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I'm an FPS player through-and-through. I'm T500 in Overwatch. I've been top 150 in a Diabotical gamemode. I have multiple top 10s and top 20s in Kovaak's. I have a good understanding of how to make a game appealing purely from an esports perspective. Hyperscape had that potential on day 1. I was raving about the game to all of my friends who're also involved in esports. They loved the game too. But, as people started leaving the game, and as the balancing of the game started getting screw, it all of a sudden started to feel much, much worse to play. I haven't played since last patch, and that's because I didn't get a single lobby with more than 30 people in it. This game is dying, at least on PC, but there are definitely ways to salvage what's left.

Suggestion 1: Add a non-BR gamemode.This one speaks for itself. BRs aren't as hot as the used to be, and even if you have a really good game, people aren't gonna play it because it's just another dime-a-dozen BR. If this game had different gamemodes, like a capture-the-flag mode, or a king of the hill mode, it would set this game apart. If you could choose your loadout fully (max lvl guns, max lvl abilities), and if each side of the map was mirrored, this game would be viable as an esport. It would have the teamplay elements of a game like R6, the mechanical skill ceiling of a game like Quake, and the ability-tracking/prefight planning skill ceiling of a game like Overwatch. I guarantee that this game would gain popularity if this were the case. If this does end up happening, the maps need to have large amounts of verticality, because the vertical movement is what makes this game feel so special. EDIT: Maybe a gamemode like Macguffin from Diabotical would be better than a standard CTF gamemode. There's only 1 "flag", and you have to bring it back to base and defend it from the other team. You only either attacking or defending at any given point, unlike with a traditional CTF.

Suggestion 2: Release this game on Steam.So, I'd imagine that the suggestions I made remind people of a certain game that's already out. Titanfall 2. Titanfall 2 had a similar issue with playerbase. When it was released on Steam, the playbase grew from less than 1000 to well over 13,000 at it's peak. Titanfall sustained over 8000 concurrent players during the first month it was on steam. It was put on Steam well after it was sort of abandoned. As far as I know, there isn't any new content for the game, since the devs moved to Apex. If Hyperscape moved to Steam, and if you guys kept up with the game in terms of adding new content, I think it could do extremely well.

Now, here are my suggestions from my area of expertise. Esports. Hyperscape is SO CLOSE to being a game that's viable as an esport. There are two main factors that hold it back.

1): RNG. You need to build your loadout throughout the course of the game. If you fight someone who has better stuff than you because they got luckier with their deploy, you're f*cked. Even I can't out 1v1 a dude who's anywhere near as mechanically skilled as I am with a max skybreaker and komodo when I have a lvl 2 harpy and a lvl 1 riot. If you guys implement non-br gamemodes that allow you to choose your loadout, this will eliminate the entire aspect of RNG. I do not want there to be no RNG in a BR gamemode. RNG is a fundamental necessity in all BRs. What I'm saying is more pertinent for my theoretical gamemode

2): EXTREMELY unforgiving gameplay. If I make a single mistake in this game, I have to wait at least another two minutes to get a chance at playing again. This makes improvement extremely difficult. I can't just keep going at it until I learn how to play what I'm playing like I can with Overwatch or Diabotical. Overwatch has 10 second respawn times. Diabotical has similarly short respawn times. Hyperscape has nearly two minute respawn times in solo games, since you have to go into an entirely new lobby, and if you're with a squad, it can take even longer. This makes the skill gap between people who are naturally good and people who aren't nearly insurmountable.

Take all of this however you want. I really love Hyperscape as a game, and I would f*cking hate to see it dead like it is now. Please listen to my post Ubisoft, and please save this insanely fun game. If you guys have any more questions, feel free to DM me, or just leave it in a reply to this post. I'll answer all questions as well as I can.

EDIT: Let me clarify. Hyperscape is the best BR I have ever played. The looting system is the most fair out of any BR that exists. What I'm trying to say is that Hyperscape would work extremely well as an objective-based FPS. The movement, the pacing, the weapons, and the abilities would work fantastically for a super fast team-based FPS. It would bring so many concepts never before used in an objective based shooter. Hyperscape is a fantastic BR, but it has the potential to be the best and fastest-paced team-based FPS out there.

EDIT 2: All ideas are stated in the context of either 5 or 6 person teams.

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over 3 years ago - /u/UbiMorning - Direct link

Hey! I appreciate you taking the time to share your thoughts on the current state of Hyper Scape. I absolutely adore these types of written out posts. It gives great detail that I can pass to the team with enough context on what you are trying to suggest :D

The team does agree that Hyper Scape does have potential to expand into non-BR modes, especially TDM and such. The team has done non-BR LTMs like Faction War. (which is coming back during Season 2!) The team is being cautious about how many active game modes they have available at once due to the smaller player count. Having too many modes will cause lobbies to not fill as often, which then turns players away. We will be sharing more details on our approach with LTMs with our upcoming patch notes on Monday.

I do agree that pushing the game to Steam or Epic could help the PC player base.

Implementing a mode that allows you to select your loadout would be fun! It would also allow players to test out loadouts on real people outside of the normal BR mode.

The team is certainly aware of the unforgiving gameplay loop and is working on iterating this. We will have more to share on this soon!