen 2 intro, it wouldn't be to much cost and would give new players a brief introduction to what is going on with the lore of Nosgoth.

  18. #18
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    Originally Posted by snejjjj
    Which games do u know, that are competitive have a story?

    Whats the difference between nosgoth TDM and TF2/CS/ET/Quake TDM?

    How do u can combine a story with a multiplayer game, which isnt a RPG or sth else?

    CS/ET/COD/BF etc, every game has static maps. No problem there.

    I cant comment on MOBAs, cause i never played one, but do u really want to compare nosgoth (shooters) to mobas? That a different genre.

    Modes: We need modes, yes, but we hav already 3. The problem is, that one isnt released, and one is still unbalanced/bugged. The thing is, that the playerbase is too small. If you add 3 more modes, ok nosgoth will get more players, but the playercount in each mode, will be less then now.

    Quantity over quality is always bad and a big mistake. Best example: BF4.
    the soon to be released Dirty Bomb by Splash Damage has a story. the yet to be released Overwatch by Blizzard has a story. the recently released Evolve has a story. just because they're underlying stories, like Nosgoth, instead of progressive stories like single player games, doesn't mean there isn't a story. the maps, classes, modes, and abilities they implement continue the storyline without creating a descriptive narrative of protagonist vs. antagonist. my previous mention of something like a siege mode, akin to what Splash Damage does, or any other kind of mode would greatly diversify the playerbase and story of the game.

  19. #19
    Originally Posted by Caimber
    the soon to be released Dirty Bomb by Splash Damage has a story. the yet to be released Overwatch by Blizzard has a story. the recently released Evolve has a story. just because they're underlying stories, like Nosgoth, instead of progressive stories like single player games, doesn't mean there isn't a story. the maps, classes, modes, and abilities they implement continue the storyline without creating a descriptive narrative of protagonist vs. antagonist. my previous mention of something like a siege mode, akin to what Splash Damage does, or any other kind of mode would greatly diversify the playerbase and story of the game.
    If Dirty Bomb has a story I have yet to see anything about it apart from the setting and time. Then again I haven't played too much of it.

  20. #20
    There is no point discussing whether this game needs a story or not. A story is just a bonus and serves as nothing more than a context for the game and enthusiasts to keep themselves occupied. If they're going for an esports game then the investing in blogs and cinematics becomes nothing more than fan service (LoK fans that is) and quite frankly a waste of resources at this stage.

    First they need to build a game with a solid foundation that keeps people interested because of the unique and fun gameplay. Once they have achieved that then they can introduce story elements that go hand in hand with merchandise and micro-transactions.

    Much like how Warframe does it. I remember playing it in the alpha and beta stages where it had like almost no story. The story came way later after people already got interested in the game because of the gameplay and then started demanding for an extensive lore. From my experience the game(Warframe) is one big grind killing NPC's just to get the new and next shiny weapon. The trick is to hide the grind through story updates which introduces new unlockables, but more importantly for the developers purchasable items.

    This way player get a sense of progression while the developers make money. I don't know how this concept would work in Nosgoth especially since Warframe uses a very resource efficient "tilesystem" that randomizes a certain map everytime you play it. But more importantly Nosgoth isn't some NPC farm fest.

    So basically story isn't realy critical right now. The game needs a more compelling and unique core game mode that doesn't get boring like TDM and perhaps could have some element of story progression.

    One way to intergrate a story and a competetive PVP map design is to take a look at Chivalry Medieval Warfare. They have lore based maps that consist of three or more parts where in each part a team has to complete the objectve under a given timer while the other team has to defend them from completing the objective.

    For example the attacking team has to lay waste to a village and kill a certain amount of peasants and torch houses while the defenders have to make sure they don't kill all the peasants until the timer runs out. If they fail to defend the peasants the map goes to the next stage.

    In this stage the attacking team has to push a cart up until a castle gate that they'll have to breach. The defending team has to prevent them from reaching the castle and breaching it ofcourse under a given time. If they fail to defend the gate the maps goes on to the final stage.

    In this part the best player of the defending team gets to spawn as the king in the throne room. He has more health than a regular knight. He has to survive for a certain amount of time with his teammates while the attacking team has to kill the king in order to win the map.

    In a competetive environment each team gets to play as the attacker and the team thats gets the furthers in the map or has the best overal time wins that scrim.

    For example:

    - if team A got to the gate but they got stopped there by team B, but team B on their attacking part got to stage three then team B will win the scrim.

    -If team A completed all three stages in 20 minutes (so they didn't get stopped anywhere by team B) and B completed all three stages in 25 minutes (also didn't get stopped anywhere by team A). Team A will get the win because they completed their objectives the fastest.

