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Hello everyone. For those of you that do not know me, my name is Skopezy (Danny) and I am a streamer on Twitch who began playing Hyper Scape as my main choice of game in early September. On my stream I can be known as a hot head and say lots of colorful and beautiful vocabulary but that is on my end, and in the heat of the moment. This post will be long, constructive, and I hope have a little bit for everyone. Recently I have uninstalled the game, but that does not mean I no longer remain hopeful and want to return. I have gathered all my thoughts and want to share them with you all. I will be breaking them up into sections. So lets get into it with a few disclaimers.

DISCLAIMERS:

  • This in no way shape or form is the correct answer or opinion. This is MY opinion and I do not claim it to be the right one. I encourage you all to have a civilized discussion with me.
  • There will be NO bashing of the devs, I have met many of them, they are amazing people who do care for their game and are very transparent. That being said, I will be extremely honest when it comes to decision making and quality that has come out of recent patches.
  • Contrary to the idea that's been going on in Reddit and gaming as a whole, sweats and casuals can INDEED co-exist. It has been done multiple times before, and can be done again.
  • I saw a comment on Reddit the other day stating "TTV in your name = Opinion is invalid". That is in fact the opposite. Everyone has a voice, everyone has a right to be heard, and if you are of this mindset, just get out, because your opinion is the one that does not matter.
  • This is coming from someone who has played at both a casual, and high level in Hyper Scape. As I stated, I started in early September, when many of the top players; Dannyyac, Invictus, Ahhreggi, etc. were stopping lobbies as well as my face. It was extremely challenging. I played to get better, grinded hours, and am confident that I have become one of the games current higher tier players.
  • Some of the issues I will talk about here, may very well be in the pipeline and I am unaware.

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GENRE FATIGUE

I want to get this one out of the way because it is out of control of the devs but is a contributing factor to why the game is struggling to grow, and has fallen off. Simple answer is genre fatigue. Battle Royale is far past the peak of popularity, and currently the main BR's have been established. Fortnite, Apex Legends, Call of Duty Warzone, and still PUBG. It is extraordinarily difficult to standout as a BR in today's gaming world, with many of the top ones listed above having, if we are being honest, extremely lucky situations that gained them close to overnight success. BR's are extremely played out, and remind me alot of the "Found Footage" genre in horror movies, where consumers let out a drawn out sigh followed by saying "another one?". This, coupled with Ubisoft's "meh" reputation over the years, would make it difficult to standout. Luckily, the game has excellent core mechanics that due allow it to stand out and can make an excellent arena shooter/BR Hybrid. With that being said and genre fatigue out of the way, its time to get into implemented patches.

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Team Deathmatch

To say I was disappointed in Team Deathmatch would be a understatement. Although I am very happy that the game mode is now in the game, the quality, balance, and overall thought put into it is where I have problems. I made some jokes on my last stream that it felt Team Deathmatch was made by a community modder, or made somewhere in Garry's Mod. I still stand by this statement. This is not the quality I expect from a AAA developer and it was very disappointing. Here is a list of reasons and concerns....

  • The level(s) of TDM are simply sliced out portions of the map, with no game design to represent the chaotic nature of a deathmatch. This feels worse than it actually is due to issues with spawning which I will cover below.
  • Upon death there is an obnoxious scoreboard that pops up into your face that can be extremely distracting. Hopefully will be fixed.
  • Although I agree that core mechanics of the game should be kept in, other mechanics such as looting and RNG should be GONE from TDM.
  • The warmup mode does not reflect where you will spawn once the match starts. You can warmup on one side, memorize where your favorite or preferred weapons are, and then spawn on the completely opposite side of the map. This effectively adds to the RNG of the looting, and you could very well spawn next to an ENEMY player who is standing next to a Komodo. Would much rather like to see players be able to build their own custom loadouts that can be used in TDM prior to match starting.
  • On that previous note, we should not be spawning next to enemy players. Makes the game feel more like a free for all. Would love to see team spawns on opposite sides of the map. This will allow for a brief moment of strategy, loadout selection (if looting stays), and push/pull type of gameplay before the chaos begins. After this initial start phase however, different more randomized spawns could be activated but set to where you are spawned away from enemy players as best as possible.
  • Fusions should work differently. Suggest fusions be utilized in two different ways. Either as kill streaks, so for each kill you go up one fusion level, and it is reset upon death. OR, fusion happens for ALL players in the match over the duration of the match. Fusion can turn any gun into an insanely strong weapon, and I quickly saw a trend of players hiding and camping weapon spawns until they max fused their riot or other weapons. This promotes passive play where you may not even see a specific player for a set amount of time while they camp their weapon spawn until they are max fusioned.

