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RLpacifist

Kickstarter Deluxe Rifleman Founder
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RLpacifist last won the day on October 31

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About RLpacifist

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  • Birthday 12/18/1984

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  1. RLpacifist

    Bulkhead Interactive Update

    Actually, I didn't see this coming and somehow suspected Bulkhead might be considering to be more open again, rather than going the exact opposite direction. With Square Enix aboard they aren't all that independent in decision making anymore, I guess. I share Excel's frustration to some extend, as indeed they envisioned an active involvement of the community and had high emphasis on transparency about development and even the business part of things. Now this is yet another shift to be added to the list and I also don't see myself playing the game in its current state anymore, as I was really hoping for at least some improvements, like lobby for arcade match making, to carry us over to full release. Sure, from a business point of view it makes perfect sense for Bulkhead shutting it down at this point for various reasons. Somehow, though, this happens to be the most disturbing thing about this decision on some other level for me personally. Anyway, I'll just wait for full release and draw my conclusions then.
  2. RLpacifist

    no more update?

    Exactly. We all got to wait for full release.
  3. RLpacifist

    Major Update 3

    The approach of staying quiet when there's nothing to say makes sense, to begin with. Especially when you want waters to calm down after a stormy EA release. However, at this point it seems the complete silence starts to become rather adding to the negative look of the situation. Consider there's still quite a road ahead until we hit full release and the internet a) is impatient as fuck and b) needs to be 'teased' constantly in order to maintain interest in something. As a starter it would be nice to have the Steam Announcements, which are always very well put together in my opinion, posted across all communication platforms (this forum, reddit, twitter), or at least link them there for convenient access. Additionally there could be some more in between posts, preferably when internal milestones are met, not necessarily on a regular schedule, which provide an idea where development stands and what might have changed from the current live build. Keeping things more one-way though, that is, not starting design discussions, but letting people (passively) be part of what's going on behind the doors. I still believe there's no point in banging the big marketing drum before full release and the game being polished, leaving little to no issues for people to grow mad over. I'm afraid the bashing against the game on release day will be inevitably and the best way to come out clean is the majority concluding that the final product is good, so the trolls run dry on bystanders quickly and we can focus on actually playing the game and pushing things forward as a community. ;)
  4. RLpacifist

    Update on progress please

    Well, you can read what they are working on here and yes, that's pretty much about it at the moment. However, nothing has changed really since two months ago. EA launch was quite a stunt and sure they are not going to let this happen again. Hence, no publicity before the game is ready. No time wasted on fooling around with social media. Focus set strictly on development. At least that's how I understand the situation. Maybe I'm naive, but I don't expect hearing much from BH until release day is closing in and frankly, I'm fine with that.
  5. RLpacifist

    Ah well!

    The concurrent players haven't dropped below 100 and averaged somewhere around 250 since MU2 launch. Yes, public community servers aren't that busy currently, however, you easily find a game on Arcade and Wartide. You may want to give those a try.
  6. RLpacifist

    Games not yet dead guys.. Let's talk about it!

    I fully agree with you on this actually. When it comes to bug-hunting, then the more the better, regardless skill level. However, I was talking about gameplay and balance, which isn't a matter of breaking the game but mastering it to its highest levels possible and getting the full range, including the meta of a game, which more often than not is an unknown part to people playing casually exclusively. From my experience, as long as someone plays on a rather mediocre and lower level of skill, just to have fun really, they won't ever push things to the edge and get to a point where those tiny bits start making a difference. I have been playing a game for years mostly casually, doing about OK in pubs, but eventually started to take things more seriously. Today there's a lot of gameplay features I have quite a different opinion about and there are important aspects I haven't even spent a single thought on back then. Anyway, I'm not saying its all nice and sunshine. I'm also somewhat worried whether or not Bulkhead will manage to recover from that disastrous first impression. I also wonder if it really needs LANs at this stage. However, as I personally have nothing to lose, I chose to look at things a little more optimistic and finally, with MU2 being launched, enjoying the game for what it is. Time will tell. Why brood on unlaid eggs?
  7. RLpacifist

    Games not yet dead guys.. Let's talk about it!

    Well, I'm not sure about that. Not anymore, that is. Picture this, you want to build a competitive shooter and you are to gather input on gameplay and balance issues. The motivation for casual players to deal with bugs/crashes and whatnot most likely is way lower, if at all existing, than from the more invested, that is competitive players, to begin with. Even if that wasn't the case, all the casuals on earth won't be able to provide the feedback you need in order to tweak things fitting for competitive play, because they simply play the game in quite a different way on quite a different level of skill. Afer all, the game is still under development and we're about 6 months from release and the marketing campaign to kick off. Therefore, focusing on the competitive die-hards now, when it comes to set the very foundations for gameplay, doesn't sound all too wrong in my ears. Mind you, this game isn't exactly reaching out for those walk-by players, who just want to blow away an hour or two every once in a while. Those are most likely bound to COD anyway and the kind of features those players ask for is exactly what has been killing fps games and ultimately lead to what COD has become today. Hope so, too!
  8. RLpacifist

    Games not yet dead guys.. Let's talk about it!