    Here is an example of such a scrim for those who are interested (different kind of objectives):

    https://www.youtube.com/watch?v=zUhJsEx7m0U

    https://www.youtube.com/watch?v=ssNw-fgww-8

    https://www.youtube.com/watch?v=ayLcyjgXGDM

    This model would work for Nosgoth I think if balanced and implemented correctly. The biggest difference is that Nosgoth has assymetrical classes and gameplay.

    In a public game of Chivalry the teams wouldn't be swapped. If faction A would've won and completed all three stages for example on a certain map it would switch to a certain map that is tied in with the victory of faction A on that map. If faction A would have been stopped by faction B the next map would be different and would correspond to the victory of faction B. Thats how you could present a kind of lore in multiplayer maps.

    Every class's features and perks would become more important. Like the Tyrants ability to tank and push for a certain cart or objective.

    So you can come up with all kinds of different scenario's and objectives where the vampires are attacking a human villages where the humans have to defend the villagers or the humans hunters mounting an attack on a supply route of vampires for different stages.

    It would require some resources, programming and redesign of the maps but I think it could work as a casual mode and as the main competetive mod. Thats how I would design the core mode for Nosgoth atleast. Don't know if it'll matter in the end but thank you for reading.

  21. #21
    Originally Posted by Sophax
    There is no point discussing whether this game needs a story or not. A story is just a bonus and serves as nothing more than a context for the game and enthusiasts to keep themselves occupied. If they're going for an esports game then the investing in blogs and cinematics becomes nothing more than fan service (LoK fans that is) and quite frankly a waste of resources at this stage.
    If they would view it as a waste then they need to retool the entire game to completely separate it from the LoK series because that series is all about story.

    Lore-based maps are a continually-appearing suggestion and still a very good one. It would serve the game well to implement such a concept as the series mythos contains numerous potential scenarios for such maps already.

  22. #22
    My thoughts:

    1. Fix performance, which has been going downhill for a while. Several of my friends who played on high graphics before the Crucible have stopped playing because they're still struggling to get 30fps on low details.

    2. Work on fixing long-standing bugs and netcode / hit detection issues.

    3. Add a server browser and provide an option for players creating private matches to list them therein.

    This last bit is entirely opinion ... but I think TDM is too competitive for many players and something should be done to casual/unranked queues to make matches less organized and more chaotic. Personally I think private 5v5 matches were really fun and would suit casual TDM better (while 4v4 is perfect for ranked queues.)

  23. #23
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    Originally Posted by snejjjj
    Which games do u know, that are competitive have a story?

    Whats the difference between nosgoth TDM and TF2/CS/ET/Quake TDM?

    How do u can combine a story with a multiplayer game, which isnt a RPG or sth else?
    How? Actually is not that hard.

    You don't play MOBAs (that are competitive games actually, so in terms of comparison about "how to keep a game interesting" it's legit to do so), but League of Legends, during the Alpha and the Beta, have developed a lore to the game that I'll briefly resume:

    There are many countries in a land called Valoran, they've been in war for centuries and they have almost bring the world to destruction for their use of magic and tecnology. Peace is only a temporary solution, so they need to find a way to "control" war. With a smart move, they founded the "League of Legends", heroes from all the countries of Valoran that will fight in secured arenas for resolving disputes. Also, the League is a good way to keep criminals, murderes and crazy bad guys in control while you leave them kill people for sport.

    So in Valoran there's no war, there are only matches in the arena. The players are Summoners, and their actions are actually CHANGING the lore. The example are the famous war for conquering the islands in the north.

    They have said that two countries, Iona and Noxus, have called a tournament for the control of some isles. The player were actually fighting that tournament, choosing what side they want to support.

    They have found an interesting way to make gamers be involved in the story of the game while being true to the nature of the game: a competitive PvP game.

    Why Nosgoth can't do something similar? There's a war in Nosgoth, and you don't even notice in the acutal gameplay. Why we're fighting all and all over for Sommerdam?

    You probably haven't touched a LoK game, so you don't know that there are so many interesting stories to tell in the span of timeline they have chosen to feature in this game.

    It SAD to let ALL this going to waste. You like the competitive part of this game, it's okay, you do what you want with the game of yours, but a game set in the Legacy of Kain universe have to at least try to interest the everlasting fans that were waiting a game set in this setting for decades!

    I don't mind you playing just for the gameplay, but you CAN'T tell me that I shouldn't expect some story from a game like Nosgoth.

    There have to be a way to give some story, I've already talked about this so many times...

    Modes, MODES. Some objective, a part from killing everything that moves. I'd be happy to see that I'm actually do something different a part from killing vampires and feeding. Escort missions of important resources of war? Destroy slave camps to free humans? Defending Glyphs of power that could have destroyed an entire battlefield, or even using them to wipe out enemy forces.

    Somecutscenes in pre battle mode? Like seeing the humans entering in the Fane, with caution, or see the vampires crawling from the shadows, hunger for blood?

    Some more line of speech and communications for humans and vampires to get more immersion in the game?

