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LKO-,-

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Everything posted by LKO-,-

  1. Hey again, glad you came back with a follow-up. I'll clear up some things as well.. The point stands either way. Compare it to other competitive titles again - even if you outperformed someone mechanically in Street Fighter, Quakes, solo laning phase in League of Legends, etc... you are very unlikely to get anything out of it because, again, you don't know what you're supposed to do. You can land every 1-frame link, have superb reaction time and consistently perform amazing combos in something like SFIV, but if you don't understand when to do them (like when it's safe...) or what to do in general, you won't have any success against a veteran player. Reflex isn't the only game to do this. You'd obviously get a fair amount of success in something like CS with great mechanics, but that's only because the time to kill in that game is non-existent. Right, this is a well-known issue, and like I said before, there are many things the devs can do (and are planning to do) to shorten the learning process and make the game more accessible. However, there is only so much they can do to help the player learn the game without dumbing down the gameplay itself. It's a difficult situation since the devs either a] keep doing what they and the core playerbase want to do with the game and suffer financially or b] do a complete 180 and say fuck you to their dream project and their core audience just to make the game sustainable. edit: now that I think about it, I think you're completely wrong about most people not willing to put time into learning a competitive game - just look at Dota or Starcraft, both hugely unintuitive and complex games with big playerbases. There's definitely a huge market for games with high skill ceiling. Yes, you are right that accessibility is a huge issue, and your feedback is completely valid - it's something they're working on in the upcoming 1.2 patch. These aren't the only reasons to why the game isn't succeeding though, as there are other issues with HUGE lack of marketing, lack of refinement and polish in existing features and player retention. The problem here is that your original issue with the game and how it snowballs cannot really be fixed without affecting the gameplay negatively: if you don't have the time or the patience or whatever to learn, then the game really isn't for you. There is nothing wrong with that, it's just the way it works. You're definitely not the first one. I think your feedback is valuable as it affirms the fact that there are issues in regards to accessibility! I hope you'll give the game another go sometime in the future, perhaps with the launch of 1.2 - I've honestly never enjoyed or been this enthusiastic about a game before as much as I have with Reflex, and I think that once you get hooked in and start seeing progression, it's a very satisfying experience. If you're looking to talk to folks within the community, feel free to join the Discord here: https://discord.gg/uThaFhF
  2. Yeah, Lolo's got it - the solution is to not play veterans or people that are a 100 times better than you, find someone that is close to your skill level and keep getting better with them. That's what makes the game fun.
  3. Honestly, it really does sound like the game (or duel) isn't for you. I'm pretty sure at least 95% of the people who've played this game before can agree that the game is difficult to pick up and learn, and it really is understandable, but the problem here is that "snowballing" a lead is just a core part of what makes this game so appealing to the hardcore, competitive audience - you know, the audience that this game was built for? I'm sorry, but in what respected competitive game can you expect a new player killing/beating a veteran? Starcraft? Street Fighter? League of Legends? Chess? You're supposed to lose hard and get frustrated - you don't know what you're doing or what you're supposed to do. It's just the nature of 1v1 games. Giving feedback is fine, but the reason people disregard feedback like this is because it's generally coming from someone that hasn't or isn't willing to spend a considerable amount of time learning the game and someone who doesn't quite understand what the end result would be if feedback like this would be taken seriously into consideration. I think that there should be more hand holding for new players and that there's a lot of things the devs can do to help new players learn the game, but dumbing down the game to appeal to a wider demographic isn't one of them.
  4. Small suggestions/bugs

    I'd like to see some changes to how the GL functions. In it's current state, it feels more like a budget RL rather than an area denial tool - I think it's super gay that you can get collisionfucked by a freshly spawned opponent with GL and lose all of your health because they +forward into you and pray for lucky directs. Maybe it could have some sort of priming time, i.e. have it so that the nade can't explode on impact for the first xxx milliseconds but instead bounces off the player.
  5. Interest in an NA CTF Tournament?

    give eu tournament
  6. Forums upgrade

    wow is this the new 1.2 patch?????!?!????
  7. Ammo balance in Clan Arena

    100 nades rockets and bolt for maximum rat gaming please
  8. A new Player

    Welcome! I have a background similar to yours, so I'm sure you'll enjoy Reflex as much as I do and did back when I started. The community is indeed quite small - currently it's the smallest it has ever been (for various reasons). Realistically, you'll likely have a hard time finding players of your skill level, although I strongly feel like that will change as the new and much anticipated 1.2 patch comes out. If you have any questions about anything, feel free to ask them on Discord - most people are very friendly and will give answers, advice and even coaching if you just ask for it. Use the Discord to find people to duel with as well, as it's much faster than the current Matchmaking feature! https://discord.gg/uThaFhF
  9. Time to start - Reflex Arena fragmovie

