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Junior Member
My feedback for Hyperscape
Linked is my twit longer with some suggestions on how to improve the game. I appreciate the time you take to read the suggestions. [Copy Pasted]
Hello great game developers and balancing team.
I must say your game has been a great addition to the battle royale genre. The movement, the hacks, the guns all feel really great to use and play with. Though the meta for the technical preview was the Hex/Salvo I enjoyed the other guns as well. I know you've addressed the Hex getting a nerf; I just had a couple thoughts that may help with solving the issue as well as some other suggestions for the future. Take this with a grain of salt but I'm just someone who enjoys your game and wants it to succeed as much as your development team does. I preface this with the fact that I've went to the Art Institutes for my Bachelors in Video game programming from 2016 - 2018 before my college shut down due to lack of funding. I don't have all the knowledge of the industry but I get the jist of what you have to deal with on the back end of things. Here is the list of improvement/tweaks I had in mind to help balance the game to help carve a niche into the meta.
-Guns-
The Hex: I loved using this weapon, but I hated going against this weapon constantly. If you didn't find this gun off drop it felt like you couldn't compete and even if you did it was a 50/50 battle unless there was a teammate near. My suggestion is to add a slightly reduced rate of fire (ROF) coupled with an overheating mechanic around 50 - 60 bullets in that lasts 2 - 3 seconds. This will limit holding down of the left click/R2 button and bring the ttk down. Also a reduction to it's floor loot percentage should help with early game fights. I don't want the gun to become unusable but I don't want it to be in every players hands within a 5 block radius. I know you have your own ideas of what you want to do with this weapon this is just my suggestion.
The Salvo: I for one have never liked explosives in a BR setting *cough*Fortnite/Warzone*cough* but I know they have their own play styles and niche in the genre. For myself the best solution I can come up with is self inflicting damage. Not the full amount you can do to a player, but enough to not have you spam your feet and win a fight just because you're inside a building and fire recklessly. A 5-8 self imposed damage would not deter people from spamming their feet but would make it to where they have to think about their actions in close quarters. Also a 10% - 20% knock back reduction to the explosion would be nice. Getting pushed into a corner from explosions sucks especially with such small corridors inside buildings.
The Ripper: It is a great AR rifle that has a slow ROF but can't compete with the Hex as it stands now. Upping the ROF will give this gun new life in the game and warrant pick up over the Hex. Overall this gun feels really balanced as is, just an increase to the ROF in my opinion is needed.
-Hacks-
Armor: It's a great way to escape and a get out of jail free card when paired with the Invisible hack. My only suggestion is to put a damage cap on it over a full invincibility type hack. The Ball is a great example, but for Armor it should have more health compared to the Ball due to having no mobility other than jumping and running away. I would say 200-300 damage would be the sweet spot but testing would be needed to increase or decrease the amount.
Wall: As some have figured out, you can endlessly place walls to get up to the height cap which in turn gives someone ultimate height advantage when it comes to the Crown holder. My only suggestion is to put a timer on the wall. People who can get up extremely high is a skill gap they themselves worked at and shouldn't be punished for figuring it out. That being said a time limit of how long it is up seems reasonable. In my opinion 20-25 seconds seems long enough especially when it comes to end game fights.
-Controller/MnK-
L3/Left shift Sprint: I personally know people go through controllers like a hot knife through butter when having to constantly click their sticks. Luckily I have an Astro C40 where I can keep buying new sticks once one of mine dies, but most players have to buy a whole new controller. Having an auto run is such a great feature that helps keep people playing your game and also helps MnK users as well, giving their pinkies a break from having to constantly hold down that left shift. Anything that helps alleviate users from having to spend their money on a new controller always is a plus, also this gives them disposable income that instead of spending on that controller will more than likely spend it in game instead. Just a thought.
Weapon fire delay: I've noticed both on Mnk and Controller there is a firing delay when switching weapons where you have to some times left click/R2 again to make the weapon fire. I don't know if it is intentional or not but just wanted to point it out.
-Conclusion-
These are all my suggestions, not everything in here everyone will like but that's the difficulty in balancing a game. I hope some of this helps get the juices flowing in your minds. Thank you for taking the time out to read this. Much love, and here's to all the success in your future with this wonderful game