Oh no no no I need to clarify something here:
Rashid is an old player and a friend of everyone. He was the one who discovered the mount cancelled-basic attack chain, and he immediately called attention to it. He even played against a game dev and made sure to use the technique on them so they can be aware of it.
Don't soil his name, he does a lot for the community.
Posts made by Surrtan
RE: Buttercup single hit combo exploit
Oh no no no I need to clarify something here:
Create a match, Find a match, and lobby
In this post I would like to make a suggestion for an additional option in which one could search for a game.
I'm very sure that by now, everyone in the development team has heard the community's cry for custom games, and I'm speculating that perhaps there is a fear that the addition of customs will take a large amount of players away from the regular queue; leading to longer queue times and an unwanted experience for new players.
Therefore I'm suggesting this option of finding matches, that will still be welcoming and inviting to new players, just without the feeling of helplessness that the old players have, when they go on a 15 game streak of painful struggles because they have to solo carry their teams.
This, ladies and gentlemen; is the lobby of an old game called wolf team, and I'm using wolf team to help myself explain what I'm trying to say:
What we're looking at here, is a page with matches. Some are ongoing, some have just started, and some are still being made and looking for players.
We can also see information about the game; like mode, status (active or hasn't started yet) and map.
Once we choose a game, or decide to create a new game, we are taken to this page:
The left half shows the players, and the right half shows settings like mode, map etc. that the game host can control (but we're not even thaaat interested in this feature, just the left half with players).
There is also an option to invite players. Once clicked on, it will show you currently active (idle) players, that you can invite to join your game (of course people can also manually find your game in the lobby and join it)
Next to invite is a feature specifically for spectators, and this is very useful for tournaments and community events, since it enables spectators/casters/whatever, to not only stay in the room, but also interract with the players (before and after the game) using the chatbox bellow.
My point is not that we want these features to be copied and ripped off, (although I would not mind hahaha) but rather that we would reeeeeaaaally love it if the development could consider giving us such features. These features are amazing for a game like Bleeding Edge, and something like this will also provide a fix for the problem of players never being able to have a rematch, or keep playing with/against people that they are having a great time with.
So what do you think? I'm sure I'm not only speaking for myself when I say that features like these will make the community very happy, so I ask you to consider
Thank you for reading,
Community up(to)date by SultanCat
I got time, energy, and a lot of visits to official articles & streams to learn about the development of Bleeding Edge, and after listening to the interview with the senior character artist at Ninja Theory Bao "BaoPow" Vu, I thought that it might be a good idea to create a post in which I try to get us, the BE community, to understand the development team better.
This post is my compilation and analysis/Interpretation of answers that the development team have provided to frequently asked questions and demands about the game.
I hope that it will prove useful or at least insightful to some of you.
Who exactly are "THE DEVS" ?
First things 1st, it seems that many of us have a flawed understanding of what it means to be part of the dev team, and believe that any single one of the development team is an all powerful entity (in the realm of Bleeding Edge) and they have the power to give, take, and change anything in the game; because he or she IS A DEV!
And well, as much as I want that to be true, it is not really the case. While the team does communicate and hold meetings in which they give suggestions, advice, and discuss the requests of the community almost every day, the largest part of the very small team works on executing, modeling, and coding the game.
The fundamental designs and the directing of the game falls under the responsibility of the following 3:
Rahni Tucker, the creative director of the game.
Gerald Poon, the principal project designer, and the creator of all the 5 maps that the game had at launch
Andy Knowles, senior designer and the one who gave us the latest map Hydrocore.
Why am I telling you this? Because I don't want us to think that "the devs are not listening to us" and "the devs are not giving us ranked" etc. Truth is the devs really do read almost everything that we express on the official discord and on the forum.
So rest assured that the issue you politely complained about has been noted, and the team will get to it as soon as they can. Getting angry and upset with the devs will only be counter productive for both parties.
The development of the game is moving forward, and it's moving in a productive direction that prioritizes certain issues over others.
How does the plan currently look like?
Like we've been told before, the priority right now is the stability and optimization of the game. Yes, some issues have indeed remained since launch, and we are upset about that, but other problems have been removed on the other hand, and at the same time they're doing what they can to not prove lacking in terms of new content.
So we got Mekko on May 1st. Hydrocore and the huge batch of skins 3 weeks after, daily quests in the beginning of this month, and upcoming we got the reworked Makutu as well as the leaderboards. All while the priority is still the optimization and improvement of the state of the game.
So yea, meme-ing and joking is fun, and I'm sure the devs don't mind, but honestly, I think the devs have been, and are doing a great job that we appreciate.
Are the devs even planning to keep working on the game for years to come?
Very short answer: YES
Short answer: Yes, there is a development plan that is being followed AND they want to keep moving forward with the game even after the current goals have been met.
Extra hint: The devs read all the suggestions. ALL OF THEM.
Rahni Tucker, the creative director of the game has said in a stream On the 30th of April 1 day before the release of Mekko, that the implentation of a ranked mode is very high up on the priority list.
Does that mean soon? Lolnope, like I said the plan right now is to further optimize the game. Nobody wants ranked with double deaths and this MM that we're all frustrated with, and the devs understand that, so they're working on it.
What does the future have in store in terms of content?
I can tell you this: A lot.
