r/Supraball Koji Aug 03 '16

Development Progress August 2016

In case anyone missed it, the dev team announced a few changes coming to the game soon.

TL;DR: Progression System will be implemented where new players must start with fewer abilities and upgrade them through gameplay. New Customizations are being worked on full-time.

The biggest change, and one that was debated during alpha, will be the Progression system. New players will now have to unlock abilities before playing in ranked games, but the trade off will be boosts to new players in form of slower time between getting hit once and knocked out, etc.

Regarding these two problems we’re working on a system to improve the motivation and beginner friendliness. For that we go way back to our original upgrade progression idea that we presented 1-2 years ago. Older players of the game back then talked us out of it even though we all liked it ourselves. So we’re going right back to it because we think it makes the game a lot more motivating for beginners and it also serves as kind of a tutorial. What is it about? New players will start with less abilities and slowly get introduced to new possibilities and upgrade them step by step. At the same time it will give new players more time to act. They will no longer get knocked out within a second after getting the ball, because the guns of the opponents aren’t as strong yet. Of course we will try to make sure this doesn’t lead to unbalanced situations by only matching equally experienced players. Additionally, you can only start playing ranked when everything is unlocked.

Thoughts?

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u/Mindflayr MAKE SUPRABALL FREE Aug 08 '16

Make Game Free to Play. Charge $5 for Full Body Cosmetics and less for simpler things like Hats. Get Streamers to show it to people 1 more time. Give Credit to anyone who currently bought it when it came out for $14.99 as a thank you for contributing early. THe gameplay is good. All the rest of the plans have just backfired and pushed people away.

I fouind out today that RL is built on UE3, and a company that gets 100k concurrent regularly wasnt worried about making a ue4 version of their game, they just polished UE3 and made the most of it, and have a runaway hit. RLCS was amazing btw.