Hello everyone.
Friends, today we would like to give you some explanations about the course that we selected in the development of Soldiers: Arena, because we believe, that we are doing it for you, not just for ourselves :)
As we wrote earlier , the game becomes wider, longer and, in general, different one. We mistakenly thought, that you read our thoughts and understood everything up to the last mind-symbol :) We, Best Way, want to apologize for didn’t dot the i’s. When we started to work on Soldiers: Arena we really wanted this project to be similar to the Faces of War multiplayer, but modified, with the features that we eager to implement long ago, but couldn’t. This course was meant, first and foremost, a great similarity of game settings.
But we changed this course, because realized that many of you are waiting for not just a remake, but a serious quality changes in the series. The "dominance" of the remakes of the recent times and your reaction to them assures us that such a course makes sense :) Therefore, we have set ourselves a few more challenging goals for the Soldiers: Arena:
- to make a competitive multiplayer project, with the developmentent tree for players
- to improve the gameplay and team work inside the game session, and deeper interaction of the army types.
- each branch (infantry, artillery, and tanks) must perform on the battlefield its own, different from other types of troops, role and have different playing style. And their role in our game corresponds (as far as possible in the strategic game) to role, that they perform on a real battlefield. By this we mean not the shooting ranges or the presence/absence of a health bar, but HOW they will act in the game.
- to improve the dynamics of the game, its entertainment and perspicuity level, make an ordinary player of average skills to able effectively deal with all the basic gaming opportunities. At the same time, giving the seasoned player a chance to show off his skills using complex or non-obvious tactics.
For example, in the development process we have come to understanding that FoW mechanics and much more the AS2 ones, without major changes, are not suitable for the project in the genre of competitive multiplayer, and do not allow us to achieve these goals.
Therefore, we have changed and continue to change some mechanics, for example, we are trying to get rid of the tanks one-shot mechanics, experimenting with accuracy and spread rates of weapons, with the 3rd and 1st person view etc. We are looking for opportunities to make every kind of weapon effective and playable with possibility of countering it. And this is not a complete list.
Reading your comments about all these non-realistic health bars and so on, we want to remind you that we have never been obsessed about realism, especially in Soldiers: Arena, where gameplay and balance are highlights of the program.
Now we see that the game is still similar to our older games, but very different from them in some ways. So we kindly ask you not perceive it as a copy of FoW. This is a completely different game and we really want it to give you positive emotions, as well as our previous projects. Believe us, there you can find out familiar outlines but under a completely new angles. Health bars, if remain, will be this little "evil" in the name good and light. And it is possible that we will add the opportunity to hide them.
We feel the need to write this letter, since realized that the expectations of community to see our new project as a reincarnation of the classic MoW-game, odds with our vision, and we do not want to cheat anybody's expectations. If you like only games with classical Men of War mechanics, we ask you to hold from the posting of negative reviews. And please do not express an opinion such as "developers are wrong / bastards / they spit in my soup (underline the desired degree of insult) because their new project is not the the old time original MoW". At least until the moment you will be able to make an objective opinion and play Soldiers: Arena.
But if you are interested in what we breathe and what we do, what new features will be in the game, and what we are absolutely do not want to see, or want to be the first to “touch” the game and solve the mysteries - be sure, we have something to make you happy.
[ 2016-09-06 19:03:27 CET ] [ Original post ]