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Reseñas recientes de TTV HellBoundLycan

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A 19 personas les pareció útil esta reseña
6.3 h registradas (6.2 h cuando escribió la reseña)
Reseña de acceso anticipado
Avoid this development team in the game's current condition. You'll regret buying it.


I bought this game because of my love for ships and while this does indeed quench that desire ... I've noticed very little has changed in the time i've played, watched videos and read the VERY vaguely explained patch notes themselves... Ocasional FPS buffers, sometimes a ping spike 'patch' that helps stabilize long-winded trips out into the deeper confines of the ocean tides... But nothing very stable that can be considered extensively "important" (major ship additions, revamped shop UI's and such, better ship ramming (still can flip a ship just by rubbing it long enough) and still could use some major reworking when it comes to physics effecting ship shrapnel... stronger FRIENDLY communication with the players and so forth is still nowhere to be found.

Most admins on the forums themselves defend the game's "positive" aspects. But degrade ANYONE that negatively shames their game and development team. They silence those that post their concerns. This wouldn't be too severe if it wasn't for the fact they don't simply silence those that make stupid retorts like "this game sucks" or "fix the game" ... they silence those that actually give suggestions, tell them where they're doing things wrong, and take their frustrations out on the players themselves as if they are the reason they are failing.

Having played over 40 Alpha games, purchasing my way into many of them to help the developers where i believed they could make a beautiful game, and earning my way into a few as well like Crossout and World of Warships (albeit those will be coming out as F2P's later on. WoWS being in open Beta/"launch stages" in retrospect) I can not stress this enough about testers' relationship with their respective development team..

Developers who refuse to accept they need to work on something specific, or blame the community for their incompetance, WILL NOT MAKE IT PAST THEIR FIRST YEAR OF FULL RELEASE WITH POSITIVE MARKS nor make headway in marketing and eventually collapse within a 2 year timeframe.

You can not blame the customers for a developer issue. You can not blame slow development on a small player base due to your lack of new content to test and lack of communication with your players/ability to advertise effectively to the right playerbase.

And you sure as hell can not blame your players for being mad at admins that refuse to man up and accept they're out of line with their constant slandering of the playerbase when the playerbase PURCHASED a game that refuses to show progress going towards their release date.

A perfect example of this is Ant's review. found here

Until this game can show some true expansion into becoming an even greater game, and hold to their promises... this game will not be able to be taken seriously. Especially if they must rely upon the bribery of the players' vote to make progress when it should be their own diligence and desire to see a gem of a program shine beyond that which are considered their competitor development teams...

You've been "released" here on steam less than 11 months, and are still bare-bones. I don't expect a lot from a young game like this. But the things i, as a paying tester and requested support "pillar" in the progression of this game's future, do expect (as do many other players here)... are 4 things in particular.

1) a strong, focused development team looking forward with a clear vision for the game in development.

2) An administration/moderation team that is here to help the playerbase no matter the issue, and to help quell concerns in a professional way.

3) consistent, DETAILED patch notes to help us see exactly how the game is progressing or where problems may come about.

4) New content.. either supported by the playerbase or made with the intent of progressing the game's development and expand upon the game's replay-capability and stretching out to new players...


Right now NONE of that is being shown nor thought about. Matter of fact the opposite is being shown. And until these 4 core problems are looked at and rectified, there will never be much more than a "small niche" of players that have stayed loyal since the beginning. (at the moment that "niche" is about 1300 players across multiple servers.) And of course, the population of players that refuse to watch the game to be treated so disrespectfully while game admins are spitting at the community...

I'm sorry. But you're sinking faster than the RMS Lusitania at this rate... and it's being done by your own hands.
Publicada el 2 de noviembre de 2016. Última edición: 2 de noviembre de 2016.
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372.1 h registradas (176.0 h cuando escribió la reseña)
Played for several years now (going on about 5 now actually, including the Beta/Alpha timeframe. Even bought premium time which i regret ever since it ran the hell out. Keep getting beggar-like messages from them insisting i need to get it back every time i log in, like Warthunder does.) racking up a little over 6,000 hours or so total over the span of 4 accounts. (recent mods changing the rules and banning people when they get killed has always been an issue in this game, talking to the support desk gets nowhere.)

So I'm going to be extremely blunt about this game when i review it. I'll break it down into 3 parts. Pros/Cons, personal view, and overall experience. Here we go:


Pros:
* strong emphasis on team-work when you want to get something done
* each faction has varied weapons available only to them.
* Air and ground vehicles for rapid deployment available
* Full control over how your character is outfitted with weapons, vehicles and attachments (player freedom)
* MASSIVE continental warfare all of which you can walk to (if you have the time to do so.)
* Large community
* Continental victories give bonuses to the winning side, which makes later combat more challenging (a good thing)
* Earn income slowly through killing and helping your team (engineer/medic) which urges players to play their classes like they should be played. (Still doesn't happen though)

Cons:
* Toxic chat
* horrid optimization for a game that has been out so long
*Steep learning Curve when it comes to flight. You will crash alot.

