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 Post subject: Re: @Romino: What Awesomenauts needs to succeed and flourish
 Post Posted: Wed Jul 04, 2012 9:13 pm 
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Joined: Wed Jul 04, 2012 8:38 pm
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I already sent you a message on facebook saying that you should put numbers on turrets to synchronize attack between teammates, wich would be real nice! But I have another idea for the characters control such as the contra series. I mean being able to stop and aim where you want or just lock a direction and keep on going in a certain direction and being able to aim everywhere. I don't know if its a gameplay choice of yours, but it'll give so much more deepness into the gameplay!! Keep up the good work guys!


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 Post subject: Re: @Romino: What Awesomenauts needs to succeed and flourish
 Post Posted: Wed Jul 04, 2012 9:18 pm 
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Joost wrote:
Wow, is this an interview, or just aggressive negotiations? ;)

Quote:
1.How often will or could we see new characters in Awesomenauts? Have you considered using ideas from some of the creative and inspired fans on the forum? Do you already have plans on releasing new characters after the two (rumored?) existing ones?

1. Patching on console takes long, so definitely not more often than every one or two months. Beyond that I can't say much, because the first patch isn't even out yet and I am very curious to see how that is received.

Quote:
2.Have you been planning or already working with the websites that are willing to help promote your game at a competitive level? If so how?

2. We already did tons of that and are still doing it. Just Google "Awesomenauts" and see how many hits come up. It says 1.6 million when I do that. That doesn't happen spontaneously and took us a lot of marketing effort.

Quote:
3.Have you considered adding a 5 v 5 mode? If not could we see one in the future? Why or why not? Since it is argued that those who did post on the thread supported the idea.

3. I explained this somewhere else on the forum already, but anyway: Awesomenauts was originally 5vs5 a couple of years ago, but it doesn't work. In team fights where everyone joins the fight, it becomes too much chaos to be playable. It may sound like a fun idea, but in practice having more players turned out to really ruin the game.

Quote:
4.In general what can you say to the community about Awesomenauts now and in the future?

4. That we are still working full-time on making the most out of the game. We haven't even started working on our next game yet, because we are spending all our time supporting Awesomenauts and doing more with it.


(I put my questions in red and left the answers in black so people can understand who is talking easier)

Here are some more questions for you again if you don't mind me asking.
1. Did 5 v 5 not work because of the small level design and if so did you try adding another tier to the level to adjust for the increased amount of players?

2. Is a matchmaking system something that you would consider adding to the game to smooth out the networking of the game?

Speaking for myself and most likely the community we want to thank you for your time and answering these questions. We look forward to the content and future of Awesomenauts.


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 Post subject: Re: @Romino: What Awesomenauts needs to succeed and flourish
 Post Posted: Thu Aug 09, 2012 1:39 pm 
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Joost wrote:
1. Patching on console takes long, so definitely not more often than every one or two months. Beyond that I can't say much, because the first patch isn't even out yet and I am very curious to see how that is received.


Oh well... I suppose consoles are definetly a limiting factor here...
You could have a nive boost to $ if you choose to "patch" them more often. Like, 1 awesomnaut per 2-3 weeks... would be nice...

And plans have not changed since then? 1 'naut/ 2 month or at least we can hope to have one every month? :twisted:


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 Post subject: Re: @Romino: What Awesomenauts needs to succeed and flourish
 Post Posted: Thu Aug 09, 2012 5:27 pm 
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Completely agree! This game has so much potential. It's already amazing and has so much room to expand and develop.

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 Post subject: Re: @Romino: What Awesomenauts needs to succeed and flourish
 Post Posted: Thu Aug 09, 2012 11:41 pm 
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Joost wrote:
1. Patching on console takes long, so definitely not more often than every one or two months. Beyond that I can't say much, because the first patch isn't even out yet and I am very curious to see how that is received.


Forget those mean consoles, we got you now baby, all the free and instant patches you could ever want. ;) Awww yeah.

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 Post subject: Re: @Romino: What Awesomenauts needs to succeed and flourish
 Post Posted: Fri Aug 10, 2012 12:43 am 
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MY PROPOSAL:

Things I think Awesomenauts REALLY needs:

- More stages (at least 3 more), here you got some ideas:

small and dangerous ones (environment)
larger ones, some developed more vertically for example.

- New Awesomenauts (I know you are working on it) what is really necessary is to mantain their personalities' quality, each one need to be unique, special (they are the main part of the game).

- opportunity to choose the enemies in practice mode and teamates if they are IA.

- Offline VERSUS mode

Things I WOULD add to Awesomenauts:

- 4 Vs 4 stages or game mode

If we wanted to give the game a more strategic taste (or just to add a "more strategic mode")

-New types of IA little bots to chose (while in-game if it is possible) that way we could choose between... for ecxample: tougher and slower ones, weaker but flying ones...

give the every awesomenaut the ability to heal turrets by spending their solar (this would give a more strategic taste, expand the battles in time and there would be one less spare button in my pc controller, I feel sad being such a hardcore gamer and having RT, LB and LT unable to do anything...)

- the possibility of choosing between types of turrets (at least 2 types more) with different shooting rates, defense, shooting ranges, different ammuntions? etc.

*** you could also add the option to aim with the right stick so that players can shoot while running backwards because this is possible using the keyboard and mouse BUT SHOULD BE JUST AN OPTION 'cos lots of people prefer the simple mode (as it is at the momment)

Thank you for reading gamers' opinions

Congratulations for your game from Basque Country

Cheer up developers!


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 Post subject: Re: @Romino: What Awesomenauts needs to succeed and flourish
 Post Posted: Fri Aug 10, 2012 9:57 pm 
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Joined: Wed Jul 25, 2012 4:15 am
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here is what i think would be perfect in this game

viewtopic.php?f=12&t=3053

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 Post subject: Re: @Romino: What Awesomenauts needs to succeed and flourish
 Post Posted: Wed Aug 22, 2012 2:41 pm 
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It could also be interesting to add some objects of all types, for example: space baseball bat, pulsar machinegun, frag grenade, EM grenade (this could stun droids and turrets for a second or so)...

I know the devs are having a lot of work when balancing powers of each awesomenaut (for example, Voltar could get overpowered with a fast firing weapon/object) so maybe this should be implemented in a different game mode or should be switchable (ON/OFF).

I would use a new button to grab these objects and maybe another one (or not, just the fire button?) to use the objects.

The button used to grab the objects could be used to leave them on the ground again or to throw it against a foe too. the game named Shank 2 has an interes way of doing this (apart from the case that doesn't use the same button combination to leave the object on the ground and t throwit angainst something/somebody)

Thanks for listening us!


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 Post subject: Re: @Romino: What Awesomenauts needs to succeed and flourish
 Post Posted: Fri Aug 24, 2012 4:44 am 
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@OP: YES, yes, yes, yes, yes, yesss.


You seem to understand the strong points of a long-lasting competitive game. I agree whole-heartedly. Though I think stages and characters should release at the same time.

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