Sharkster [KK] wrote:
Toxikk is not "a flop". Neither commercially nore relevance wise: As said before it has almost .5 million installations and around 1k unique players per day. These numbers aren't Call of Duty, but still waaaaay above the average indie title. If you say games with such figures are a flop, 90% of all games on Steam are "flops".
Toxikk did very well on the sales front, but on launch Toxikk was a bit of a (saw someone use this phrase to define Dreadnought and I liked it) "a gaming stillbirth"
Sharkster [KK] wrote:However, you're right... I'm a bit of a retard and yea, player retention IS an issue. We realized the latter early on and added the whole MXP stuff and unlockable things (achievements etc. are standard anyway). But it didn't really help a lot.
I think this comes down to the gaming community in general tbh, people only grind for things that give them a clear boost above players, and this doesn't really suit Toxikk so I really don't know how to fix this.
Sharkster [KK] wrote: One point is that Arena FPS matches are usually quite short. So, players don't "stack up" over the day (or even over hours). You can have 300 unique players in one hour, if everyone only stays for 10 minutes, You'll have CCUs under 100. It's not really easy to come up with a solution...
I disagree, Toxikk does actually have a quite good match-to-match feel and most people would stay for 30 minutes to a few hours if the community was active, but people willing to play against such a small and skilled playerbase are extremely rare. You get the whole `small game pyramid thing` where new players get pubstomped into oblivion where only the top 1% remain- until they find something better to do.
Sharkster [KK] wrote:You say "there are server problems"? What do you mean by that?
I don't know if its just me but I get pretty bad desync on the official servers, teleporting backwards and such. I've also seen falcon shots go through people and not take any damage etc. The servers are nowhere as bad as they first were but some problems still exist (dedicated servers also fix this somewhat)
Sharkster [KK] wrote:And why should the free edition cause confusion? It helps people to get into the game without a paywall.
This is more on the marketing front, the free edition is a great idea, but I know some people that got confused over it (thinking the game must have microtransactions etc) I mean, its pretty clear to me what it is but ¯\_(ツ)_/¯ I guess people don't look into game descriptions nowadays and just buy from screenshots and trailers haha
Sharkster [KK] wrote:Progression is locked off for Bootcamp (not for Contracts) to motivate people to play on the servers.
Yes, but this doesn't work when the servers are populated with 5 people, all of which can kill you in the blink of an eye. I've said it before and I'll say it again, adding xp for bootcamp (if bots are above a certain difficulty and without mods etc.) would encourage achievement hunters to play the game. BTW- Contracts xp is a nice touch but no one wants to grind the same map with the same amount of bots on the same difficulty to level up.
Sharkster [KK] wrote:Not sure about the "dodge jumping uphill" thing, but do you really think that this might be a key for player retention?
Well, this was more of an example, but things like this can effect older arena shooter players `feel` for the game? Another example would be not having a beam weapon etc. I'm not an old arena shooter pro so I really can't give much advice in this field
Sharkster [KK] wrote:
Gecko wrote:I might sound harsh but I'm just trying to help.
You don't sound harsh. Your constructive approach shines through your personal insults.
I need to remember to not write things on forums when I'm tired and angry (nothing to do with Toxikk), sorry about the insults lol.