* Help desk needs some work when it comes to working swiftly on issues. Retrieving an account from a false-pretense ban can take months and tends to be useless if you didn't pay money in the account.

* Mods/Admins who play the game regularly, especially on Vanu and occasionally on TR and NC, tend to ban players if they are killed repeatedly by the same individual under the pretense of "hacking"

* Excessive vehicle spam (would be okay it Vanu weren't so damn ridiculous with their 2 shot plasma tanks and Scythe with fast firing plasma pods.)
* mega-servers (meaning Asia players mixed with Russia/U.S players) cause severe lag when in a fight if you engage in a Zerg-battle (96+ allied/enemy battle Happens often in Bio-domes). Makes fighting a living hell when you shoot someone only to find out they never hit, but they killed you.

* Severe faction Bias. Vanu have plasma related weaponry, making Terran Republic and Conglomerate excessively out classed. Not only this but they have the only aircraft capable of hovering practically nose-down on a target, with a splash/high damage plasma pod launcher dual-wing setup that leaves little to no ability of avoidance. This leads to very.... well, one-sided dog-fights *and* ground assaults. (will be hitting this hardest in my personal experience, having played all 3 factions.)

* Unreliable team communication, due to it being basically a giant free-for all Hardcore Deathmatch from Call of Duty. (Friendly fire DOES HAPPEN. It happens a LOT on the New Conglomerate.) This isn't a game problem, more of a player coordination problem.

* Extensively updated, little to no true value per update. Latest "big" update was the ability to make your own outposts, which is nice, the rest has just been behind-the-scenes work that you don't really notice nor think is needed unless it works to bring the Vanu a more balanced gameplay feel to them compared to the other two factions.


* Income is earned so slowly that 3 hours of gameplay, if your NC or Terran, will only net you around 2k credits. Whereas an *hour* flying a scythe will net you an equal profit.


Personal experience

Personally i "enjoy" the game, i rage hard as hell on it though from the lack of communication between players.
Now before i go too far into detail let me just make something clear. There are faction-specific weapons. The most common ones you'll encounter from each faction is the Warden and SAW for NC, the Trac-5, T9 - Carv and T7 Chain Mini Chaingun for the Terrans, and pretty much everything on the Vanu is exclusive to the Vanu, not including the weapons with NS in front of the name, meaning they could be used by all factions. Now let's get down to the nit-and-grit shall we?

I spend most of my time playing the New Conglomerate, which is where most of my rage ends up being dispersed, due to the fact that this faction seems to be where the newbies culminate before being brainwashed into the Vanu super-soldiers or Terran Juggernaut.

After 2 years of fighting for the NC, having racked up plenty of kills to consider it a decent faction with some fairly good weapons, (primarily i find the Warden my favorite; being both long range and short range capable but with a controlled fire rate and low recoil.) I grew sick of the raging at the constant blueberry zerg where you'd see 6-10 people die in seconds from a single grenade, medics not doing their job, and engineers running away from a fight the moment they saw a Vanu Max suit. NC Max's also seemed to be run by cowards, refusing to push forward, forcing heavies with their overshield to move forward into the slug-fest only to be knocked back into the pile of blue shielded mechs, now blocking the way to retreat.

So i switched, tried out the Terran. And my god was it like Oil and Water. Terrans have high damage, high RoF, and a semblence of coordination. Their weapons are more accurate to what the NC should be capable of using as well but seem to just flat out lack in all retrospecs. The T9 - Carve having the most freedom of availability and control in the list of weaponry i have played in the Terran, and the most i've killed with. Racking up the same kill-count as my NC in only a *month* of gameplay... It hurt, seeing how easy it was compared to the NC, especially when i could complately destroy an equally skilled Max from the NC, when i'm using a single MRC3 minigun and M1 Cycler switching between them only when reloading the other. But NOTHING compared to the difference i saw in my next test.

After shaming my NC with a TR gun in a single month, my max in the NC in even less time... i switched over to the Vanu. I've dealt with tons of the Vanu bias, even seen the differences in their weaponry. Finding *no* faction wanted to fight them, but the TR seem to actually *help* them in combat, making it extensively one-sided to the NC. And since only the NC seem to actually fight both factions simultaneously on a regular basis, it's rare to see a continent not controlled by Vanu Republic.

Played the Vanu for 3 weeks. using the Polaris (starter gun) and Equinox. out did my NC in 2 weeks, out did the TR in a week after that. I felt filthy. the ease of use for the Scythe compared to the mosquito, the shear obliteration capable from the Magrider and their Max mechs' with dual Nebula loadouts were absolutely insane! I can’t help but question what the hell the developers are thinking when they say that "each faction has their perks" when it's obvious only the Vanu have *any* perks actually worth bragging about. And brag they do, my god the chat was *FULL* of pricks talking about how skilled they are as Vanu. The stench of high-classed entitled C-word was almost palpable. I couldn't stand being part of that crowd anymore, and deleted my Vanu character. I switched back to NC, where even though you were severely out classed you actually could say you have skill when you kill something outside of the Zerg rushing rabble.




