Super Monday Night Combat Preview
In part one of our two part super-sized preview of Uber Entertainment's Super Monday Night Combat, executive producer Chandana Ekanayake and creative director John Comes discuss going free-to-play.
New characters fit roles set up by classes in Monday Night Combat
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Xav de Matos posted a new article, Super Monday Night Combat Preview: Part One.
In part one of our two part super-sized preview of Uber Entertainment's Super Monday Night Combat, executive producer Chandana Ekanayake and creative director John Comes discuss going free-to-play.-
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I played the original for a bit and even bought it, but in the end it's just a poor rip off of TF2. The 'PC exclusive' seems to be a fad and they're only doing it because they think that's what gamers want (which is sorta true), but how well they execute it and if it's actually made for the PC rather then just a 'PC exclusive' determines how good it'll be. I'm sure we'll see a lot of 'me toos' in the next few years.
Unfortunately this will more then likely be a 'me too' as they're going f2p because they somehow think it'll fix their game, like all the other f2p games...
There is a huge difference between innovators and people who can only replicate and attempt to improve upon what other people do.
"When we were doing the Steam version, we were doing a bunch of updates. We kind of liked that. It fits with how we like to develop,"
lol, yeah and the games still buggy and there has been no actual update to the game in terms of content. MNC was actually paid for by people...-
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it's not a thing like tf2, it's in the style of dota/lol/etc.
if you actually read the whole article instead of cherry picking the angsty things, you'd see that the games 'pc exclusive' because the free to play market hasn't been proven to be viable on consoles while it's really taking off on pc, not because it's what "gamers want".-
'cherry picking' huh...
sorta like... pc exclusive, gating, regular updates, leveling system, 5v5 change (to 'fix' their balancing issue by making it more like DotA), free characters and character rotations, products (perks from MW, even copied the martyrdom perk)...
All of these are essentially things, marketing solutions, and ideas directly copied from other games and this is supposed to be their revolutionary new content.
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Another change is the elimination of overtime, which Comes admits was met with "mixed reviews." Its original intention was to "end the game at a certain point," but it didn't work.
"We've changed the way that bot waves work and turret waves work so that the game naturally comes to an end somewhere around twenty-ish minutes," Comes explains. "Some will go longer, some will go shorter. You do get this more organic game now." Crossfire mode has been reduced to five-on-five, versus six on each side in MNC. Uber hopes the change will make strategy more of a consideration as there are now an uneven amount of players protecting a map's various lanes of attack. -
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With regard to maps
- How big are they in comparison to MNC maps?
- Are there still player triggered hazards (ejectors, annihilator)
- The maps MNC launched with were all had two bot lanes. The subsequent maps added (Spunky Cola and Uncle Tully's Funland) effectively had one lane. How many lanes can we expect to see in Super MNC maps?
- How many maps at launch? -
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Are there any changes to the multiplayer format? Is it going to maintain the current setup of persistent servers and people joining? Or is it going to move to more of a MOBA-style lobby system with people picking their characters pre-match and being locked in for the duration? If persistent servers, will the community be able to run their own as well? If lobbies, how are things like players dropping and matchmaking handled?
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