

We humans like to be constantly rewarded for our actions. So something I like to reference a lot in discussing game design is reward systems and behaviorism.
#Steamcharts insurgency Pc
But with Sandstorm, everyone without at least a medium tier gaming PC has been cut off. Part of the reason Ins2014 was popular was because it could be played by lots of people. A topic I made on the matter was never answered to by anyone. Which is annoying, because once you're playing on a certain level, it really does matter if you're getting a smooth 144hz or if the FPS is fluctuating between 80 and 150. I have AO off, most settings on medium or low, and nope - I still fall below 100 FPS all the time. So I run GTX 1080 with Ryzen 2600 and appropriately fast RAM. If that had been my experience, I'd quit, too but since I had played lots of Insurgency 2014 and was often grouped up, I pretty much immediately went for a +50% winrate.īy now though, if I solo queue, it's just an exercise in frustration and I don't feel like doing it anymore. No one wants to come to a game and end up losing the first ten matches they have. Those games end 5-0 basically every time. In part, that is due to the low player count, but I see stuff like one team having only level 60+s who all play on a competitive level while the other team has only genuinely new players. The matchmaker can not create even close-to balanced games. Unfortunately to me at least this has been one hugely disappointing part of the game. This gives the impression that the game is moving forward and that's what gamers nowadays want. If it would have been impossible to introduce any changes that fast, then some stuff should have been deliberately left out of the game to be added gradually over the next half a year. There should have been a steady streams of updates, even very minor updates, following the launch. Of course I understand that the developers wanted some time off after probably having been on the dreaded crunch time the last months, but anyway, handling the launch like this was a mistake. I know several people who like tactical shooters and hadn't heard of this game anything whatsoever until I've talked about it. With the failure to capitalize on social media, the streamers and the tubers, the game ended up not even being heard of by a large part of its potential playerbase. Keeping updates coming would have given motivation for these guys to come check the game out again, massively increasing its reach. Also, there were several big streamers showing off Sandstorm after launch. There doesn't even really have to be such new content, but there has to be the strong impression that lots of content is coming. The problem here was that nowadays players really expect the developers of a game to show that they are active and that new content is well on its way.
#Steamcharts insurgency Patch
There was one small patch soon after the launch and then - silence.

The game was launched just prior to Christmas and the developers went for their well-deserved vacations, leaving the game largely unpatched for the next three months.

I think this is where the biggest mistake was done. I'm simply wanting to offer my feedback as a customer. Ha, just kidding, but nah, 100% my own opinions and of course the developers of this game are the professionals and have their own ideas. I'm not necessarily offering many solutions, as for those I'd like to be paid a competitive hourly salary. I'd like to offer my own analysis as to what was done wrong with the launch, development and what's currently holding the game back. I'm currently seeing only 1,100 players online. Looking at Steam Charts, today has been the lowest count in player number since launch. There, hooked you with the dramatic title!īut yeah.
