In the last patch I made some changes which I believe makes melee *a lot* more usable, namely: ability to stun up to 3 enemies in one hit, directional stuns, and directional dodge. I agree that there is a significant learning curve with the melee combat, and that it was incredibly hard to use against groups of zombies. Only once we have the core game working nicely will I then turn my attention on big new features and content. Generally speaking my aim is to first focus on the small improvements which make the biggest impact. This doesn't mean I'll be slacking off, it just means that I won't be making any promises unless I know for sure I can keep them. It would actually be possible to do that, but only by rushing and completely ignoring anything new that crops up as we go which would probably be a mistake. For example, I could probably promise to implement Outpost Attacks by the end of the month. I want to say that at this stage I am not planning to publish a proper roadmap, with exact timescales etc. In this post, I am going to write down what I feel are your main issues with the game, and then I post my thoughts on this, and how I am planning to solve or improve it. That is exactly what has happened, and I now have a much clearer picture of what exactly you guys would like to see. One of my main reasons for launching into Early Access was so that I would be able to get your feedback earlier, and using that go on to make a much better game. Essentially more people are playing in total, they just aren't playing 24/7 like they were in the first 3 days. The review score is better than I expected it to be this early on, and even though our peak concurrent players has dropped a bit since launch, the total number of people logging in each day (DAU) is actually going up over time. Perhaps not the mega hit some of us were hoping for, but it's definitely done well. Dead Frontier 2 was released into EA 12 days ago, and now that I've had some time to reflect and recover, I think it's safe to say that the game is a success so far.
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