Overall Experience
The developers need to work on actually making the factions special, rather than just clumping 2 sub-pars with an overpowered one and then dumping leftovers onto the middle-man while handing down bread crumbs to the 3rd. (Example: high powered plasma LMG for Vanu, AP capable miniguns to the Terran, and a dinky auto-grenade launcher that has no splash to the NC)

Overall Score: 3/5
Devs: 2/5
Publicada el 15 de octubre de 2016. Última edición: 15 de octubre de 2016.
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44.4 h registradas (38.5 h cuando escribió la reseña)
I try to go into a game with a positive outlook on it and base my decisions on how the game community, developers and moderators portray the overall feeling of the game... Now, this game is a "special case" ordeal. I've been playing since its original release when warface used its own launcher (prior to My.com taking over the publishment of the game and it came to steam for a population boost) And i've steadily lost interest in the game.


Pros:

*- PvE is amazingly well crafted with the difficulty ramping up steadily based on how your team is set up and how your equipment is prioritized.
*- PvP aspect keeps players from getting bored
*- Items can be awarded for doing well in-game
*-You can purchase a weapon permanently if you like the weapon.
*-Free to play
*-Regular updates including large content buffers like new PvE maps and special events which require tokens to play (personally i loved the zombie mode involving convoy support)



Cons (game specific)
*- Heavily biased towards Pay to Win

*- Moderation is abysmal, normally ending with you being banned from the match if you're regularly destroying the enemy with less than 10 deaths (especially if you're using a shotgun)

*- Games are extremely unreliable (both player and connection wise). Glitches plague the game's stability with constant crashing to desktop. On top of this the crash-reporting system is just as bugged causing the error report to fail regularly when sending it in to the support desk.

*-Weapons are insanely priced for non-paying users.

*-Integration to steam was sloppy (may have been fixed), using not only the steam launcher but also the my.com launcher, making it basically download Warface TWICE before you can play it.

*-Long standing bugs are still prevelant and are not being patched. [problems like flying corpses, moving around when dead as a player, glitched floors on major events/missions etc]

*- Severe moderation restricting player communication in the forums [their forums not steam, steam is toxic even with moderation.]


Cons (player specific)
*- Players will leave the match if they don't get a support unit they want (and will refuse to play it themselves)

*- Players will leave if they lose the match even once leaving you undermanned on hard missions.

*- Severe toxicity in game chat

*- hackers (as with most multiplayer PvP oriented games)

*- abusive mods who kick/ban if they're regularly killed. (as with most PvP oriented games)

*- Bots/inactive players (again, a normal ocurrence online.)



Overall i don't have alot to complain about in this game. It's a great addition to Steam and really needed the boost in players, as Warface was starting to stumble on its own launcher. It can only get better from here.... hopefully.
Publicada el 8 de octubre de 2016. Última edición: 9 de mayo de 2017.
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581.8 h registradas (445.8 h cuando escribió la reseña)
I've put many months into this game both here on Steam and on the browser variant back before they had a steam option, and I won't lie. This game was (key word there *was* ) pretty decent. I enjoyed the strengths each faction posessed, how each fight was based upon the steadfast response of the generals and how quickly the soldiers (players) could react to a confrontation especially in a 3-front war zone. battles would last many hours, and you'd make a ton of money in the war mode. Tanks were difficult to deal with due to the very few ways you could actually take care of it, planes could change the outcome of a war with a well-placed/timed bomb, snipers consistently moved after kills and kept enemy troops on high alert. And the two-front spawn protection (spawning on the point or if it was being taken you spawn around the outer edges, all of which with an invisibility protection until your first shot/20 feet movement.) helped keep the battles continuous and fairly balanced even in a tough situation when outnumbered or people attempting to spawn trap instead of capping the point...


But then came the plague that is Reto as they do with every patch "in the name of fun. Originally all three factions were to get their own Anti Tank Rifles, this was a highlight for me! I love the idea of having a fair shot as a soldier to fight armor if you're smart about where you put your shots... Well.. that was 2 years ago or just about at this point. The only faction of those 3 to get an AT rifle is the russians with PTRD's. Things then began to steadily become more... aggrivatingly skewed, from "fixing" LMG's to have severe conical spread almost right out of the barrel, to their recent changes that force players to purchase generals instead of career changing to them [unless that's just a bug but i'm not entirely sure of that]...



The Long Version
The War [Generals] tab gives the losing factions an "underdog" bonsus... or well, it's supposed to. In the past few months the "bonus" has become forever hooked to the U.S.S.R. [this most recent being a 67% bonus to their faction even when they were in first place for the last several days.]

Sure, perhaps it's just a glitch in the scripting i'll accept that. It's just a buffer afterall, don't get much out of war except better income for your efforts... But then come the more notable skews.

