3 likesI have a hunch (slight one!) that v1.2 will be part of going F2P, with cosmetic only shenanigans and maybe unlocking other cool stuff, I can't think what off the top of my head. But I trust that there would be no pay to win mechanics or bullshittery. If the devs are going in that direction, then I think they're putting a lot of work into systems that make it easier for new players to learn the game. Training mode was nice, but not enough, and the community didn't generate as much 'training' content as I thought, probably because as a system it's not really enough to help very new players learn the game. Not in a comprehensive way anyway. Anyway, just speculating. If the devs got reasonable revenue from people buying cosmetic items, then f2p would be a strong consideration I think. I know people frown on it, but it's a very effective way of getting players, and sure 80% of them might leave after only afew hours of play if that, but doubtless hundreds if not thousands of people would enjoy the game, play it with their friends, learn together, and enjoy what the game has to offer. I remain hopeful
3 likesHaving had more than a couple weeks now to reflect upon the changes, I would like to say how surprised I am. I really didn't think the difference was all that massive after playing the cup, but having played more of this ruleset as time went on, the difference this makes to me now is insane, to the point where I find playing the live ruleset rather annoying. Maybe it is just me becoming more adjusted to custom ruleset, but on live I find myself getting upset at the in-control opponent taking terrible fights and winning them because there's a lack of punishment way more frequently now. As I said, it might just be me adjusting or the custom ruleset accomodating my decisions better, anyway I enjoy games on this custom iteration of the game way more now. I didn't feel this way after I had played the cup, but now I strongly prefer the custom ruleset, which is why I felt the need to post again. On the topic of it being placebo: when the webserver got changed I got to play a few "placeboflex" (essentially live) games before the new setup was corrected to push the ruleset again. While I couldn't put my finger on it, things felt a bit off and out of control play was more frustrating. (Mind you at that point I was convinced I was playing the crs) At the time I thought my opponent was just playing rather well, but once the ruleset was fixed (back to custom) games were way more dynamic, including more control shifts. I realize that the sample size of a couple games is way too small to make for a strong argument, but I thought it'd be an interesting experience to share as feedback. Anyway these are my two cents, now that I've had more time to play and provide feedback that goes past my previous "it felt pretty good"
1 likeSo, nearly everybody that plays Reflex Arena enough to understand the game agrees that the game is quite close to perfection, but it's lacking a playerbase. What if Reflex Arena went free and had weapon skins like Quake Champions does? Perhaps there can be consolation in the form of skins or colors exclusive to only the people that paid for reflex like the current playerbase. What do you guys think?