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[Meta] Temtem cannot afford to be quiet about the upcoming 1.0 Patch

DOGERUFF

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Joined
Jun 25, 2019
Messages
109
This is probably going to be one of my last posts on this forum, and this post in particular I really hope someone at Crema reads because it's vitally important if you want the 1.0 multi-platform release to be successful.

Up until now, the process for launching new updates has been to basically drop everything as-is without much notice and let people discover most things for themselves, this has been fine and I understand why Crema did things this way but I want to argue that if Crema wants the Xbox/Switch launches to be successful they cannot afford to take this approach anymore.

The community has absolutely lost it's patience for the game, for a long time now Crema has argued that not focusing on core problems (Team Grind, Randomness in Rewards, Constant punishing of the trade system, rare radars and more) is justified because they wanted to focus on just finishing the main campaign which is the meat of the games content for the majority of players, this is a pretty legitimate argument so I've been willing to give them the benefit of the doubt on this even if most haven't.
But the story campaign is now done meaning this explanation doesn't fly anymore, the prevailing opinion of people right now is that the Developers have no intention of changing course or trying to fix these issues regardless of validity and these are the people advising your potential future customers on Switch and Xbox. Go on any social media site where people are talking about the game and you can bet that 9 times out of 10 the first posts are going to be talking about how grindy the game is.

Crema is advertising 1.0 as a major update that is going to miraculously and simultaneously resolve all of these issues at once, but with almost zero knowledge on what "fixes" 1.0 will contain and years of non-action on the part of Crema on these issues the community is having a very hard time taking YaWs statements seriously.

You desperately need to give your community something to be excited about for your most important update since the Early Access launch, because if you don't then your own community is going to turn on you when a bunch of potential new players come looking and asking "Should I buy this game"? a buried post from YaW in the discord saying "we are aware of these issues" just isn't good enough anymore, people need to see it.
I understand that right now isn't the best time because 0.9 just released and you are in all likelyhood focused on just getting this version stable so that you can leave it for awhile until 1.0 is ready, but you should seriously consider this for when 1.0s development is properly in full swing.

Thank you.
 

Zaine

Apprentice
Joined
Jan 23, 2020
Messages
108
I remember a thread in the forum where people were discussing the change of Crema's communication. They started very transparent during the early development of the game and changed their way sometime later (I can't remember the reason. Probably due to some misunderstandings, roadmap and so on). People weren't so happy and asked for more and better communication. I know for a fact that Tsukki was observing the discussion and said something like: I bring it up to our next meeting. Ironicly, we never got any intel about if or when things gonna change.

As for me I was and I am still disappointed in the lack of communication in the feedback area of the forum. Many, many topics are there without any response. I'm not saying every topic needs an immediately answer. But it just feels encouraging for me, if just nothing happens. Why should I bother to make suggestions like new traits or suggestions without knowing if anyone of the staff is even reading it.
 
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Gami

Apprentice
Joined
Mar 16, 2020
Messages
226
This is probably going to be one of my last posts on this forum, and this post in particular I really hope someone at Crema reads because it's vitally important if you want the 1.0 multi-platform release to be successful.

Up until now, the process for launching new updates has been to basically drop everything as-is without much notice and let people discover most things for themselves, this has been fine and I understand why Crema did things this way but I want to argue that if Crema wants the Xbox/Switch launches to be successful they cannot afford to take this approach anymore.

The community has absolutely lost it's patience for the game, for a long time now Crema has argued that not focusing on core problems (Team Grind, Randomness in Rewards, Constant punishing of the trade system, rare radars and more) is justified because they wanted to focus on just finishing the main campaign which is the meat of the games content for the majority of players, this is a pretty legitimate argument so I've been willing to give them the benefit of the doubt on this even if most haven't.
But the story campaign is now done meaning this explanation doesn't fly anymore, the prevailing opinion of people right now is that the Developers have no intention of changing course or trying to fix these issues regardless of validity and these are the people advising your potential future customers on Switch and Xbox. Go on any social media site where people are talking about the game and you can bet that 9 times out of 10 the first posts are going to be talking about how grindy the game is.

Crema is advertising 1.0 as a major update that is going to miraculously and simultaneously resolve all of these issues at once, but with almost zero knowledge on what "fixes" 1.0 will contain and years of non-action on the part of Crema on these issues the community is having a very hard time taking YaWs statements seriously.