    The update is a huge step in the right direction. The game is performing very stable, the gameplay feels a lot smoother and fluid, maps received some good overhauls. All in all, a great job done there, in my opinion. Finally, it's become a game I can happily play on a regular basis without serious crashes or getting frustrated. The casual side will receive attention with MU3. Therefore I guess, it is not the right time to push casuals back into the game yet.
  9. RLpacifist

    July Update

    Battalion Steam page announcements Battalion 1944 on Reddit
  10. RLpacifist

    Games not yet dead guys.. Let's talk about it!

    Why and how do you know there's no coming back possible? It's not going to be an easy task, though, that doesn't necessarily make it an impossible one. What is your expertise in this regard, what are the references you base that on? Or maybe, do you have a crystal ball telling you the future? Seriously, back up such general statements please, as you are obliged to explain yourself as anyone else is. I'm sick and tired of this BS... I'd agree that the way of dealing with troublesome ongoings in the public wasn't exactly how I expect professionals to handle things, to begin with. I wouldn't agree to call it 'arrogant', though. But then, I'm so far away from so-called social media I don't really understand how this kind of customer relations are supposed to work these days. By the end of the day, I rather witness an honest meltdown with lots of anger thrown at me in an act of emotional cleansing, than swallowing those staged excuses of oh so costumer-friendly triple-A-cooperations. Anyway, what really is the point you are trying to make here? I have to agree to some extent, as I too find myself scratching my head in disbelief when yet another event is being announced, while the game is still under construction. I'm not sure how much resources Bulkhead really spends on this stuff, as this seems to be your underlying concern here I guess, but it looks like there is an interest by hosts and teams to organize and take part in such events and the bulk of the work is carried by those third-party people. At least I hope so. The point is, do you really want Bulkhead rejecting this interest in the game, telling those enthusiasts they have to wait another 2-3 years before they can grow the competitive scene, which basically these people are already right now? Again, I somewhat agree it's sort of building the roof first, but maybe it is not that easy of a case. Staying with that picture, this house they are trying to build is a competitive shooter and 'competition' probably is the grout that house has to be built with and sure you can not add this later on. Therefore, as much as I share the skepticism regarding their engagement towards LANs, I am not convinced it is indeed working against the goal of making the game a success. Yes, whoever builds a house, cannot start building the roof. However, as I tried to point out in the upper paragraph, maybe this is not even a case of a roof-first-attempt, to begin with. Additionally, you imply both companies could do equally well by basically ignoring the competitive potential of one of their games for 2 - 3 years after release. Well, I would say it is more of a risky approach for a smaller entity like Bulkhead, which is dependent almost exclusively on that one game, while having less capital to carry them over that time, compared to a well-established studio with several well-established IPs, which allow for cross-financing and keep the business a-running in the meantime. Look, I believe we got to give some extra patience and some extra goodwill to indie companies these days, as the big players don't give a hoot about the niche-customers anymore. Everybody is bound to make mistakes and nobody who is responsible for running a company is obliged to take advice from faceless randoms on the internet, like you or me. If you don't trust their intentions and abilities and rather stay away for now, OK, that's fine. There've been more than enough shitty scams going on in the indie scene, so I won't blame anyone being pissed right now. However, when putting some more effort into researching the studio and keeping up with the current development than spreading assumptions and accusations, maybe you'll get more out of it in the end.
  11. RLpacifist

    Battalion has Crashed error

    @everestt, @abdalkadir, @oldman, @Maxou, @Kreator I have lot's of issues with the current live-build as well and have been experiencing crashes on all possible occasions during the game, while the whole thing didn't perform all too smooth in general, to begin with. Bulkhead does know and of course, care about this. Mind you, the studio still is rather small and this game is in EA and not a finished product, therefore technical issues are to be expected: Bad news: There's no hotfix on those issues currently, so you got to be a little more patient. Good news. MU2 (major update 2, launch 12th July) will fix a lot, maybe even all, of the issues causing the game to crash like that and the game will perform much smoother. I played the current beta-build during the public test which took place last weekend and experienced no such errors anymore.
  12. RLpacifist

    Games not yet dead guys.. Let's talk about it!