    There are many ways to make people interested in the lore to feel more involved in the game, and it's sad to see that you and many other people don't even care about it.

    If this games goes down, I don't think that Square will try to revive the series. And I and many other people don't want that.
    Last edited by LorenCole; 30th May 2015 at 10:54.

    (click image to enlarge)

  24. #24
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    Originally Posted by LorenCole
    How? Actually is not that hard.

    You don't play MOBAs (that are competitive games actually, so in terms of comparison about "how to keep a game interesting" it's legit to do so), but League of Legends, during the Alpha and the Beta, have developed a lore to the game that I'll briefly resume:

    There are many countries in a land called Valoran, they've been in war for centuries and they have almost bring the world to destruction for their use of magic and tecnology. Peace is only a temporary solution, so they need to find a way to "control" war. With a smart move, they founded the "League of Legends", heroes from all the countries of Valoran that will fight in secured arenas for resolving disputes. Also, the League is a good way to keep criminals, murderes and crazy bad guys in control while you leave them kill people for sport.

    So in Valoran there's no war, there are only matches in the arena. The players are Summoners, and their actions are actually CHANGING the lore. The example are the famous war for conquering the islands in the north.

    They have said that two countries, Iona and Noxus, have called a tournament for the control of some isles. The player were actually fighting that tournament, choosing what side they want to support.

    They have found an interesting way to make gamers be involved in the story of the game while being true to the nature of the game: a competitive PvP game.

    Why Nosgoth can't do something similar? There's a war in Nosgoth, and you don't even notice in the acutal gameplay. Why we're fighting all and all over for Sommerdam?

    You probably haven't touched a LoK game, so you don't know that there are so many interesting stories to tell in the span of timeline they have chosen to feature in this game.

    It SAD to let ALL this going to waste. You like the competitive part of this game, it's okay, you do what you want with the game of yours, but a game set in the Legacy of Kain universe have to at least try to interest the everlasting fans that were waiting a game set in this setting for decades!

    I don't mind you playing just for the gameplay, but you CAN'T tell me that I shouldn't expect some story from a game like Nosgoth.

    There have to be a way to give some story, I've already talked about this so many times...

    Modes, MODES. Some objective, a part from killing everything that moves. I'd be happy to see that I'm actually do something different a part from killing vampires and feeding. Escort missions of important resources of war? Destroy slave camps to free humans? Defending Glyphs of power that could have destroyed an entire battlefield, or even using them to wipe out enemy forces.

    Somecutscenes in pre battle mode? Like seeing the humans entering in the Fane, with caution, or see the vampires crawling from the shadows, hunger for blood?

    Some more line of speech and communications for humans and vampires to get more immersion in the game?

    There are many ways to make people interested in the lore to feel more involved in the game, and it's sad to see that you and many other people don't even care about it.

    If this games goes down, I don't think that Square will try to revive the series. And I and many other people don't want that.
    this is exactly what i've been saying, the key to both engage the players in the story and care about what they're doing is through different modes, not to mention it will attract a ton of casual players to the game as TDM can be a grind after awhile. the more players, the more money Psyonix will make statistically, the better the game will get. yes there are bugs that need to be fixed, but every game has bugs that need to be fixed, this is nothing new in the history of gaming. only console games need to be completely polished as theres no way to retroactively fix them. my point being, the fixes will come inevitably, sooner than later is preferable, but as the game stands its still crazy fun to play, so whining about the bugs is just nitpicking that the game isn't e-sports ready, which doesn't really effect everyone else. the only immediate fixes they need right now is adding a server browser, and fixing the wait times.

  25. #25
    I said that focusing on developing a story at this stage is a waste of resources. Whats the point in having a story with a playerbase of 12 people and 2 crickets.

    Imagine a sinking ship. Now imagine the captain ordering everyone to start painting the ship and making sure everything looks good and orders the orchestra to start making more music to entertain the guests. Does that make any sense?

    You want a stable playerbase before you start adding elements that are thereto entertain the players.

    In the end Psyonix is a company that wants to earn money and they made the mistake of not investing in a decent core game mode and instead hoped that the gamemechanics would be unique and fun enough to keep people playing in a simple setting of TDM. The fact that they put so much of their money promoting offline and online e-sports tournaments indicates this mindset.

    Why would you invest in the competetive scene (online and offline) that has a game mode base on TDM? Ofcourse people are going to lose interest.

    The money is gone and so are the players. So I guess they are trying to recover from that mistake by releasing more chests and skins for people to buy. I don't know how deep their pockets are or how big their budget is but if they used a considerable amount already I don't expect this game to recover any time soon or at all. I hope that I'm wrong about that and that they have another ace up their sleeve and I don't mean "Forging".

    Just imagine if they focused on a great competetive and fun game mode before they started to market it and invest in the competetive scene. I'm sure the ball would go rolling on its own.

    I do hope it'll turn around and find a stable playerbase around 1000-3000 players at any given moment.