This is a repost of my final thoughts/summary of FireFall. I am posting again here for keepsake should the Steam forums disappear.
http://steamcommunity.com/app/227700/discussions/0/458604254460196794/
Part 1:
FireFall could have been really great.
I am DarkByke, I've been a Founder of this game since Closed Beta. I knew after watching some gameplay videos online that this would be my first MMO and game that I would spend a lot of time playing and getting to know people. I signed up on the forums and shortly later I was accepted to participate in testing! I was stoked on the storyline and lore, and wanted to be a part of a futuristic shooter game where you could collect resources and make a better character and customize it. Best yet, it was FREE TO PLAY! I hate subscription games with a passion.
Let's dig a bit into some areas where "it went wrong" in my opinion:
First they had the concept of an open development 'iterative beta'. Players got to see the ugly mess behind closed doors that normally is not shown to the public. This should have been apparent to early supporters, but they chose to remain ignorant of that fact and continually complained about bugs. Bugs are to be expected when you are making a game. It will happen, they will come up anywhere and everywhere. So here you have players seeing the early 3+ years of development time that is normally hidden. Bugs affect them and give them a negative view as an unpolished product (well yeah... that's the point). I think this style of development had a good intention, but it wasn't well received by players.
The other main issue was it was a continous identity crisis. They wanted to appease everyone and make everyone happy, which led to taking advice from everyone and so it went through several changes. Each change made another group of player dislike the game and made them quit. If they were working on PVP updates, the PVE crowd was feeling ignored, and vice-versa. It was continually like this throughout beta period. Nobody could decide on anything and players just argued about what was the best or what they preferred.
So they didn't know if it was going to have open world collect resources and fight players, or just pve content with storyline, or just pvp.... and then the balancing caused even more issues as they tried to make PVE weapons work in PVP, and balance was all over the place making more players angry or rage quitting...
Early beta showed signs of vertical progression, but we never got to test that far. Only 2 tiers of frames, with 3 and 4 being teased. I think they had always intended to make it a diagonal progression, but many UI's and systems weren't very user-friendly to use. You had to make charts just to be able to craft parts for your battleframe. That's not fun.
The resources system changed many times. At first they used futuristic mineral names for everything, and we had 1000 qualities of these types. The crafting crowd was not happy with minimal gains and they said it was bad to have 1000 types, they wanted it reduced to maybe 100, so your resources used in crafting would feel like a difference instead of 0.01% change when making a gun or armor. Eventually they reduced the resources into 3 types and made the names all standard, such as metals, bios, tech.
The level system was supposed to allow players to have a standard system of getting stronger, but many feel this alienates them from playing with friends if they are too high/too low than their friends. Typical RPG game stuff here, do actions, get loot, become a better character the more you play. They needed some better scaling and downscaling methods to allow for better group play.
The UI was never informative. Tons of item descriptions made no sense, and crafting was never easy with the printer, you couldn't see what happened to your gear without making a chart and running back and forth to check your garage. This also harmed the game in my opinion, crafting should be easy to understand at first glance.
The open world gameplay was cut when the game ran into technical limitations with its engine and rendering too many players in the same area. This is when they were testing invasion mechanics in towns. Players complained about the lag, and eventually invasions were removed because they were too taxing on the servers. It's too bad, it was a good mechanic and I would have loved to see more done with area control and melding pushbacks.
http://steamcommunity.com/app/227700/discussions/0/458604254460196794/
Part 1:
FireFall could have been really great.
I am DarkByke, I've been a Founder of this game since Closed Beta. I knew after watching some gameplay videos online that this would be my first MMO and game that I would spend a lot of time playing and getting to know people. I signed up on the forums and shortly later I was accepted to participate in testing! I was stoked on the storyline and lore, and wanted to be a part of a futuristic shooter game where you could collect resources and make a better character and customize it. Best yet, it was FREE TO PLAY! I hate subscription games with a passion.
Let's dig a bit into some areas where "it went wrong" in my opinion:
First they had the concept of an open development 'iterative beta'. Players got to see the ugly mess behind closed doors that normally is not shown to the public. This should have been apparent to early supporters, but they chose to remain ignorant of that fact and continually complained about bugs. Bugs are to be expected when you are making a game. It will happen, they will come up anywhere and everywhere. So here you have players seeing the early 3+ years of development time that is normally hidden. Bugs affect them and give them a negative view as an unpolished product (well yeah... that's the point). I think this style of development had a good intention, but it wasn't well received by players.
The other main issue was it was a continous identity crisis. They wanted to appease everyone and make everyone happy, which led to taking advice from everyone and so it went through several changes. Each change made another group of player dislike the game and made them quit. If they were working on PVP updates, the PVE crowd was feeling ignored, and vice-versa. It was continually like this throughout beta period. Nobody could decide on anything and players just argued about what was the best or what they preferred.
So they didn't know if it was going to have open world collect resources and fight players, or just pve content with storyline, or just pvp.... and then the balancing caused even more issues as they tried to make PVE weapons work in PVP, and balance was all over the place making more players angry or rage quitting...
Early beta showed signs of vertical progression, but we never got to test that far. Only 2 tiers of frames, with 3 and 4 being teased. I think they had always intended to make it a diagonal progression, but many UI's and systems weren't very user-friendly to use. You had to make charts just to be able to craft parts for your battleframe. That's not fun.
The resources system changed many times. At first they used futuristic mineral names for everything, and we had 1000 qualities of these types. The crafting crowd was not happy with minimal gains and they said it was bad to have 1000 types, they wanted it reduced to maybe 100, so your resources used in crafting would feel like a difference instead of 0.01% change when making a gun or armor. Eventually they reduced the resources into 3 types and made the names all standard, such as metals, bios, tech.
The level system was supposed to allow players to have a standard system of getting stronger, but many feel this alienates them from playing with friends if they are too high/too low than their friends. Typical RPG game stuff here, do actions, get loot, become a better character the more you play. They needed some better scaling and downscaling methods to allow for better group play.
The UI was never informative. Tons of item descriptions made no sense, and crafting was never easy with the printer, you couldn't see what happened to your gear without making a chart and running back and forth to check your garage. This also harmed the game in my opinion, crafting should be easy to understand at first glance.
The open world gameplay was cut when the game ran into technical limitations with its engine and rendering too many players in the same area. This is when they were testing invasion mechanics in towns. Players complained about the lag, and eventually invasions were removed because they were too taxing on the servers. It's too bad, it was a good mechanic and I would have loved to see more done with area control and melding pushbacks.