You desperately need to give your community something to be excited about for your most important update since the Early Access launch, because if you don't then your own community is going to turn on you when a bunch of potential new players come looking and asking "Should I buy this game"? a buried post from YaW in the discord saying "we are aware of these issues" just isn't good enough anymore, people need to see it.
I understand that right now isn't the best time because 0.9 just released and you are in all likelyhood focused on just getting this version stable so that you can leave it for awhile until 1.0 is ready, but you should seriously consider this for when 1.0s development is properly in full swing.

Thank you.
To add to this, I feel like fundamentally the game has to get more rewarding in almost every sense, from hunting lumas with radars/saipark/full odds, to activities that gives pansuns and items. People often forget that temtem community generally think these things are okey because the people that wasnt okey with it simply left until it would be improved.

I dont think the game can survive in the PVE side if lumas are the hardest thing to obtain, things like 4 hours of radars for a 15% of a luma isnt good, most people inmediately leave the game after noticing things like this.

This next part has probably already been talked about thousand of times, but pvp really needs heavy calc'ing and theorycrafting time, adding 2+ hours of button mashing to get tems to max level, is just a insult to injury. You currently cant even try your team with different spreads unless you waste half an hour fruiting your stuff manually apart of thousand of pansuns, and if you want to go back to your previous spread you have to undergo this again.
 

Stripclub

Apprentice
Joined
Mar 10, 2020
Messages
167
i think crema has become way better at communication on the discord, devs have been approachable, especially yaw, qangle, tsukki and tmtrainer. they often share opinions and listen to direct feedback. that being said i strongly feel that official communication outside of discord needs to get better.

i dont mean twitter, im talking about the steam news tab for example
link to steam: Steam Community :: Temtem
screenshot: Gyazo

constant communication on these parts is critical to keep players updated, especially people that are on the fence about the game, people that ask questions like "why is the playerbase so small?" or "is the game dead?". just looking at the screenshot, you dont have to scroll to see posts that are a year old which his horrible. obviously you dont NEED to communicate with us but as a matter of fact most other devs do, especially indie devs. some of them offer monthly blogposts that just communicate their thoughts & plans which is great. reading & understanding your perspective will be healthy for the game & community. the feedback threads on discord regarding ideas for new features & pvp balance changes have been amazing.

there are probably good reasons why crema doesnt really like to announce updates, probably to not let down the current playerbase in case something bad happens but please consider an ad/hype up campaign for the 1.0 launch. full release has to be a big deal, a lot of eyes are on temtem because its fundamentally a very enticing concept of a game, the artstyle, mmo and pvp aspects are great and you should build upon that.

the grind, especially when it comes to anything pvp is too long. lumas should stay rare but speed up radars since the first 200 encounters are useless, we do radars for the lumas not for the sv´s (pheros are better than radars for sv hunts). speeding up these two aspects of the game will REALLY help especially since these parts of the game DIRECTLY affect new players & their perception on the game.
 
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Bly Zeraz

Tamer
Joined
Nov 22, 2018
Messages
300
The communication in discord is anything but good still which says a lot for how bad it is in other places. You have search up individual crema dev comments and dig through tons of posts for any sort of info because they don't use any announcement channel for relaying plans, responses on certain concerns, etc. For example the claim that Aohi's luma rework was a "bug fix" planned for months was news people just didn't know cause it was apparently a one off comment on discord from someone. That's a big thing to know for anyone that hunted or wanted to hunt luma Aohi for how it was. And that is hardly even one of the biggest situations where there was a complete failure in getting info to players.
 
Joined
May 19, 2021
Messages
433
"Crema is advertising 1.0 as a major update that is going to miraculously and simultaneously resolve all of these issues at once, but with almost zero knowledge on what "fixes" 1.0 will contain and years of non-action on the part of Crema on these issues the community is having a very hard time taking YaWs statements seriously."

This is the most important part that I agree with. Literally ever since lairs were first introduced, the community has been steadfast in pointing out the many flaws with the systems, be it the nature of your teammates being able to actively screw you despite you playing your lane perfectly and as selflessly as possible to try to make up for them sucking, the fact you can't queue into them from anywhere like you can a comp match, the rewards sucking, and the RNG of the lanes sometimes being literally unwinnable. Crema's literal only response to all of this feedback that has been going on since the very beginning? Creating a new trash tier version of hacks, turning the old hacks into hotfixes, and HARD-NERFING the lair reward pool to give out hacks the overwhelming majority of the time and almost never give out the hotfixes like it did before. No fixes to a single one of the near-unanimous complaints the community has brought up. That's blatantly proving they think it's not only fine as-is but actually needing to be EVEN WORSE.

