Bring back Siege!

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Comments

  • JacowboyJacowboy Member, Early Access
    Many reasons... lots of technical ones, i.e. server limitations and whatnot, that would severly limit what both the "overseer" and the defenders could do, among other things.

    Also, game-design wise, you'd need to have a lobby system, thus overhauling a lot of the existing UI/game-mechanics infrastructure... Why? well because then hw would you choose who the "overlord" is in a random queue? what if I'm assigned that role and I don't want to? what if none wants to in that pool of 4 random people? what if all of them want to? etc...

    So again, imo, it'd be better to overhaul Sabotage and work with what's there... less dev time, more viable.

  • About your idea @teck. The devs already have a free camera mode it isn't just top down you can take the camera anywhere. (You can accidentally stumble upon the mode while playing the game)

    I don't think there is any limitations to your idea. You just have to give the overlord interaction with some elements.
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  • Im happy to see so many good responses. Its a shame that i didnt play the game when i firstly found it ( it was omd1 i think) some years ago so now i could have had a good ideea how siege was. From all the youtube videos everything seemed great. 

    I do hope that the game will keep evolving in a  better and better version as the months pass. 
    I also hope that there will be new content in the premium shoppe, new fun maps and from my perspective some new challenges for lv 100 players. 
    Im also not sure how i feel about "keeping the same feeling as omd1 and 2 did". I think that this unchained version could go some steps forward but thats just my opinion. 

    Very interested seeing what all these new patches will bring( especially next year).
  • Let the dead stay dead.

    But shadedev's response is quite curious and Im inclined to agree on most points
    • I agree siege is simpler than most other MOBAs, that said, I never really felt seige was a true moba because of the lack of global map.  You cant really see much on the global map so it was VERY difficult to get a feel of where the enemy was strong and where you were weak.  In that regard I thought siege was VERY hard.
    • Escorting minions was the least fun because it was the hardest role to play by far.  Not a lot of good attackers back then because it was just very difficult role to play.  As an attacker you often fed/got ganked, or were simply ineffective and were blamed for the loss.  Attackers needed much more coordination between themselves (spell combo, timings, etc...) in addition to the team coordination. Hard role to play, no glory, thus not fun. (I personally loved it tho, I liked the aggressive nature of it)
    • I agree the core of the game was simple and that people tried to apply MOBA knowledge.  THis includes the devs.  The tutorial for the game recommended 2attack, 2 defense, 1 pillage, and defined what those roles do, but those definitions were limiting and playing outside those boundaries was far more effective at winning.  I think the applying MOBA knowledge should be aimed at the devs, not just the players.   You envisioned the game one way, but it turned out to be another way.
    • TBH i never really saw it as a MOBA.  I viewed the game as a pvp tower defense game, which i think in theory is still a VERY viable and VERY enticing game mode that has not yet been explored.  People love tower D, tower D pvp? why not; name a pvp tower defense game, im having a hard time without doing research.  Siege didnt quite cut it, but the concept is still worth a shot. Maybe not as part of the OMD franchise, but in general.
    • Agreed it wouldve taken a lot to "fix" siege.  All small things, but they added up to be a monumental task. 
    • TBH i never really saw it as a MOBA.  I viewed the game as a pvp tower defense game, which i think in theory is still a VERY viable and VERY enticing game mode that has not yet been explored.  People love tower D, tower D pvp? why not; name a pvp tower defense game, im having a hard time without doing research.  Siege didnt quite cut it, but the concept is still worth a shot. Maybe not as part of the OMD franchise, but in general.
    and this is the reason why nobody have really understand why you just remove the mode, it was something new! What i've never will be understand is why you have not just separate the modes, respectively say skill x do in pve z and this amount of dmg and in pvp z-y, same with traps. Yes this is old coffee but the arguments of balancing and skill gap are just weak as example heroes of the storm the only moba wich i know where it's nearly impossibel to carry the match alone one greenhorn can ruin the game, one false decision and its over, this was in siege not so extrem but it was ok. I think the core reason why the player base has shrink was simply the duration between the content patches after 1? 2? years 2maps, some heroes was playable and then they was remove, mmmh... was there not a kobold king or so... the progress was simply to slow(pls dont understand me wrong, i'm pretty sure siege was a challenge for you, i mean it was new terrain, and i know how difficult it is to create a new map/heroe), what ever. Perhaps, a big perhaps i know, we will see a better pvp mode then sabotage in future, it's not bad but great will be something else, what ever, let us be happy about that the content patches comes now faster since the seperation from gameforge and enjoy chaos trials and for all eu players about the free gold ;P.
  • sashimiaksashimiak Member, Moderator, Robot Entertainment
    What you have to keep in mind here regarding the speed of new content updates is that the game wasn't fully released during those 2 years you mention. It has only been released since April this year. Additionally, the problem with Siege wasn't just balancing, but also to keep working on both modes seperately. OMDU has a relatively small team and having siege and survival at the same time is like having to maintain two different games in one simultaneously. 
    German Community Manager
  • AxonyAxony Member
    It felt more like they weren't sure what they wanted Siege to be.