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GAME MODES

Currently there are too many game modes in rotation and too much to digest. The game does not have the player base, especially on PC to support and digest properly each of these game modes and it spreads the population extremely thin. Turbo, Floor is Lava, etc. are excellent game mode ideas, but I believe should stay in the pipeline, be further tuned, and then ran out when the player base is at a higher level. Currently with the game I feel there are TWO things that should be of key focus. Two core game modes, and a robust and well thought out training mode which I will cover next.

  • Would love to see the two current game modes be Team Death Match, and Crown Rush Duos (Ranked). 3 game modes with one of them being a revolving LTM is too much for the player base as of right now.

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TRAINING

Would love to see a rework of the training grounds. I highly recommend the developers get some of the top players in Hyper Scape to provide intel on certain things a revamped training room should implement. The newly added Free Roam mode will help with this as well. However, I currently feel unless you have someone that is in the "know" on how things work in Hyper Scape, there currently is not much in the game right now that even hints at the larger skill ceiling things you can accomplish. Training mode should implement stationary dummies, moving dummies, dummies that shoot at you to practice strafes, a few replica buildings where the tutorial can help you learn about building movement as well as how to properly execute slides and chaining slides for change of direction and speed. Would love to see obstacle courses set up as well where you can time yourself. Will help promote higher tier movement such as stair climbing.

  • In a nutshell, revamp the training system to better represent the skill ceiling in the game. This will inspire new players to practice and experiment, either in game, firing range, or free roam. We want players to feel they are always progressing and have a place where they can experiment and hone skills.

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BALANCE

Contrary to popular belief, the sweats are NOT trying to kill this game. We are simply asking for weapon balance that encourages skill and practice so that the time put in feels rewarding for the player. Splodes do have a place in this game, but the current state of them is not ideal. As for splodes, I actually feel the damage they do is perfectly fine as they are. Splodes go BOOM and should do very effective damage. There are a few simple issues that I feel would fix the splodes entirely. One being the spawn rate and prevalence of splodes, the fire rate of the komodo, no self damage inflicted by blindly exploding at your feet, and radius.

  • I believe splodes feel worse than they actually are simply because the loot pool currently highly favors splodes and dtaps. It makes splodes feel significantly worse because of how prevalent they are and how easy they are to run. The change I will suggest is drastic but I feel it would better balance out the loot pool and the feel of splodes. REMOVE splodes from floor loot entirely. Keep them exclusive to crates found in the world and in supply crate random event (more on that next)
  • Reduce fire rate of the Komodo. Weapon can feel extremely overwhelming and does enough damage per hit as is. Lowering fire rate will make it feel more counter able, but also encourage better shot placement with it if you can not simply spam it.
  • Splodes should do self inflicted damage. Splodes should be a powerful tool, especially when used in doors, however, there should be a consequence to blindly firing in all directions. Do not make self inflicted damage be a massive amount, but enough to feel like the player must better place their shots.
  • Nerf SLIGHTLY the damage radius of splodes. Currently it is slightly too large.

DTAP

  • Personally I would love to simply see this gun removed and replaced with a different weapon. When it comes to an auto aiming gun it only places on two ends of the spectrum. Either total meme, or viciously over powered, especially coupled with a player with excellent movement, or third parties.
  • Would like to either see a burst weapon OR a "spartan laser" type gun that has a charge up and laser pointer. This would still encourage shot placement and telegraph to the opponent that they are being targeted and will get severely punished with big damage if they elect to stay out in the open. DONT MAKE IT AUTO LOCK :P
  • If the D-tap stays, greatly increase lock on time (could increase damage to compensate for this) and utilize a sound that informs the opposing player they are being locked onto.

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Supply Crate Event

  • Remove supply crate event from crown cast and have it implemented at random times throughout the game (such as Fortnite's supply drop). The event is rarely voted for in Crown Cast and this would allow a place for splodes and other higher powered weapons to be looted. Will add value to the supply crates overall.

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Bullet Mag and AA

  • Both are currently too strong. Also, with better implemented training and practice modes, bullet mag should be less important if player skills increase.
  • Im not a controller player so I will not discuss what should or should not be done to it. However, I believe it is too strong after speaking to and playing against some of my controller peers.