The most notorious being the Yak-9's. Unload multiple clips of an AA gun or P38 / BF 109 into it, it remains alive. Yet get shot by it as a P-38 or BF-109, and you're chopped down in seconds, and its bombs reach several meters further than either of the other two planes (by almost 30 feet).

The second being the simple fact that the Russian playerbase are rather arrogant and extensively hate-based against anyone who doesn't use the Russian faction, and will enter others' factions just to hate on them. This ends up causing a domino effect which gets the butt-hurt individuals in the other factions to start going around doing the same, which ends up being a giant rage-fest instead of gaming.

Third one being the skew in AT methods... While this has recently been "fixed" (i use the term loosely) by giving the U.S sticky-grenades and (much later) the Lawn-dart grenades for the Germans, the U.S.S.R have RPG grenades, once again having had them far longer than any other faction and giving them extensive bonuses due to the fact that they can break through near triple the amount of armor compared to the others. (3 stickies to kill a light tank, 2 RPG-43's to kill a medium... 4 lawn darts to kill a light. Lawn darts being far more expensive than the other two.)

Paratroopers primarily based on the U.S get a carbine, which wouldn't be extensively agitating if it wasn't for the fact it can get so ridiculously powerful and accurate at range that it puts the K98, Mosin and M1903 to shame. [and FYI, Reto... Bowl shaped parachutes WERE NOT CONTROLLABLE IN WW2. Having someone able to avoid quad-50 cal AA gun fire just by spazzing A and D rapidly is stupidly aggrivating, especially when 6 paratroopers are dropping on one point and can land on the *same roof* when dropping from almost 600+ meters seperation on dropping from the plane.]


Then comes the most recent rage. The pontoon-vehicle introduction. getting those vehicles was awesome. don't get me wrong. But to suddenly have Russia with the *only* water-capable tank, AND the *only* water-capable jeep that can use an MG mount on it, is far from showing a desire for "fun" in the game as you so callously flaunt at our faces. Germans and U.S forces were known to use snorkels on their tanks for a reason.

The most disgusting thing they've done though, is the spawn change. Now you end up being spawn trapped by paratroopers and tanks more than you do getting shot by actual combatants. Not only this, but if you lose the point while you're fighting *THEY TAKE YOUR GUN AWAY* because you're suddenly in an enemy spawn zone! This leaves you completely incapable of guarding yourself while you try to get away! GIVING them a free kill! On top of this, due to the spawns being pre-determined in 2-3 locations *per mark* you will not be able to avoid spawn killers. The moment you're spotted, you're screwed. ALSO, when you end up being at your last point, you end up getting spawned several hundred yards away! So if you're the only one left defending (which happens alot) You end up running over there just to realize you're too late.

In recent updates their camera has been freaking out extensively, primarily when prone on a hill or small incline/descent. This leads to your character looking like it's jerking off extensively, especially when you're trying to aim, which ends with death to you due to being unable to even fire unless you stand or crouch.


TLDR for those who can't read a player's rant aka The Short Version...:

1) Underdog bonus is bugged to the Russian's benefit and has been for several months... could just be a bug, doubt it though.

2) Russian players are irritating rats who don't like to lose and will enter others' factions just to rage at them in the war chats [which leads to flame wars in the chats in various languages on all 3 factions AND in support chat]

3) AT weaponry is extensively out-performed where it actually counts. Russians seem to be in the lead as far as damage capability.)

4) Paratroopers, especially U.S, are extensively abused to spawn kill using their M2 Carbines since they only use 5 equip slots.

5) water-capable vehicles are awesome! Russia having the only water-capable tank AND jeep able to carry a gun? Not so much

6) Spawn change SUCKS BALLS, and has destroyed the ability of defending troops to actually do much on the matter.

7) laying/going prone on a hill is a BAD IDEA. Your camera spazzes out, and they refuse to listen when you send in a ticket about these issues. even when given video evidence of it happening on anything less than flat ground. (recent patch has "fixed" this issue.)


Final outcome
Game: 5/5
Developers: -2/5

You want a game to pass the time, this'll work. Everything is acquirable free of charge, even premium time! It's just a very long grind. But be warned YOU WILL RAGE at some point for one reason or another. Don't play war without a squad of at least 3 people. And don't expect a team to work as a team.

Their help desk, ticket support and reporting system are crap as well. Don't expect help when you need it, and don't expect much to happen when someone starts flipping off in the support channel/faction chats/global chats and so forth. At least they fixed the player search function next to the chat to actually see all the players in the chat, albeit it resets your search when someone new enters, which makes it just as worthless as it was. So don't expect to be able to block/ignore them unless you see them in-game.

Update 2/21/2021: No differences. Still broken bias.
Publicada el 2 de octubre de 2016. Última edición: 21 de febrero de 2021.
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Okay so, after returning from a near 7 year hiatus from the game i'm quite happy with this game's progress.

