As an old school Tribes 1 fan I am super excited to see the IP still going on. I had a love hate relationship with Ascend, as I think many people did. The gameplay and physics were amazing but was kind of killed by the microtransactions. Here's my two cents... If you want to have a truly spectacular game that will live a REALLY long lifetime... you GOTTA add a map builder and the ability to host custom servers with mods (just like T1). The community will literally build such amazing things to keep the game fresh for a LONG time with no additional cost to the dev team. And, if you really want a way to boost monetization... charge for private servers for those who do not want to go through the hassle of hosting their own server. Heck, you can even keep a store around for fun skins and other cosmetic things, just don't put main mechanics behind it.
You're spot on about the skill ceiling and room for mistakes to be made to continue the flow of movement and firefighting. I'm a huge veteran of FPS, especially movement based ones, and I found myself frustrated by how often I was grounded by a bad landing or a lack of boost for what seems like a fine maneuver. It's okay for the skill ceiling to exist, but it seems too hard to reach at the current balance
I love how you have the ability to put your thoughts into words that are easy to understand. Beutiful :D 100% agree on your concerns about core gameplay vs. us trying to balance the game on a more surface level.
You are pretty spot on here. While its cool that they take feedback and the releases are coming fast and do change stuff up, I think mentally and design wise put too much cart before the horse. We are seeing way too many prescriptive design decisions around game types, map design, class balance, etc and all that happened before players got to see it at all.
For context, I played T:A pretty casually as a teenager but enjoyed it a lot, but would consider myself fairly "new" That said, I was able to play this weekend for a few hours and definitely felt what you said about getting stuck on the ground. Once I figured out how to _not_ do that, I _also_ found myself more or less avoiding the combat entirely just to maintain speed, and if I ever fucked up I found the most success just recalling and starting over which felt a bit jank to me. All that to say, I hope the devs see this video and listen to your feedback
I agree with this, I thought that flying around and just trying to land drive by shots was the meta as a medium while hoping you end up in a decent position to escort flag capper or cutoff enemy capper,
As someone who could consider myself a part of the "disciplined tribes players", who did not feel limited by the movement changes or map design in this playtest, your input here is very enlightening. Starting point for future discussion about core design should really be at the "bottom" (entry-level play) and not the top. Thanks for putting in the effort Greth
This is exactly right. Popular games attract try-hards who go on to build their teams, leagues, esports, etc. Games that attempt to appeal to pro players while leaving normies in the dust die unheard of. In tribes' case, especially t1 and to some degree t2, never tried to design or balance for pro gameplay. T3's focus of 5v5 ctf with matchmaked gameplay is wild to me, because i cannot imagine a world where 20% of the player base becomes decent cappers, another 20% becomes good chasers, etc.
February is too soon for a release. the game is good and I have new friends that enjoyed the dueling aspect. it needs more jet pack, heavy nerfing, skiing is almost too easy. Tribes was one of the hardest games to be good at, and that shouldnt change, unless you want to appeal to the masses, which looks like how its going.
Yeah there's no need to limit speed by hard coding anything in, like ya said, put some terrain in their way to slow em down. They keep trying to force a certain style of gameplay and I think ppl are going to tire of it quickly.
Can we get get some thoughts on midair 2 ? im fairly new to the community and would like to know the strengh of each, was surprised that it wasnt covered by a veteran of the game like you
I personally have a difficult experience with MA, with its confusing development and tiny maps that aren't quite my preference. I'm willing to make small maps work, if that means getting another tribes. But it is a shame it has to stay that way. MA is 'LT' lights only, and is a condensation of tribes down to chasing and capping. Which is high skill and can be a wonderful competitive game, but not what builds a community.
I reckon they should be testing the gameplay on recreations of old classic maps. the scale seems a bit off? edit: also not a fan of the hard map boundaries. previous versions were more elegant
Can't really say what feels wrong beyond jetpacks being weak and heavies feeling too fast for their size. All I know is that back when T:A showed up in 2011 it made me drop BF3 for it. Now I couldn't bother to play more than a couple of hours of Tribes 3 because it just feels meh.
Same. With all the problems T:A supposedly had, I LOVED that game so much and would spend countless hours each day, usually defending the flag as a chaser, or blowing up generators as a Juggernaut. I did thoroughly enjoy medium game play as well, getting in duels with the Assault Rifle and Frag Grenades... and of course Discs (honor fusors) flying everywhere.
A lot of things that had me angry for a long time. It was abandoned because it didn't meet expectations, but that was mostly because of mismanagement. But even with its flaws it had potential, but as I said in the video, that was cut short and we were left with a half finished mess.
Feel like im flying around the map doing struggle skii, while watching people WALK around in a tribes game. Something seems wrong for sure, i have less faith in this project than ksp2.
Starsiege tribes 1 have differend graphics. This graphics design is fine for other games... but not for tribes. I saw several footage... this game better do not focus on achievements. Disc splash looks awful somehow.
As an old school Tribes 1 fan I am super excited to see the IP still going on. I had a love hate relationship with Ascend, as I think many people did. The gameplay and physics were amazing but was kind of killed by the microtransactions. Here's my two cents... If you want to have a truly spectacular game that will live a REALLY long lifetime... you GOTTA add a map builder and the ability to host custom servers with mods (just like T1). The community will literally build such amazing things to keep the game fresh for a LONG time with no additional cost to the dev team. And, if you really want a way to boost monetization... charge for private servers for those who do not want to go through the hassle of hosting their own server. Heck, you can even keep a store around for fun skins and other cosmetic things, just don't put main mechanics behind it.