This includes, but is not limited to: fighters, maps, features, and game modes. Gerald Poon, the principal project designer of the game is constantly and actively experimenting with new game modes and ideas.
Rahni Tucker has even talked about an idea of hoverboards having cool tricks that you could do.
So if you are interested in seeing not only new content being added, but the gameplay that we currently have; evolving to something greater, then the future has got you covered. Just stick around!
What about balancing & meta?
The dev team looks at both the community response, as well as analytics when it comes to fighters and kits.
What the creative director said that they actively want to avoid; is a knee jerk reaction to a fighter that the community has not fully understood yet, and not had enough time to think of a counter, but balancing is important to them, and should it prove to be necessary, they will step in, like they are doing with Makutu right now, but expect these balancing processes to be slow, even for our sake because we need time to adapt, learn and understand new fighters and concepts.
My own concerns:
Last but not least, I want to take a moment to voice a concern that I have for the game.
For the longest time, the QA team for the game were the devs themselves, and this was during the Alpha in 2019, and the beta in early 2020. Now not even the devs are play-testing the game. We saw them play-testing a feature once, before the implementation of the daily quests, but that was one time only, and I'm afraid a competitive game like Bleeding Edge needs a lot more than that.
So what are the plans for the future? Or rather, how is the testing being done right now?
I believe that I am not the only one who would like to know.
Now in case anybody has managed to read this far, then I would like to thank you from the bottom of my heart. It would mean very much to me to hear thoughts about things mentioned here, or corrections to things I was wrong about, or simply to know that someone read my article
RE: General feedback concerning community matters
Thank you for taking the time to read and respond! Yes I'm aware of the devs's admirable efforts and I appreciate them. I'm looking forward to seeing these efforts rewarded with great reception from the gaming community.
It's also worth pointing out that your fighter level and your personal level are indicators of time invested into playing but are not necessarily representative of your skill level at playing.
To be honest, this statement; as true as it might be, is a little irritating for me given the context in which it was mentioned. In my post I talked about levels, but that was because I deemed it slightly disrespectful to say good/bad players, but the skill level is indeed what I was trying to get at. I am unhappy with the way the matchmaking system groups me with a team consisting fully of new players who do not understand the game very well yet, and since casual unranked is the only mode the game currently offers, I do wish for more quality matches when I queue.
General feedback concerning community matters
After spending 500 hours on this game, I believe that it is time I give feedback; not for potential future players, but for the developers. Hopefully giving them an idea or 2 in the process. Here goes:
Bleeding Edge is easily, and by far my favorite game that I have ever played. The core of the game is so unique that there is nothing like it on the market, and the execution is as beautiful as one would expect from Ninja Theory who have a rich history with combat action games.
However, the fact that Ninja Theory is a lot more experienced in making single player games is visible in this game. While the design, the art, the combat and general gameplay is absolutely fantastic, the features that make out a multiplayer game are proving to be a challenge. But I'm willing to be patient as the devs get the hang of running a successful multiplayer game, and hopefully be able to provide useful feedback every now and then to help make that possible.
Since I said that the multiplayer features are proving to be a challenge for the game, please allow me to elaborate on that by mentioning the specific issues that I believe to be problems in need of fixing, or at least of being addressed:
Organizing the chaotic playerbase:
We, the players, understand very well that the community/playerbase is the most essential part of any multiplayer game, and there is nothing more that most of us want, than to see this community grow, but its current state is extremely chaotic to the point where I could say it's an internal war.
We don't know how large/tiny the playerbase is, therefore we don't know how to approach the game. We want a competitive ranked mode, but we fear it might break the game or be very impractical with the current player numbers.
We want to enjoy our normal, casual matches, but we're constantly suffering from the fact that brand new players are being placed with veteran level 100+ players. We don't know who or what to blame for that, but fact of the matter is, high level players wish for the integrity of their matches to be preserved. We welcome new players, but the situation is forcing us to despise comming across them, which is a dilemma that has been frustrating the dedicated old players for a long time now.
We're not seeing any marketing being done for the game, so we can't pardon there not being enough players to organize this chaotic playerbase into ranks/levels that will be satisfactory.
Fixing game breaking bugs that have existed since beta stage:
The developers have been hard at work to further optimize the game as well fix problems that the game has, and we really respect and appreciate all the effort. It is just that certain game ruining bugs have remained untouched (as far as we know), and every time we come across one of these bugs, we are very frustrated.
Some players speculate that the game is not receiving enough testing/quality assurance, or these issues wouldn't be allowed to exist. Which brings me to the following suggestion:
Why not create a small group of active/dedicated players, handpicked by you, the developers, and this group of players gets to communicate with you directly? To help bring issues to light more quickly and effectively, and deliver the opinions of the community to you filtered from all the unnecessary angry talk and spam that is very difficult to keep track of. I am sure that many of the dedicated players will be delighted to offer their help in this matter, as long as they get to communicate with the devs directly, and know that they are being heard.
To summarize the wall of text above into key points; we could say:
Make matches more fun for everyone, by improving the quality of the matchmaker. Matching level 1s with level 100s is not okay.
Pay closer attention to reports and bug complaints from the community, and hopefully eradicate them.
Create a small group of handpicked community members to make a more effective and productive dialogue between developers and players.
Thank you for reading