That's only one example but you can find more everywhere throughout temtem's history, and if they haven't addressed any of these things yet, my hope that they ever will has been diminished to near-zero. Their priorities seem to be completely messed up. Why was so much work put into the sticker collection thing instead of all of the critical issues the playerbase has been trying to tell them about for at least a year now?

On top of that, when they do finally add something (like the auction house), it takes them multiple patches to get it to the point it should have been at on release. Why did it take multiple patches for the sticker restorer (who, let's be honest, shouldn't have existed in the first place, adding damaged versions of stickers was just adding grind for the sake of grind, which is the VERY LAST thing this game needed) to repair a sticker after selecting it the first time? Why did the sticker album not show names of sticker slots you didn't have in the first place? How did something as simple as being able to hit an encounter while briefly being off-mount make it through testing and have to be patched later? It just seems like they have no idea what they're doing, there is a lot of really basic stuff that I can't believe they didn't add/catch in development. We STILL have a vault that doesn't show you the names of any items you hover the cursor over, so good luck sorting out which fruit, candy, smoothie, pheromone, ETC, or any other item with a common icon you want to pull out of there without clicking on every single one and viewing details to see which one it is.

The tired old defense of "We're not at 1.0 yet" has gotten weaker and weaker the farther along we get, and we're still at a point where significant portions and systems of the game are still actually miserable when they should have been addressed months and multiple updates ago.

I don't want to come off as an inflammatory critic, Crema does eventually add good changes to the game like the fishing lure, mounts, and dojo wars for guaranteed hotfixes each week and I commend them for that, but it feels like an absolutely glacial pace and in completely the wrong order of focus. They've said we're not even getting the final mythical with the 1.0 release. What possible justification is there for this?

And I just know that when we finally do get 5-10% radars back (quite possibly the biggest stain on Crema's playerbase relations), they're going to be at the exact same painful speed they were before, because if Crema planned to actually be reasonable and fix it, they would have just done that instead of removing them outright for a considerable amount of time, making 5-10% lumas essentially unobtainable.

Speaking of basic things, Temtem is still basically the only modern game I've ever seen that doesn't have any form of brightness settings, in a game where the brightness of every non-cave area is far higher than most other games. But sure, let's spend all of that development time on stickers!
 
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Nesamons

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Joined
Sep 29, 2020
Messages
57
I have a bit to add to this as well. I hope that crema is properly anticipating the influx of new players on 1.0. It'll be a make-or-break for a lot of them. I got the opportunity to talk to some youtubers and streamers about Temtem, and was shocked to find out that most of those I talked to not only already knew about the game, but had plans to play it at 1.0. If things go the way I think they will... the amount of fresh eyes that will be on this game on full release will be crazy. It's important to make sure that there's enough to hold all the new players attention, and that the servers are ready for this. I hope they iron out all the bugs as well, as every update seems to introduce something new in that regard. It may be worth exploring the idea of getting a bunch of the dedicated users to playtest at least the fundamentals of the new update to squash those bugs before the day comes.
 

YoMama

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Joined
Mar 29, 2021
Messages
5
This, but in all honesty the whole idea of them waiting till 1.0 to fix all the major grind issues was always dumb to me
 

Cheware

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Nov 2, 2020
Messages
736
This, but in all honesty the whole idea of them waiting till 1.0 to fix all the major grind issues was always dumb to me
Yeah, the main problem is that they'll have to come up with major fix to solve the issues highlighted by the community. But at 1.0, they'll have no room for failure, while 0.x patches leave room for the standard "heheh it's just a beta" excuse.
 

Gami

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Joined
Mar 16, 2020
Messages
226
This, but in all honesty the whole idea of them waiting till 1.0 to fix all the major grind issues was always dumb to me
I think they can pull it off, though like I have always said, it scares me that we know almost nothing about their plans, we know they will do 1.0 and 1.1, and will focus on things like balancement and cosmetics long term if the games has enough players, but apart of that we dont really know exactly how they plan to solve these issues, I feel like communicating that way earlier would have also saved them from critiquizism that people will end up having, cause you cannot please everyone, even more if they are aiming to have better player attraction, like I said I really think most of the things currently in the game will have to get more rewarding cause if not it only attracts the extreme involved part of the community, which are the 3-5k active players that still hang around.

