ShadeDev

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ShadeDev
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Member, Robot Entertainment, Early Access, Apprentice Founder, Featured Developer
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  • Re: Bring back Siege!

    Randre said:
    Hello ManceRader,

    The fundamental problem with siege was the skill gap. Siege had too many things going on at any one point and a single bad play would cost you the game. Most matches were decided by wave 2 and everything else was just delaying the inevitable. The skill ceiling in Siege was stupidly high and it was a mode where you HAD to work as a team to win. No single player could carry a match. That made running with random people painful and thus promoted teams. Who by the nature of being a pre-made team would stomp on all the random players. Which made people not want to queue random. Which in turn made people not want to play unless they had a team. But teams stopped playing if they always lost to the better pre-mades. Which reduced the number of players. So on and so on. 

    Short version: Siege was very unfriendly to new players. For someone trying to learn it was arduous.

    You could probably write an essay on why Siege failed. But I hope this short explanation helps (note all the above is my opinion and may not perfectly reflect reality).

    Thanks,
    Randre

    Interesting perspective. 

    I would argue that siege was more simplistic than most MOBAs on the market.

    The problems, as I saw it, were a little more complicated: 
    - The MOBA market is saturated.
    - Because it was similar to a MOBA. players tried to use their MOBA knowledge.  There was a lot of un-learning required.
    - Designing for Siege made Survival much less fun.   
    - Progression systems only applied to one mode.

    Smaller issues:
    - The maps were easy to get lost on. 
    - The trap building game and the minion selection game was not interesting enough. 
    - Escorting minions was difficult to make fun.
    - Lack of skillshots

    I personally never thought that the core game was too complicated.  As I said, you've got a lot competitors with significantly more events going on, item shops, last hitting, etc. 

    I'm just not convinced that there are any changes we could make to have fixed siege.  I fundamentally believe that players don't want another MOBA-like game right now.

    Does that mean that siege could have been converted into a completely different PvP game?  Yes, it could have.  However, it would have still had the largest problem...  Designing heroes for siege and survival makes both modes much less fun. 

    This largely explains why we removed Siege.  I miss it.  I found it very fun.  However, I do believe we made the right decision.

    It also explains why we added sabotage.  Many of the issues are resolved.  It's a more natural extension of survival.  That's not to say that sabotage doesn't have its own problems, but I believe it fits more strongly into the OMD franchise.

    I hope that helps.
  • Re: Sabotage - Comeback mechanics!

    As it stands, stronger consumables are more likely to appear in later waves.

    In addition, if you are losing, your chance to get get stronger consumables is increased.

    Lastly, if you own a bajillion of the same card, your chance to get that card does not increase.  It does not decrease your chance for you to get stronger cards.
  • Re: Debilitation Resonator - Increases all damage or only physical?

    Physical armor.
  • Re: Firelings attacking Barricades

    Yea, their damage is higher than the kamikaze kobolds it seems. Pretty annoying guys that don't even have a sound when spawning hehe
    Damage is the same as Kamikaze Kobolds.
  • Re: Release 1.05 for PS4 - August 22

    Is it expected that changes to the PC version will be coming to the ps4 version in the future?
    Yes.