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Squad Battle (AC) Participation Decline

rpmcmurphyrpmcmurphy Member EpicPosts: 3,502
Current top post on /r/starcitizen by Malagos about the decline of people playing Arena Commander and a discussion about why it's occuring/what CIG can do about it.

The 93% decline comes from the comparison of 2 patches.
Patch 2.6.1 existed for 40 days and 1500 people played AC for 1 hour or more
Patch 3.0(.1) has existed for 60 days and just 90 people played AC for 1 hour or more

For this patch, and even carrying over somewhat from 2.6.3, I've seen some strong disillusionment from people that used to love playing SC. Although there were some minor issues, the fundamentals were solid and players were able to still have a great time in AC.

Since then, combat and AC problems have been not only neglected but actively made worse. Although I commend CIG for getting out 3.0.1 to address a handful of issues, it wasn't enough to overcome the huge problems with the flight model, ESP, EMPs, and other basic mechanics. And it really sucks that instead of hearing us out, CIG gives us flippant replies.

I imagine players not focused on combat may not care, but I would consider dropping 93% of your playerbase within a year a clear sign that combat needs significant work and attention from CIG. For a game with well over 1M backers, it's jaw-dropping to see that only 90 of them have played at least an hour in Squad Battle, the best example of what SC combat has to offer. And remember that 2.6.1's only additional was regional servers -- 3.0.0's massive changes surely caught the attention of more backers. This is a problem.

More importantly, work on AC is not counterproductive to the PU -- to dial in combat and flight, AC needs to be made more like the PU so that it can be used as an accurate testing ground.


  • BabuinixBabuinix Member EpicPosts: 3,651
    I think that the more fleshed out the Persistent Universe is the less reason people have to play AC.

    Same in elite Arena CQC mode.

    Even with a more fleshed out flight model, organizing 100,000$ prize money for a PVP tournament prize and giving it for free on steam it failed to generate interest and hardly anyone plays it.

    It seems that space  sim folks prefer to do their own thing in a sanbox setting not be put on a self constricted arena to measure e-peens.

    I see racing as much popular in AC than just dogfighting.
  • Asm0deusAsm0deus Member EpicPosts: 3,682
    edited February 2018
    I am a backer of both SC and was one for Elite but Arena Commander and CQC bores me to tears and is not at all what I backed this game for and I think that would hold true for many players.

    Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.

  • MaxBaconMaxBacon Member LegendaryPosts: 7,441
    edited February 2018
    AC is quite annoying to play on since 3.0, mostly I'd say because they are moving the UI to new systems, the loss of elements on the HUD makes combat not really an option, that and a huge need for a balance pass.

    In 2.6 AC was more of a priority so things were more balanced, 3.0 changes quite a bunch of stuff on the PU and AC got ignored, turns as that.

    - EMP is hugely overpowered.
    - Missiles became useless.
    - Time-To-Kill is unreasonable.

    Seems 3.1 is to improve on some core complaints, the HUD needed improvements and fixes, the IFCS balance and a needed pass on balance of combat in its entirety.

    I have been playing the PU instead, the combat aspect of SC on AC annoys because with another balance pass in 3.1 likely will have to relearn/adapt again to updated flight/combat.
    Post edited by MaxBacon on
  • WizardryWizardry Member LegendaryPosts: 19,332
    Well i feel it is partially about game play but not really.

    I feel the real problem is MOST of the player base simply got excited buying ships,more so than the actual game.So they thought ok i have these ships might as well play,then realized this type of game is not that good and stretched it to play even one hour.

    I also eluded to the fact that Chris is imo NOT trying to release this game anymore because soon it is officially released,the cat's out and people will begin talking the negative aspect of his weak game design aka cash shop in space.

    W/o getting into the whole shebam about not understanding proper game design,i'll just remin of one SIMPLE aspect that this game/Chris failed at....

    The FUN for likely MOST gamer's is earning stuff in game,you see it in these 24/7 instance raiding and loot grinders,players just like that earning stuff idea.Well when you take the MOST sought after item in game "player ships" and just toss them in a cash shop,you have completely ruined the game and immersion,so Chris gets a big time failing grade on game design because he botched up the very core essence of ANY game.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • BabuinixBabuinix Member EpicPosts: 3,651
    So what's the reason for Elite's Arena dogfight module lack of popularity then? Suposedly the flight model is very enjoyable but not enough rewards by playing it compared with the base game.

     They dont sell ships but put most cosmetics ship skins and apparel for their holo avatars behind a paywall...

    You are mistaking this for Elite where buying ships is the progression. In Star Citizen you can do missions without being the pilot just by tagging along as passenger, co-pilot or stowaway. You can fly any ship without the need to spend money.

    Development of avatar is a thing like in most mmorpg traditional sense. 

    Get credits to buy better gear and so on...
  • MaxBaconMaxBacon Member LegendaryPosts: 7,441
    edited February 2018
    I think the "golden days" of AC have passed, with the PU developing as it is, AC would only remain one highlight if they add more of a point to play it aside of the non-consequential PVP.
  • BalmongBalmong Member UncommonPosts: 170
    I can understand this. A fact that gets glossed over about AC is that the TTK (Time To Kill) is lower. CIG set this up specifically for AC to make it more arcadey (which it is in lore), shields are weaker and recharge faster and ships appear to be made of wet paper. It's a much more harrowing experience getting into a fight with someone in the wild on the PU. 
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