Music is still just as cheerful and relaxing as i remember, gameplay is still just as easy to work with... But that's where things kinda end for me.


Here's what's changed in the last 7 hour non-stop game run i just did after jumping on for the first time since 2006! :D

*POSITIVE POINTS*

1: I managed to remember my original credentials (which is AWESOME!) and my barbarian is still very much useable, which i'm very greatful for as i had maxed out his bank and inventory slots, and had gotten a small account shared bank for it. On top of that he's my primary weapon/armor crafter. However the control scheme had been altered *severely* and i had to make a new character to get the hang of the new scheme that the game now runs.

2: I've found out something that many of you veterans may over look when you get back into game. There's an "Earning Time" counter that keeps track of enemies you kill in a region (the timer is based on combat log, so if you're in an engagement it counts those seconds, not the overall time of being in the area.). While this timer is active you earn EXP, spirit and drops! Which means a level 50 can potentially earn concentrated glue from the level 35 monsters without the major drop in chance-rate we used to encounter where it became almost impossible to procure materials. This is amazing! I'm very glad for this change. However testing with a new-found friend from the olden-days as well, whom has a level 90: The counter still goes even if you do not acquire drops from the kill. This more than likely means one-shot regions are still not a viable source of material acquisition for level 90's, so make sure you level your crafting/blacksmith/armor and such, while you are below 60, at least until level 4 so you're using things that are available from level 40+ monsters This *should in theory* make it so you can continue leveling even maxxed out on your character's overall level if this testing proved anything...

3: gameplay overall runs smoothely, the game hasn't gotten much bigger than it was 6 years ago when i stopped playing from boredom, but has had many new features added to it and quite a few new quests to keep players going.

*NEGATIVE POINTS*

1: The tutorial zone is tedius as all hell, I'm sorry... the graphics are nice for the region sure but the monsters (especially the Devil Towers in the SilverFox's sunlight Cave/final dungeon in the tutorial) are lacking depth in many reguards. Attacks have little effort put into their detail/effects, monster movement is glitchy and they walk through walls like they always did. I would think with being around since early 2006 as Alpha, going into Beta in 2007 until 2009 and then in open gameplay since 2009, you'd have at least *some* grasp at A.I pathfinding and model clipping. But nothing has changed in that reguard.

2: Auto-Pathfinding is still just as clunky as ever, if not worse. Running into trees, clipping walls and getting stuck, flying causes severe confusion in the auto-pathfinding code which causes your character to randomly dip, turn around, rise and simply stop heading towards the destination. Also jumping causes the Auto-pathfinder to 'back-track' the space you jumped over which causes wasted time.

3: enemy attacks still cause just as much headache for mobile character sprites. "Freeze" (immobilizing/hold) abilities cause your character to jump back multiple spaces after being hit, like a lag spike ocurred between being hit and the A.I firing, which after this long in developement, should have been fixed long ago. Burn statuses cause unwanted sprite-glitches which cause attack sounds to clip/become choppy, health limiting abilities [like the one used by the Silverfox] cause your charm to continue being used if it chops it by half [since it thinks you're at half-health]. On top of that many quests are misleading or lack much thought behind it, as if it was put in at the last moment. Grammatical errors are plentiful, monster kill-counts are minimum at best even when leaving the tutorial paths.

4: The addition of the new gear is great! However you've truly smacked the ability to craft weapons in the face by making people wait to even begin crafting until out of the tutorial zone, since there are no metal/plant materials to be dug up in the region. This means players must create level 1-15 equipment when they're already level 20+ and makes it completely useless to even other players since they too are above level 20 from the tutorial region. In other words, wasted materials and equipment.

5: the removal of safe zones in PWI's main world, which forces new players, and any player under 20, to retreat to the celestial world... This is by far the most irking move i've seen and the biggest gripe i must point out. I've got multiple level 12 accounts which were used to assist newbies get started up and to stockpile materials since level 40's couldn't get needed materials like leather and conc. [concentrated] glue at their level, now they can't even fight monsters in the world because everything in the "beginner" camps are level 20 if not higher. This should've been left as starter zones, specifically to help break veterans returning now that you're on steam and to help newbies who didn't want to work with the celestial grind.

6: The crafting system seems quite useless with the new equipment added. Many 3 star blue equipment fails to compare to the 1 star blue level 2 equipment from the celestial realm. a Level 6, 3 star 4 socket BloodFang Sledghammer (513 damage with no gems) fails to hold a candle to the 580 damage of the level 2, 2 star blue battleaxes given to new players from the celestial tutorial world. That sledge is for level 45 players, being out classed by a weapon for level 16, which is kind of sad when you think about it.


TL:DR: Alot of what you did made this game much more enjoyable, but you left a ton of errors that should have been fixed in the last 6 years, and never did it. These problems have only made those nice changes, look like a badly painted tarp over a smoldering campfire.

The game is nice, and i do suggest playing it. But don't expect a miracle from a game made back before 2010 after it has been raked over the coals like this.