    If you compare Alpha and Closed Beta Siege you will see some mayor differences (like Elements affecting different heroes, all traps can dmg heroes, no barricades).
    I really loved the Alpha Siege and that's the Gameplay that brought me to OMD (never heard of OMD1 or 2 before).

    But Siege changed so much within 1 year that it really felt like they are not sure what it should be and they only made it to jump on the Moba Hype (i think Smite released around the same time).

    Just put the old Alpha Siege on a different Server with the old heroes (the data must be somewhere on your server) and let people play with it, even if it's just in Custom Game Lobbys (and yes they still exist, they are just not open for the playerbase)
  • I share the opinion of Axony.
    I have started to play this game just because of the Siege-Mode. Because it was not the same like every other MOBA, it was diffrent and it was pretty cool. I knew Orcs befor but thats not the point.

    Yes everybody says, pve is way more important and has more players and so on. The playernumbers were not that much diffrent. And Siege only had 2 maps. That you are get bored after 10 matches is normal. When you get over month no fresh content the players getting inactiv in this mod (now happening in pve as well, because much highlvl players are done with the content). The playernumbers were more then equal by supporting PvP as good as the PvE
    Robot says it´s hard to manage, to have diffrent abilities and strengths of Chars for the diffrent mods (Blackpaw and Midnight Probs in PvP). Nobody has a problem if there are metachars in phases. I dont know, but i think in China its going pretty well with all 3 mods (siege, sabotage, pve).
    And in case that is realy to hard, how about to make a own launcher for that? Just like COD. A Multiplayerlauncher and a PVE launcher. The effort to revive siege would not be that hard (they will not delete this without saving a backup). Less effort for maximum success. I think much beta players would come back quickly, because much of them started and invested money because of PvP. And than you can care of the community more targeted.

    I hope they will bring back Siege one day. Maybe then as a standalone after OMDU fellt a lilttle bit asleep.
  • Maybe the siege will come back, but being a totally different tittle, something like a spin-off. 
  • Yes something like that.
    They will never do a extra game now. They would only split the community. But in maybe some Months or something like that, make a new game. You know Far Cry 3 and Far Cry 3 Blood Dragon? Something like that.
    And i dont saw the PvP as a MOBA it was always a tower defense game but now with a new PvP modell. This was brandnew and so cool, and now it is killed.
    Hopfully not forever.
  • i logged in suddenly and then i saw that siege is completly gone, which is too bad, EVERYONE who written on this page loves siege.i miss siege. 

    sincerly  friendlyengoneer
    ,
  • i logged in suddenly and then i saw that siege is completly gone, which is too bad, EVERYONE who written on this page loves siege.i miss siege. 

