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Gtfo steam charts2/3/2024 The other rundowns we started playing a bit less (2 or 3 nights a week) and also struggled at the end, and always got into some sort of stress at the end because the timer was already running down for the next rundown. But even at the beginning when we are playing 3 or 4 nights a week we just didn't make it to the end (got a bit later into R1). My party and I are fairly ok at the game. This is, so far, my favorite rundown - we'll see how it holds up over time and with the likely extension maps, but so far, it's great.įor me it is more of a matter that all the old stuff disappears. Exploiting A2's ending is the only time it's a problem, and like, come on, you're exploiting the game, of course it feels shitty, you're not supposed to do that. If the map just had you walk in a straight line forward instead of doubling back, you'd have to clear the next zone too - it's the exact same. I legitimately have no clue why this sub cries so much about respawns, they're not hard to deal with. Definitely a touch more difficult, which personally I'm fine with. C2 could be soloed, and it wasn't even that hard to do. D2 was incredibly easy if you weren't doing Overload or PE. It was the first time with the new difficulties, and it showed.ī3 and C1 should have been swapped. Or don't, and join the Increasing list of forgotten but once hyped Early Access / Steam Greenlight titles. Return GTFO to what makes It such a great game and stop trying to think you can reinvent the bloody wheel. In especially GTFO's case, the Booster System achieved nothing and disappointed the rest (yes there are always some exceptions), the difficulty got culled, the game's unique aspects and additions In every Rundown have been left disappointing In this Rundown 5 and the numbers on the Chart speak for the rest. Like many people before me have pointed out, like many games before GTFO have pointed out, stop trying to capture the entire market and *yet* somehow expect your core playerbase Is gonna stick around for the long haul. But at the same time, the other type of New Players but also Veterans left the game as well often due to their disappointment with what the Booster System brings with It and what It but also Rundown 5 In general has done to the game's unique aspects and difficulty, a double lose-lose situation. There are two types of new players, new players who will stay regardless of the booster system and difficulty of the game and new players who are only here for the Hype, Stream, Youtubers, or unique aspect for the game till they jump to the next hype.Īll In all, what do we have? Nothing, the new players who were only here for the hype, as expected, already left or can't deal with the difficulty of the game. The nature of GTFO's Rundown system obviously means that the player count eventually drops, as the time till the next rundown increases, but we are like what? 1 month, 6 weeks from launch of R5 and the amount of players has already died.įor me It's quite simple, the origin lies In a several problems but I will focus on 2 primairy ones.ġ: The existing Issues that plague GTFO didn't get fixed In R5, nor did R5 really add anything to the table like Rundown 2 or 4 did.Ģ: Despite the addition of the Booster system, they failed to achieve their primairy goal: Having new players stay. It Is clear that Rundown 5 has failed to catch on to a larger, more consistent market over a longer period of time then anyone has hoped for.
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