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BUGS and Lethal Melee

  • I feel a large source of frustration is many of the bugs that are still present in the game since its infancy. Under the map glitch, floating guns, etc. Im sure many of these are in the pipeline but would love a state of the game announcement to encourage the community that these are looked at. Many of the bugs, especially the two mentioned above, can truly ruin the experience for the player. ESPECIALLY floating guns bug.
  • Lethal Melee is still in DIRE need of better communication to the player that the event is happening. The audio is not enough. Two solutions I have. Either have the sky turn blood red (would be really cool) along with an eerie sound accompanied, or have melee weapons glow to indicate event is in place. This has been a community request for awhile and I'm sad to see nothing be done yet. But I'm hopeful.

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Conclusion

Sweats and casuals can absolutely co-exist in this game. I feel the frustration shown from the sweat side of things has developed a popular take with the casuals that sweats are upset that they are getting killed by lesser skilled players now, getting a taste of their own medicine, and cant pub stomp quite as well, and that their solutions are killing the game.

I respectfully disagree. We are simply looking for rewarding game play. We want ALL players, to be rewarded for putting time in, and we also know the value and feeling that comes with improvement and success. Currently it seems with current weapon balance that lesser skilled players are being fed kills and potentially wins. This is not what we want, but that does not mean we don't want newer players to succeed. I hope that the game will get to a point that will be able to teach players how to play more effectively, instead of just assisting with acquiring kills. Regarding player retention, this is the best way to do things. If players see and feel their improvement, either it being one more extra kill a game, or a few more W's than before, that is what keeps them longer, their self evolution.

I did not touch on 15 second regen, cause I saw on the AMA that changes are coming to it.

Thank you guys for reading this post. I know it was long. Please keep convos constructive. Again, I dont have the right opinion. Its my own. I want to see everyone succeed in this game, within reason. I believe given the right tools, any player no matter how new, can improve and fall in love with the game like we all did when we first started off. I'm not saying they have to be sweats, but anyone is capable of getting JUST good enough to capture that crown and a few kills along the way!

"Give a player a kill and you'll keep him for a game; teach a player to kill and you'll see him in the next one. " - Ahhreggi

External link →
about 4 years ago - /u/UbiMorning - Direct link

Hey Skopezy! Before I get into the main part of your post, I just wanted to echo – Everyone does have a voice, and everyone does deserve the chance to be heard. We as the Hyper Scape team have a firm stance against toxicity and harassment of others, both at the dev team and others in the community. Just because someone may have TTV in their name does not give you the pass to dismiss their opinions outright and trash them just for the fact they have TTV in their name. This also applies to someone who may be more of the casual side of the community. Everyone is welcome and we are working towards making the experience better for everyone – sweats and casuals alike. Constructive discussions are key and encouraged when discussing suggestions – harassing and trolling is not. It’s also part of my team’s job to collect and organize feedback from everyone in a format that is easy to read, understand, and share with the rest of the dev team. (It seems some players don’t realize we have meetings with the core dev team to share our findings 😛 I don’t make huge word docs with links to your comments for nothing!)

Regarding your suggestions about TDM: A lot of it has been a common suggestion I’ve been gathering from the community! It’s important to remember that it is just a beta of the mode for a reason and is not the final version of TDM at all. Personally, I’d consider it a very baseline start and has lots of potential to be built up. 
Regarding the TDM maps, they are supposed to highlight specific portions of the map. I think slicing up portions of the map to help newer players to get familiar with the type of structures they may run through. I personally think there is potential to still apply familiar feelings of areas in Neo Arcadia, but maybe adding some adjustments. Did you have any specific ideas on what kinds of areas/objects could improve the chaotic nature of TDM?
I’ve already passed along a request about the scoreboard popping up once you die!
I’ve seen a few different suggestions to replace the looting mechanic within the TDM mode. As I mentioned earlier, we want the TDM mode to be used as an onboarding tool for players to get more practice with gunplay + hack options. Since looting and fusing are mechanics in the main game, the thought was to have this in the TDM as well to have that knowledge transfer over to the BR modes. Regardless, I’ve been taking notes of other suggestions like Adding custom load-outs, giving everyone a random starting weapon that you can upgrade/trade/loot, make dedicated loot spawns + make the weapons fully fused on pickup, make loot spawns randomize after you pick something up, or even a “killstreak” system that upgrades your weapons/hacks after x number of kills.
I’ve also passed along feedback about the current spawning system with instances where you spawn too close to other enemies. The purpose of the warmup mode is to give players something to do while waiting for everyone in the lobby to load in, considering it was a big part of the feedback we got from players regarding matchmaking in the BR mode. With the current looting system, this does give you the option to pre-scout out loot. Although, spawning into the actual mode on the opposite side of where you just were can be a bit disorientating. I think if you were to spawn in warmup around where you would actually be spawning would alleviate part of this. 