You're spot on about the skill ceiling and room for mistakes to be made to continue the flow of movement and firefighting. I'm a huge veteran of FPS, especially movement based ones, and I found myself frustrated by how often I was grounded by a bad landing or a lack of boost for what seems like a fine maneuver. It's okay for the skill ceiling to exist, but it seems too hard to reach at the current balance
I love how you have the ability to put your thoughts into words that are easy to understand. Beutiful :D
100% agree on your concerns about core gameplay vs. us trying to balance the game on a more surface level.
Man I haven’t come into contact with ‘Tribes’ since I was 9 years old. I got some or other ‘Tribes’ game on my ps2 but never played it. Neat
Can remember playing CTF on some base building mod against KOA members back when I was I kid😥
I hope the devs see this and take the feedback and work on it.
You are pretty spot on here. While its cool that they take feedback and the releases are coming fast and do change stuff up, I think mentally and design wise put too much cart before the horse. We are seeing way too many prescriptive design decisions around game types, map design, class balance, etc and all that happened before players got to see it at all.
For context, I played T:A pretty casually as a teenager but enjoyed it a lot, but would consider myself fairly "new"
That said, I was able to play this weekend for a few hours and definitely felt what you said about getting stuck on the ground. Once I figured out how to _not_ do that, I _also_ found myself more or less avoiding the combat entirely just to maintain speed, and if I ever fucked up I found the most success just recalling and starting over which felt a bit jank to me.
All that to say, I hope the devs see this video and listen to your feedback
I agree with this, I thought that flying around and just trying to land drive by shots was the meta as a medium while hoping you end up in a decent position to escort flag capper or cutoff enemy capper,
As someone who could consider myself a part of the "disciplined tribes players", who did not feel limited by the movement changes or map design in this playtest, your input here is very enlightening. Starting point for future discussion about core design should really be at the "bottom" (entry-level play) and not the top. Thanks for putting in the effort Greth
Thus spoketh the king of flatulence
Flatulence where flatulence is due my friend
This is exactly right. Popular games attract try-hards who go on to build their teams, leagues, esports, etc. Games that attempt to appeal to pro players while leaving normies in the dust die unheard of. In tribes' case, especially t1 and to some degree t2, never tried to design or balance for pro gameplay. T3's focus of 5v5 ctf with matchmaked gameplay is wild to me, because i cannot imagine a world where 20% of the player base becomes decent cappers, another 20% becomes good chasers, etc.
I agree.. 3rd playtest wasn't fun. Gravity better but needed to give us more boost. Thanks for your great videos!
February is too soon for a release. the game is good and I have new friends that enjoyed the dueling aspect. it needs more jet pack, heavy nerfing, skiing is almost too easy. Tribes was one of the hardest games to be good at, and that shouldnt change, unless you want to appeal to the masses, which looks like how its going.
VGS!
Yeah there's no need to limit speed by hard coding anything in, like ya said, put some terrain in their way to slow em down. They keep trying to force a certain style of gameplay and I think ppl are going to tire of it quickly.
Can we get get some thoughts on midair 2 ? im fairly new to the community and would like to know the strengh of each, was surprised that it wasnt covered by a veteran of the game like you
I personally have a difficult experience with MA, with its confusing development and tiny maps that aren't quite my preference. I'm willing to make small maps work, if that means getting another tribes. But it is a shame it has to stay that way.
MA is 'LT' lights only, and is a condensation of tribes down to chasing and capping. Which is high skill and can be a wonderful competitive game, but not what builds a community.
@@AlsoGreth thx for the comprehensive answer !
I reckon they should be testing the gameplay on recreations of old classic maps. the scale seems a bit off?
edit: also not a fan of the hard map boundaries. previous versions were more elegant
Can't really say what feels wrong beyond jetpacks being weak and heavies feeling too fast for their size. All I know is that back when T:A showed up in 2011 it made me drop BF3 for it. Now I couldn't bother to play more than a couple of hours of Tribes 3 because it just feels meh.
Same. With all the problems T:A supposedly had, I LOVED that game so much and would spend countless hours each day, usually defending the flag as a chaser, or blowing up generators as a Juggernaut. I did thoroughly enjoy medium game play as well, getting in duels with the Assault Rifle and Frag Grenades... and of course Discs (honor fusors) flying everywhere.
I sent feedback in that they can’t just remake all the previous tribes ganes
make the core mechanics as fun and satisfying as possible (which can involve some challenge)
then competitive will naturally grow on top of that
how did Ascend die again? it was so popular.
A lot of things that had me angry for a long time. It was abandoned because it didn't meet expectations, but that was mostly because of mismanagement. But even with its flaws it had potential, but as I said in the video, that was cut short and we were left with a half finished mess.
Feel like im flying around the map doing struggle skii, while watching people WALK around in a tribes game. Something seems wrong for sure, i have less faith in this project than ksp2.
you look like gordon freeman
I’ll take that over asmon any day.
@@AlsoGreth you'd have to be bald, lanky, and -plague bearing- less hygienic for that
Starsiege tribes 1 have differend graphics.
This graphics design is fine for other games... but not for tribes.
I saw several footage... this game better do not focus on achievements.
Disc splash looks awful somehow.
T3 artstyle looks like a mix of T:A and Star Wars The Old Republic imo, and I also say it's not bad but just doesn't really fit