    Well, I'm not sure if the majority really is asking Bulkhead to get rid of strafe-jumping and jump-/dropshooting altogether, but rather wants those features' effectiveness to be toned down a fair bit and things to be balanced out better, in order to make less 'erratic' playstyles more viable. In fact, this is being discussed and worked on at Bulkhead, obviously (steam announcements). Actually, the game has been advertised to be a pretty arcade-ish, COD4 PROMOD alike shooter ever since that first official gameplay-reveal, at the latest. I trouble to understand how people, unless backers (Kickstarter/HumbleBundle) of course, who bought into on or even after EA-release could still have expected a COD1/COD2-vanilla experience by that time. (Sidenote: COD1 has never even been mentioned during the entire Kickstarter campaign.) Don't get me wrong, the game has been in a terrible state on EA-launch and nobody is going to deny that, so most of the critique makes perfect sense. However, there's quite some harsh feedback to be found on the internet, where people keep pointing at the Kickstarter campaign and comparing it to what the game has turned into now. Yeah, I understand the line of thought, but frankly, this really only is a valid argument for initial backers, who joined prior to the first gameplay being released, as the information given/the plans explained two years ago indeed allowed for different expectations (buzzword: authenticity). Anyway, we've been through this shift on the development back a year ago already, so yeah, ... Sorry, but you're a little late to the show. However, I managed to spend an hour or two on the latest beta-build, this weekend and regarding stability the game has improved massively and I, as anyone else, wished it would have been like this on day one. The game performed smoothly all the way through, even on my not-so-high-end pc. I can't really judge on the gameplay from that little time played, but we'll see when MU2 launches. Anyway, that EA-launch apparently has hurt the game's and the studio's reputation greatly. Sure they will have to take some extra spins on the marketing wheel covering up for that damage. To be honest, as of now I wouldn't put a bet on this working out or not. Though, I still keep my hope considering there's still no actual alternative in sight (arcade-ish, fast-paced, competitive, no nonsense-shooter anyone?) and if games died from negative internet comments PUBG would have been buried a thousand times already. I mean, why not be a little optimistic for a change.
  13. RLpacifist

    Games not yet dead guys.. Let's talk about it!

    You can count me out of that number, thanks. It's not like 16k people have gone for those particular reasons that you believe are the issues. Absolutely. However, that's not going to happen overnight and that's what Zane is trying to get across to you. Give it time, be patient. Repeatedly coming in here and typing down the same complaint over and over again is not going to help Bulkhead get issues fixed faster.
  14. RLpacifist

    Games not yet dead guys.. Let's talk about it!

    I do share the disappointment about the game's current state and fully understand the frustration going with that. However, I do not agree that this is the end of Battalion, let alone Bulkhead may even have run off with our money and are gone for good all together. Seriously, get real and give them a break. I mean, we are talking about a small studio, taking their first chance on quite an ambitioned multiplayer title. I'm not saying we're obliged to swallow all the mistakes because of that, however, a troublesome development was to be expected, to begin with. I stumbled across this youtube video, taped on EGX Rezzed April 15th this year, in which Bulkhead's lead coder is explaining what went wrong from a technical point of view, especially how limited they are on resources for proper internal testing. Basically, he is publicly admitting they fucked up and explaining how and why, but even more important, he presents what they already have done and are doing in order to prevent things from going that wrong again in the future: Youtube: Battalion 1944: The Importance Of Testing From Day 1 - EGX Rezzed 2018 Sure, this video tells nothing about gameplay decisions and so on and it probably seems mostly irrelevant to a lot of people around here. However, to me, it serves quite well to demonstrate how Bulkhead is, in fact, a professional company pulling their shit together, still working hard building Battalion 1944. Why else would someone step out into the public and share his mistakes, rather than simply go low profile? Personally, I've still got my hopes up and I'm genuinely curious what they will come up with in the Summer Update.
  15. RLpacifist

    Games not yet dead guys.. Let's talk about it!

    @Zane, I'm afraid you're missing the point here. I'm not trying to explain why the game may be no fun to play for the general public. Again, I only tried figuring out, why it doesn't make me want to play it anymore after only about 20 hours played total. That's since Alpha 5. Mind you, my feedback on the game after the first time ever playing it was "not exactly blowing me away" and I couldn't play at all for the last 3 weeks and there's quite some stuff being changed in the meantime, like maps' layouts. Questioning my honesty here is pretty presumptuous, to put it mildly. Look, it is not like a conscious decision to make when you quit a game in disgust literally saying out loud "I don't need this". That's what happened, believe it or not. The big question I'm trying to answer myself is, what made it happen because I'm the last person who would have expected myself being put off like that. Besides, you singling out that one game mechanic and throwing COD4PROMOD!!! as the universal argument at me is why I don't see a ground for healthy discussing this kind of stuff at the moment. Considering a mechanic that always slows you down, that is, interrupting your movement, while reloading (not only when you wish to cancel a badly timed reload, which in most skilled based games is supposed to leave you fragged and rightfully so) to be 'fluid', is beyond me. Sorry, but we either talk about good game design as open-minded as possible or just take the cheap road and die trying to clone COD best possible. I'm not in for the latter one obviously. Though, just to give you an idea how things could be if people would allow themselves to look a little further than COD. In CS:GO you can cancel out reloads by changing the weapon back and forth and you don't have to mess with your movement. Great, isn't it.
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