Regarding the current game modes: This has been something the team is opening a bit more in terms of variety. With the addition of Solos becoming part of the permanent roster of modes, this means there would be three modes max. Previously, the two modes that we would offer were some variant of the BR formula. With the addition of TDM, the team would like to at least keep TDM and Solos around currently, plus an additional third mode (in this case, ranked Duos to see how it performs compared to ranked Squads). Solos has been consistently popular throughout the previous weeks on top of the consistent feedback to keep Solos made keeping Solos around make sense. TDM offers a break from the BR formula and Solos offers the BR formula for players who dislike playing in groups/prefer playing solos (like myself). Regardless, the team will be monitoring the effect of having three different modes to see if this may need to be re-evaluated.
You know that I know it’s currently a bit of a struggle for PC, which has been our smallest player base. However, there are things in the pipeline to hopefully help that (such as the announced release to another launcher) very soon.

Regarding the training ground: As mentioned in the Lab posts, we have a whole cell of developers dedicated to the onboarding process of the game, which includes initiatives likes Arcadium and the training mode. Arcadium has moving drones and bots all around the map. Arcadium has the whole map for players to practice movement. I do think adding a tutorial/prompt to explain some specifics about sliding could be added to a part of the map, much like an obstacle course.  Bots that shoot back would also be a neat mechanic to add. As we mentioned before, this is really only the first iteration of Arcadium and the Arcadium team is eagerly awaiting suggestions for things to add. Will def take note!

Balancing: Thomas had mentioned that the Komodo is being looked at for adjustments for the upcoming balancing changes. Additionally, from yesterday’s AMA:

Our primary goal is to ensure the pool of weapons in the game has a wide diversity. By diversity, we mean a range of popularity and efficiency for the weapons, and to make sure everything is fair. We need some time to see the effects of all the changes that came in this week's patch. Once we've determined what needs changing we'll have a balance patch soon after, probably by the end of next week.

Re the D-Tap:

We know the D-Tap is polarizing, and it can feel a bit oppressive when you're targeted by it. We're looking at how to make it less intense while still keeping it viable.

From my notes, the main pain point seems to be the lock on time being too quick, which I think is what Thomas was trying to explain in his AMA answer. Additionally about balancing changes, the team mentioned during the AMA they are working to improve transparency around balancing decisions. I think a lot of players suffer from “tunnel vision” of what they experience and forget to look at the community as a whole. 

About the Supply Crate Event: I’m not actually sure if it is literally the least voted for event, but I understand it’s not anyone’s first choice. The idea of it being a random event that can occur in the game is an interesting take. I’d like to see more thoughts on this from other players!

Regarding Bullet Magnetism and AA: I’ve been tracking discussions both about KBM and Controller. The key part of this discussion I would like players to understand is we need specifics about it in order to understand what you guys think should be changed. However, I know this can be difficult to do without properly understanding the system in the first place. I just wanted to add the team would like to put together a resource to shed more light on how it works on both KBM and controller, but since the systems are getting refactored/still being adjusted, the team would like to wait until things have settled down before doing a write up. I’ve been collecting clips to help demonstrate periods of frustration for the team to investigate. 

About bugs: I implore everyone to keep tabs on the Bug Reporter tool! The bug reports are updated constantly regarding ongoing and known issues. This is the optimal place to check on issues, and we reactively share links to specific bug reports on posts asking about it. For the ones you specifically mentioned:

Feedback about Lethal Melee not being so obvious, on top of the other events, has definitely been noted. I like the suggestion about making your melee weapons glow. I think this is an issue that is verbally talked about on streams but not nearly as often on our other channels.

As always, I appreciate you taking the time to share your thoughts, especially in a very detailed format! I know you and a lot of the other sweats genuinely adore the game and want nothing more than to see it prosper. 

about 4 years ago - /u/UbiMorning - Direct link

Originally posted by Yogable

i think you've got a good point, shotguns need another buff.

i support this thread

i cri