6/10
Publicada el 24 de abril de 2016. Última edición: 24 de abril de 2016.
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After almost a year on this game, but only about 60 hours on this game i've come to the gap of repetition.

Hunt, mine, explore.... There is no middle-man. Sadly the game lacks any major depth, but due to its shear size, it's to be expected. We're talking about an entire galaxy here afterall. The game itself is absolutely beautiful. Ships are made with the utmost care, planets are designed on three or four base designs, asteroids tend to repeat but their rotation throws you off from really noticing. The game lacks life, especially for an 'epic' where humanity has spread across the far reaches of the star-clusters around Sol.

You would think FSD wakes would be more common. Derilect space ships, docks and alien vessels would be found for salavaging or restoration over time (the ability to tow them to docks or something of that nature.) or abandoned military stations operated by A.I would be common on the 'frontier' lines of space where the human populace hasn't reached prior to player engagement....

This game is an amazing sandbox... but there's no sand in nealry 3/4's of the box. With this much room to work with i truly hope they add more to the game that is worth-while. I'm sure they will though, as this and PlanetCoaster are their only real projects to call their own.


Now... the downside. When i look at this game i notice a couple things. First thing being is that us as players of the original launch title ended up paying out our butts to get Horizon for 80 bucks. We ended up buying the game TWICE plus the expansion.... and now the game is giving away the expansion PLUS the game, AND the starter pack, for 60. Now while the game has been out and i expect such a drop, the season pass for Horizons (which i'm not sure why it's called a season pass if it's just unlocking Horizons and not the following unlocks, it should just be called a "key" or some space-term they could use for the reference. Season passes tend to be used to unlock either the entire game's repetoir of DLC, OR that year's DLC entirety. I'm just not sure what they were going with that.

Frontier had a rocky start, but has proven itself to be relatively powerful at the fore-front of space travel/exploration games. Combat, sound, depth, and sheer magnitude of the various regions of space are amazing. The ability to reach the stars we only barely see in our science facilities here on Earth is just astounding!

If you truly love space exploration i highly advise this game. But i'm warning you now, it doesn't have much depth, even with the horizons unlocked. It's merely letting you land on moons and large planetoids without atmospheres. Planets are yet to be considered for anything other than show. (which i truly hope changes in the future)
Publicada el 31 de marzo de 2016.
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Reseña de acceso anticipado
Before you read too far into this here are my computer specs:

I-7 Quad Core 4790 @3.60 GhZ processor
RAM: 16 GB
HDD - 1 TB
Nvidia GTX GEForce 970 graphics card
Windows 7 Home Premium Service Pack 1

Now then:

I can't say what everyone else is when it comes to "destroyed"... but after playing not even 20 minutes... i clicked on the grid option for placing paths, couldn't get them to lay down straight without it glitching out and refusing to connect to the primary park entrance region, which caused Peeps to wander aimlessly with no ability to go out into the park. The sounds of peeps (primarily on thrill rides) glitch out and desync almost immediately, causing sounds to continue BEFORE and AFTER the ride begins. When zooming out the peeps begin to moonwalk, and look as if their legs aren't even moving.

Attempting to create a coaster lead to despair. The coaster creation option was slow to respond, crashing twice on me when attempting to place the final piece of track. The third time it gave me problems about opening the track due to a Shop being near the ticket entrance. This lead to me opening and closing the shop rather than the coaster (it wouldn't let me click the coaster), placing lights refused to be placed anywhere unless connected to the side of a STRAIGHT piece of path, which, with how the paths were letting me place them, was impossible since the straight paths were inaccessible nor useful in the park.

Adding curved path was even harder, much of it refused to place, saying it was "too short" or "too sharp" of a turn no matter what i tried....

I'm sorry Atari, but you guys really need to work on much of the core aspect of this game You tried, but the excitement of pushing a product out into the public out-weighed your needs to push a few more alpha tests, and a volley of Beta tests, before you opened it to early access.... It's 7 p.m here. And since the refund is only valid until early tomorrow morning i am sad to say but i must take up on that offer. I will look into repurchasing this game when the game is properly taken into consideration, and the game's future is seriously calculated into your next patch-up job to fix these game breaking errors. Goodluck, Atari.

In its current state* i cannot support/recommend this game. Please go play Tycoon 3 until they can properly amend the damages. Otherwise give Planet Coaster a try, it's made by the guys who helped make the original 3 RCT's, AND they made Elite: Dangerous.
Publicada el 30 de marzo de 2016.
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OKAY! so... after being around since 2011, and making a review in 2016. It's about time I made a new review to represent the current experience in the game.
you can find the original review (and my reaction to the economy update prior to their review bombing over on imgr found here.[imgur.com]

Now, onto the actual new review.

Let's start with the obvious and most straight forward blunt answer I can give you...

DO YOU RECOMMEND THIS GAME? (Short answer)
NO.

