Re: Battle for Neighborville: A reflection on it's death.
After posting this, i got back into playing BFN.
After only a day, i've already learned a bit more.
BFN is flawed. This I always knew.
The design of most turf takeover maps funnels combat to directly around the objective.
A lot of characters aren't balanced very well.
The lack of damage falloff really becomes apparent with supposed "close range" classes still shredding at long range.
Pots, bots, weeds and browncoats are borderline useless.
The hitreg is terrible.
Garden/Graveyard ops maps are too small and don't have enough places to set up defences.
Drones are annoying to use due to their slow movement.
Etc, etc.
But once again, I'll say that ALL of these could have been fixed.
The devs could make note that the current turf takeover maps aren't very good and rethink the way they approach making maps.
Balancing comes down to simple feedback of what is and isn't too powerful or weak.
Falloff could be added.
Summonables could be buffed.
Hitreg could be solved by having EA dedicate more resources towards hit verification systems.
As with the turf takeover maps, the devs could change the way they make them.
Drones could simply be reverted to how they worked in GW and GW2.
All it would have taken was FEEDBACK.
Enough people saying that something should be changed could convince the devs to change it.
Enough detailed analysis could prove that something needed to be changed.
Every one of the issues that caused players to not want to play BFN could have been fixed over time.
But players never gave it a chance.
It died off before it could improve.