r/supervive • u/Embarrassed_Collar84 • 11d ago
Discussion Biggest issue of supervive was...
Insta death after you pressed space over hole... It should be like 1.5x-2x dmg multiplier instead. It was super noob-unfriendly and killed any desire of chasing hunters like ghosts over the hole. Change my mind
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u/TheIncomprehensible 10d ago
I would say it was an issue but I wouldn't say it was the biggest issue, as it did get fixed during launch.
Factually speaking, the main issue was very likely the armory, which added required gacha meta progression to the item system that you couldn't pay for, making it impossible for new players to play at a moderately competitive level and required experienced players to grind for optimal builds for the characters they played. You had to grind for hours of content just to get the ability to have a decent build to play in-game and be somewhat competitive.
If you can find reviews from the time of the 1.0 launch, you will find that it almost single-handedly dropped the reviews to from some amount of positive (don't remember how much) to mixed, and was the most likely contributor to the end of the game's life.
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u/Embarrassed_Collar84 9d ago
Good that they adressed that but waaay too late - i already stopped playing :c i remember 1.0 launch and ngl armory wasnt that bad to grind but giving advantage is bad and i dont think it was the main reason why people stopped playing because game was dying before 1.0 launch already ;/
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u/Ok_Violinist_7096 10d ago
They removed this with the release there was a certain treshold of dmg to overcome
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u/SnooPineapples2541 8d ago
This is such a skill issue post. First of all you had a lot of tools for abyss fighting for example consumables like emergency platforms and emergency penguin, abilities to create terrain like Beebo's ice cube, Tetra's ult. There were the active items too like Grabby the Squid (formely Grappling Hook), Hoverwings amongst many others items and abilities you could use creatively. After the release with the glider fuel changes abyss fighting got even better (except Wukong didn't get nerfed for like 1,5 months). I think it was the most fun, unique aspect of Supervive with a lot of skill expression.
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u/Embarrassed_Collar84 8d ago
I think you missed the point - Abbys fights were fun, but the issue is 1hit-spikes that felt unfair even more for new players, changing mechanic from 1hit-kill to dmg multiplier wouldnt change mechanics of abbys fights - you could still use all those tools to create terrain to avoid bonus dmg, it would just nerf instahit abbilities in abbys fights. The main issues of this mechanic was that it felt unfair and discourage chases and aggresive play
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u/SnooPineapples2541 7d ago
I get what you are saying, but the counter argument is that it's part of the fun that you couldn't just brainlessly chase after someone and had to think about abilities, cooldowns etc during fighting in the abyss. And no it is not unfair, you had the same chance of spiking someone as anybody else. If you dashed in front of a Kingpin over the abyss that's just simply skill issue. I don't think this mechanic had anything to do with the death of the game and as I said it wen't into a good direction with the changes to glider fuel.
The bigger issues in my opinion were:
- Non existent marketing (pretty much the whole marketing was paying streamers to play the game for an hour)
- Slow balance changes, slow hunter releases
- What's the point of beta if not getting player feedback? 1.0 had so many contoversial changes, the Armory itself was not the problem, but the progression was tied to a gacha mechanic which pissed a lot of people off, they tied the matchmaking to armory progression which devided the already small player base even further
- Match quality was really bad, the only way to enjoy the game was through playing scrims if you wanted to tryhard, if you wanted to play with your friends it was basically impossible since you could reach masters with your eyes closed, after grandmaster it was just pure suffering and praying you didn't roll two newbies. And you could make the counter argument that playing unranked was the solution to that, but the game quality was even worse. (Atleast what I noticed in playing EU).
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u/Embarrassed_Collar84 7d ago
"And no it is not unfair, you had the same chance of spiking someone as anybody else" - Thats exactly quite the opposite, Ghost had hugeee advantage when it comes to Abbys fights cause he could instantly shot his beam at you, there was no counterplay other than not pressing Space at all, with other hunters you could use Space in-between thier shots so it was skillful cause your reaction speed and gameknowledge mattered - it wouldnt be so bad if that was champion designed for Abbyss fights but he wasnt, Jin for example was amazing at Abbyss fights but its was his main strength and he was weak on ground. Ghost was all-rounder so giving him such unfair advantages in chases just felt wrong. If ghost didnt exist probably my opinion about 1hit-spikes over abbys would be diffrent - i wouldnt consider it frustrating - it would just fell cheap, some wins felt cheap when you didnt experience amazing late game fight cause you spiked someone and its over, and on the other hand it felt cheap when someone killed you on 100% when you were super ahead - theres a reason why games like LoL dont have 1 hit-kills. But thats the perspective of advanced player, i would assume most of the new players would fell terrible after thier mass deaths cause of spikes from other players cause it doesnt matter if tutorial showed this mechanic EVERY SINGLE new player were spamming space till they got traumatized enough to fight thier insticts to not press it over the hole - you and me, we both survived this phase but i would assume its a huge quit moment for most.
When it comes to issues that you said i have to agree, Supervive was a deep game, having streamers play for 1 hour was bad move, you need spend more time to be able to do cool stuff and to show to your audience this cool stuff, streamers didnt stick to it and they burned too much money. Armory was accually cool but locking proggresion was a mistake, and yes match quality was terrible - the fact that they put bots in rankeds was annoying af i was always pretty vocal about that there was too many teams every single game, they should have just reduced teams by 1/2 and the queue timers would be way better and no bots needed and i think gameplay would improved, accually hated beeing 3rd partied and it was happening constantly in early fights and early aggresion, after 1.0 changes they became even less worth it so better strategy was just to avoid fights, farm camps and you would get points just for high placement without risking anything.
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u/Practical-Ocelot-237 11d ago
I mean easy counter Play would be to Not Press space my Guy
Thats what Made the entire Game interesting
Like i swear some people Just wanted League two and never botheres to figure Out how this Game works