These are a handful of the more "notorious" problems...
  • premium use is almost a requirement to make ends meet. The economy update after their community backlash has helped, but is still painful for the usual player and even more-so with the added ability to abuse the friendly fire mechanic... friendly fire can be "apologized" for if the person killed accepts the apology, or held accountable by the player who did it... I've already been on the receiving end of this abuse, someone came in behind a target I was firing at, got clipped, had little damage done to his plane, and careened into the ground. It claimed I was the cause of his crash, and cost me almost 2k in repairs for his vehicle. nothing huge but the concept is still going to be abused, ESPECIALLY at high BR by troll players.
  • Gameplay feels slightly skewed in favor of the players with premium time. The grind is not the only reason; generally the games you get tend to feel easier when you have premium time active (not in the sense of income, but as if the COMBAT is easier. Almost like it actively puts you higher on the totem pole more often)... while without it the games are more often on a losing streak of barely making any returns for your effort, and full of shells that don't make sense for their impact points. (this could be the placebo effect but it's hard to believe having used both premium and non-premium account activity off and on actively since 2011.)
  • Player retention is good, but the community can be very aggressive to new players, and less skill-based players, causing severe toxic backlash even at low tier (due to the aforementioned cost to run high-end vehicles sending high-skill players into the lower BR range.)
  • Help desk loves to send you in circles, especially if it's a problem pertaining to the game's internal conflicts. Problems that have plagued the community for years being talked about often by the community and given constructive feedback tend to be archived and ignored, similar to other major titles like wargaming and RETO (which went bankrupt last year).

What about the Long answer?
Well, this requires some background... There's several reasons for this blunt "NO". The first being the obvious and ignorant manner that Gaijin handles community backlash that has been building over several years of their actions. That's going to be the biggest one.
When this economy change (prior to them updating its terms) arrived, they pulled SEVERAL backhanded attempts to throw the blame on the players.
- They tried to sneak the update in piece-meal style every update until this last one, which was going "okay" until the big change came that would have spiked all costs for the mid-level and high-level players, forcing them back into low tiers where new players would be getting ripped apart as the higher skilled players tried to earn the money needed to play one match for their higher tier vehicles.

Obviously, players of all caliber did not like this change in the economy, and raged, in return:

- They tried to tell players how F2P games make money (in an extremely condescending way)
- They silenced forum threads, reddit threads, in-game communication... everything they could control if it was negative or pertaining to the economy change. It got muted, archived or deleted. Frustrated, the community looked elsewhere to make their voice known to the abuse of the game's economy and in turn its playerbase.

After appropriate channels failed, the community looked to third party methods. Specifically Steam and youtube in this case.

You can see the actual reviews by editing your review settings[imgur.com]
.
It's set to filter "off topic" reviews by default, and it has filtered the reviews with actual content to them mainly.

The community turned to Steam/YT to warn other players of this activity by gaijin hitting a point where player retention just wasn't feasible anymore, as the player's frustration finally snapped, and gaijin quickly went on the PR "cleanup" rampage here on Steam when it started getting out of hand because their normal control methods were no longer working ("sweep under the rug and hope it goes away" tactics notorious with F2P games)...

This started by claiming the players were intentionally "damaging the game with "false claims and fake reviews".

Reviews got tossed into the off-topic tab which, based on the white overlay of the topics in the graphs, is still happening TWO MONTHS LATER, Yet the meme/troll reviews remained untouched. This made MUCH of the playbase furious, because it's clear there's some serious abuse of the system in play here favoring the company's image rather than the legitimacy of these reviews (some with over 500+ hours, some even over 5-THOUSAND hours, of gameplay. all of whom putting effort into the reviews and still getting put into the "off topic" tab.)

With the community in an uproar, they made an "apology" to the players, and IMMEDIATELY (within 2 hours) after that apology, claimed that the community was over-reacting on an article to PCgamer, silenced the comments on that apology page and proceeded to tell the player they wanted them to take "less destructive measures to make their voice heard by using their website, reddit, twitter and primary channels".

In other words:
"Stop interfering with our profits, it's working and we don't like it.

A VERY bad move on the PR side, as that riled up the community even harder and led to a (supposedly failed) boycott of the game.

I say "supposedly" as this period of the game saw a LARGE up-tick in players, and a very large increase in general-topic forum threads talking about inactive players riding the edges of the map and being inactive in spawn. There were also much longer queue times to get into matches at all tiers for the entirety of this period of the game, leading me and many others, to believe that these inflated numbers were filler-accounts to make it look like there was less public damage than there actually was. Mainly due to the fact that during the heat of this controversy, their active player count skyrocketed to 96,000. An extra 20,000 players during the community backlash, and then receded back to the average 68,000-75,000 since May 6th. It is extremely hard to believe such an odd spike in players being natural when much of the year had been below 75,000 active players on the charts.


Links:
"How economy works in F2P games.[warthunder.com]
"Apology to the community"[warthunder.com]
PCGamer article "players over-reacting" TWO HOURS after the apology was posted.
Player activity charts for war thunder.[steamdb.info]

My rating
Gaijin (Company) 0/10
WT (Game) 2/10.