    This is sick Bonus points for the weird jungle music, reminds me of a certain cool game
  10. Custom Ruleset Poll

    I think the map is fine - it's very punishing as a map as a single mistake can lead into a chain of frags, but it has a lot of positions the out of control player can take in order to regain control. You'll see a bunch of high-level players absolutely destroying people on that map and leaving seemingly no chance for the other player to retaliate, but I'd argue that is only because of the skill difference, whether it'd be in general or just specifically on that map. I'm obviously a bit biased since it's my favourite map in the current pool, but I believe it's balanced quite well. I believe that this is the best way to fix this issue, as it also has the side benefit of weapons being much more fun (since they're more powerful and responsive) and control shifting around faster. It also helps combat the +back playstyle more efficiently, which is objectively a slower, less exciting way to play the game. Reflex should be about speed, not about two players staying at neutral score and +backing for 5 minutes because both of them are too afraid to take a risky fight.
  11. Custom Ruleset Poll

    It's not about nerfing the armours to the ground or making the game more dependent on aim - it's about forcing the player who is in control to think more about their decisions and giving the player out of control more options for recovering. Stronger weapons make control more volatile, meaning more exciting games, less stomping and more thoughtful play from both players.
  12. Hi everyone, In case some of you don't know, I'm looking to start organizing tournaments on ESL's platform with the goal of 1) giving the community consistent tournaments for different skill groups to play in (mostly low/mid-skill, Ramagan has plans for the top-tier folk!), 2) introducing the game to other communities and players and 3) helping the game as much as I personally can because I love you. I won't give out all the details yet because nothing is certain yet and everything is still in planning phase, but tl;dr: I have been in contact with an ESL Representative, and in order to get Reflex on their roster we must get people to express their interest towards the project on ESL's site. Please note that this is not meant to be the end of player-hosted tournaments: I wish to see other players taking initiative as well and hosting even more competition! Here is the link: https://forum.eslgaming.com/discussion/40625/do-you-wish-to-see-reflex-arena-on-eslplay#latest Play more Reflex!
  13. Should Reflex Arena be free?

    There is a King of the Hill mode referenced in the game's sound files, which were added in the last patch - probably coming soon, I'd imagine!
  14. Should Reflex Arena be free?

    Oh yes, definitely I think you're right about 1.2 being a Free-2-Play patch though! The last time devs said something on Discord was about progress being slow because there's too much work for one artist - might indicate that they are trying to create more cosmetics to profit off of if the game were to go towards the F2P model.
  15. Should Reflex Arena be free?

    Maybe? Toxikk tried it (although it's a different game with different problems and different competition...) and it didn't work out so well.
  16. Custom Ruleset Poll

    Region: EU Highest reached rank in Matchmaking: Overlord Have you played games on the custom ruleset: Yes, around 100 duels or so Have you watched games played on the custom ruleset: Yes Do you wish to see the changes proposed by the custom ruleset implemented into the current competitive ruleset?: Yes Why?: I feel like the ruleset promotes far more thought out, strategic play than in the current competitive ruleset while still rewarding good execution. As of right now, the balance between armours, movement and the weapons is slightly skewed as the armours are too powerful compared to the weapons. This leads to bad in-control play being unnecessarily hard to punish as the opponent can mindlessly cycle through items while basically being unkillable unless they get completely outaimedâ„¢ - positional mistakes don't matter if the weapons aren't strong enough to capitalize on them. To remedy this issue, the ruleset slightly buffs the weapons, not only in terms of damage but by improving the responsiveness. Rocket-jumping is a thousand times more reliable and the IC feels much more rewarding with the changes to the trace size and the reload speed. Ammo is also changed to further balance the weapon buffs, which I feel is a very needed change as managing ammo in the current ruleset isn't much of a task. The end result is more exciting gameplay - taking control back doesn't feel as much of a dice roll as it is right now because both players are offered more opportunities to regain it. Overall, I think the ruleset is a positive and refreshing change to the current competitive ruleset. I'm a bit undecided on the bolt reload change as it makes Danny a big disgusting bolttihomo, but I think it's fair that we give him a chance to shine))
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