    sincerly  friendlyengoneer
    ,
    A year too late.
  • ShadeDev said:
    However, it would have still had the largest problem...  Designing heroes for siege and survival makes both modes much less fun.
    why designing heroes for one mode MUST impact another mode? Can't you just release a separate game?
    sashimiak said:
    OMDU has a relatively small team and having siege and survival at the same time is like having to maintain two different games in one simultaneously. 
    then make two different games, sell two different games, and maintain two different games!
    I'd totally pay for siege if you would charge it for a price.
  • ShadeDev said:
    However, it would have still had the largest problem...  Designing heroes for siege and survival makes both modes much less fun.
    why designing heroes for one mode MUST impact another mode? Can't you just release a separate game?
    sashimiak said:
    OMDU has a relatively small team and having siege and survival at the same time is like having to maintain two different games in one simultaneously. 
    then make two different games, sell two different games, and maintain two different games!
    I'd totally pay for siege if you would charge it for a price.
    I think the biggest problem was that Robot didn't have the resources to maintain two different modes at once. Working on two games at once wouldn't fix that, quite the contrary. In fact, I'd wager that they hardly have the manpower to maintain OMDU at a regular F2P pace, so they should definitely not start working on another game in parallel. :p
  • TeckTeck Member
    ShadeDev said:
    However, it would have still had the largest problem...  Designing heroes for siege and survival makes both modes much less fun.
    why designing heroes for one mode MUST impact another mode? Can't you just release a separate game?
    sashimiak said:
    OMDU has a relatively small team and having siege and survival at the same time is like having to maintain two different games in one simultaneously. 
    then make two different games, sell two different games, and maintain two different games!
    I'd totally pay for siege if you would charge it for a price.
    I think the biggest problem was that Robot didn't have the resources to maintain two different modes at once. Working on two games at once wouldn't fix that, quite the contrary. In fact, I'd wager that they hardly have the manpower to maintain OMDU at a regular F2P pace, so they should definitely not start working on another game in parallel. :p
    You know I keep seeing mentions that content releases are too slow for OMDU, but I played Smite, Crossout, and a few other F2P games and to me it seems that OMDU has the shortest time gaps between content releases in my experiences.  Are these comments based off some specific examples I'm not aware of?
  • TimeMasterTimeMaster Member, Early Access
    Teck said:

    You know I keep seeing mentions that content releases are too slow for OMDU, but I played Smite, Crossout, and a few other F2P games and to me it seems that OMDU has the shortest time gaps between content releases in my experiences.  Are these comments based off some specific examples I'm not aware of?
    I haven't seen many games that release substantial updates in shorter time gaps. I played a lot of MMOs, both B2P and F2P and although it's true most had a lot of hotfixes or adjustments weekly or biweekly, they also had a bigger gap on releasing new content.

    I guess there is always examples of shorter and more content updates on games with huge playerbase or big companies behind it, like OW, Paladins, PoE or Fortnite.

    Problem seems to be that the patches take a lot of effort to do, patching isn't great because it always makes you download a huge chunk of the game even if it's just some small adjustment/hotfix. And as always, I suppose those hotfix/bugfixes take resources used from not being used on new content. 

    Anyhow, ~monthly update with always quite a few bugfixes and some content isn't bad at all compared to many games. 
  • AxonyAxony Member
    Teck said:
    You know I keep seeing mentions that content releases are too slow for OMDU, but I played Smite, Crossout, and a few other F2P games and to me it seems that OMDU has the shortest time gaps between content releases in my experiences.  Are these comments based off some specific examples I'm not aware of?
    shortest gap? 
    Just to inform you about the hero releases

    Zoey released 2014
    the next new hero (not talking about a bit reworked ones) was Deadeye in 2017.

    Disclaimer: i do not include reworked heroes like Bionka for example because they are nearly the same as their alpha version except the minion interaction

    Those are 3 years between hero releases.
    And it will clearly have a big gap after Yi-Lin again because Yi-Lin and Deadeye are developed by Tencent.
  • Axony said:
    Those are 3 years between hero releases.
    And it will clearly have a big gap after Yi-Lin again because Yi-Lin and Deadeye are developed by Tencent.
    Nope they are designed and created by robot. Tencent just organises the chinese server and events.

    They got them first because of separate reasons. (Tencent has bought shares in robot).
  • sashimiaksashimiak Member, Moderator, Robot Entertainment
    DaTeddyBear is correct. All of the content is developed solely by Robot (the developer). Publishers (like Tencent) can release content at their own discretion, and Tencent chose to release some content like Deadeye and Yi-Lin sooner.
    German Community Manager
  • AxonyAxony Member
    so this means robot has holding back with content that was already finished and ready to release?
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