Game is now trash thanks to greed. They doubled down on battle rating compression rather than decompressing the vehicles. 1940s now face 1980+ vehicles, again.
Publicada el 4 de marzo de 2016. Última edición: 9 de noviembre de 2023.
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so, bought the game and became enthralled in the game for 7.7 hours, not including the nearly 3 days (18 hours total) i played on the PS4. just running around Fultoning people while saying "PO-PO!" (team four-star reference) when they fire into the air like a rocket.

The storyline is a bit repetitive as far as the methodology (hunt, kill, save prisoners, repeat) goes, but overall plenty of replay-ability since the world is expansive and constantly moving, plus the multiplayer and mother base creator (and the unit missions which is an awesome touch) are an amazing touch for continued return for players.

Do i suggest this game? Hell yes! 18 hours on PS4 (just finished the mission involving "Quiet" on there.) and was only 12% done! it's got tons to do :D Now i've put 7.7 hours into it, and am only at the Bees mission. granted an hour of that was just intro mission. But all in all there is plenty to do in this game, from capturing various ever-better units, to the more common hunting down all the diamonds and stuff. :) 10/10 Konami Digital, you got a true diamond in the rough ;)
Publicada el 29 de febrero de 2016. Última edición: 29 de febrero de 2016.
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A 4 personas les pareció útil esta reseña
271.3 h registradas (95.0 h cuando escribió la reseña)
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I full heartedly support this game. I've been playing it since learning about it, about .4x release or so, back on Minecraft when i asked a few of my buddies about any other games like it. And by far this game TRUMPS Minecraft when it comes to sheer size, exploration and sense of seclusion.

The game itself is a massive sandbox for those wondering about it. It allows you to build practically *anything* from houses, hovercraft and mining vessels, to fighters, gigantic mining stations and factories! The game itself requires a very good computer to run (a 400$ Acer like me, cannot handle the newer patches to the game for instance. I'll be able to play the game in February in earnest when i build my new gaming rig :) )

This game also supports exporting projects from 3-dimensional tools like Blender as blueprints! which then can be implemented into the game and 'purchased' with in-game currency. This helps when you see a 3D model and think "if only i could fly it" ;)

Combat is heavily based upon your ability to protect your 'baby' (your ship or creation) and it gives you a VERY wide variation in weapons and protection possibility! From mobile sentries to stationary defense platforms you can protect worlds, sectors or even entire quadrants! The game is literally stagnated only by YOUR creativity. YOU control the fun. YOU control the environment for the most part. And as the game says in the description, it is YOUR universe.



Personal experience with the game: I first started up on a mini-server called Illusive with 4 buddies of mine. we made a faction called "The Fringe". We hung around the spawn for a couple days, learned how to build basic ships and began an adventure out into the void which lead us nearly a THOUSAND sectors away! it took us nearly an hour to reach our base... what started out as a derilect NPC shop out of supplies. We branched off, made 7 massive combat vessels over the course of 2 months and made 6 sentries capable of holding off the average A.I pirate (special made ships which turned out to become more aggressive over the years.) Our three flag ships....

The Leviathan: a massive Dreadnaut carrier (blender model i made) designed to carry 120 small fighters with 2 lasers. With 1k engines and a little over a million shield the beast didn't move fast.. but it could take a beating. Leviathan picture[thesurviver.deviantart.com]

The Liberty: A smaller ship, designed to be made in bulk as carriers, support vessels, combat cruisers. These were going to become the backbone of an A.I based defense fleet of about 15 ships. Lead by my buddie's "Shadow" Liberty shown here. Shadow Liberty[thesurviver.deviantart.com]

The Behemoth: A project i was working on for nearly 2 months and ended up halting because the size was killing my frame rate (at least until next month ;) ) And at nearly 18million it was not going to be something i could simply spawn in. With that in mind i made this beast a floating battlestation. With 6 guns capable of a mind-boggling 1mil damage output per second, a shield of nearly 100million and a battery chamber that engulfed the inner body of the ship, it wouldn't be going down without a fight Unfortunately my computer couldn't run ascreenshot without crashing the game once i got the second 3 barrel cannon on the ship, so here it is in the prototype stages Behemoth wrapup part 1[thesurviver.deviantart.com] after the first month this is what had been made....


Another ship, which i unfortunately do not have a picture of, is an even BIGGER ship that a member of the Fringe we picked up later had built. It held 18 turrets on either side, with a gun that lined the middle of the dual hull ship with a damage output that made my ships sound like a laughing stock. He spent 7 months building it up. The ship was called the Keldon. I have a partially damaged blueprint of the ship personally saved and will hopefully be able to repair it. However sitting at a whopping 128million to spawn it? i'll be working on it in singleplayer. lol
Publicada el 17 de enero de 2015. Última edición: 21 de marzo de 2017.
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