I dont think just because they havent communicated it will be a disaster tbf, I really think they can pull it off and they are really incentivized to pull it off cause making temtem a reliable thing would be wonderful for pretty much everyone.
 

GundamFlicker

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Jan 27, 2020
Messages
204
I don't think I can add anything that hasn't been said, honestly. Dapper Dinosaur in particular really pins most of my biggest problems with communication, and I agree that the Discord-centric approach is terrible. There've been several times in development where a patch passed me by because I didn't keep tabs on the discord expecting steam reports.

I'm just burned out with the game at this point, because most of the things I hoped would be ironed out show no signs of being fixed with 1.0 looming. I'm also quite pessimistic for the future of the game in general, since while the Switch release will mean many more eyes, most switch players play it like a handheld console (that is one of its key selling points). A feature that can't be reliably used for an MMO game. Its price is incredibly expensive for the quality on offer (in my opinion) and it's not very player-friendly overall. And of course, its successful early access is largely the result of the massive misstep thati s Pokemon Generation 8. Lightning in a bottle, you could say. But that has faded and while some PKMN fans (like myself) remain jaded and sworn off that franchise, the drive to seek out a similar fix has waned considerably among the disgruntled masses. I just don't believe TemTem can catch lightning in a bottle twice.

The TemTem community often seems almost sycophantically supportive of everything Crema does most of the time, but I've come to realise it's because - as pointed out in the thread - the people unhappy grew fed up and just left, leaving almost entirely positive feedback not representative of the fanbase or userbase as a whole.
 
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Messages
433
And of course, its successful early access is largely the result of the massive misstep that is Pokemon Generation 8. Lightning in a bottle, you could say. But that has faded and while some PKMN fans (like myself) remain jaded and sworn off that franchise, the drive to seek out a similar fix has waned considerably among the disgruntled masses. I just don't believe TemTem can catch lightning in a bottle twice.

I convinced four different people to try Temtem, including two pokemon fans. Of the four, I literally had to help every single one of them through the story because it was so painfully boring to get through, and after doing so, none of them continued afterward on the effort required for postgame team assembly for more than a week or so. Months went by. Then a year. Only just now are two of the four (one of the pokemon fans and one of the others) willing to log on and put in some more effort on it because I told them it's gotten easier. They do so begrudgingly because they have faith in my tastes from knowing me and my standards over the years, not the game or its development team. The other two are complete write-offs, I don't anticipate they're ever coming back. The viewpoint they all have, even the two that are trying to soldier on, is "Jesus this grind is ridiculous".

The person that just started playing again a couple days ago (we co-opped through arbury in those two days in two sessions) very much likes the idea of obtaining the scooter, but was legitimately horrified to learn that not only would he need to collect every single sticker, he also would have to deal with damaged stickers, and most importantly, not be able to even achieve his goal without player-trading. It's just another example of a game system/loop being absurdly grindy when it has no good reason to be. This is a pattern that Crema has established and maintained for a very long time, and they need to break it NOW. For any new gameplay loops/systems they are planning to add from now, they need to sit down and look at it, and put in an extra step to say "Ok, this is how we like it. Now since this matches what we like, how do we make it at least one less step tedious?" and then fix it before it even launches. They have proven they're ok with an obscene amount of tedium, and the community has told them in no uncertain terms over and over again that we are not, so the only logical thing for them to do if they actually value our feedback at all is to take it to heart and stop shoving completely unreasonable grind to everything they add. Damaged stickers and not being able to complete the book without trading with others were completely ridiculous stipulations of the new system that could have been reasonably fun and just fine on its own as a new standalone activity for everyone to do. It's a damn good thing Crema made all of the competitive gears available by 90 stickers instead of 150(?) like it used to be. That was an example of them doing the right thing and listening (and most importantly, ACTING) on feedback, but my main point is that it shouldn't have had to come to that in the first place.

How many times are we going to do this song and dance with them before they learn and start being proactive?
 
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TheDtzcrptr

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Joined
Sep 5, 2021
Messages
63
"Crema is advertising 1.0 as a major update that is going to miraculously and simultaneously resolve all of these issues at once, but with almost zero knowledge on what "fixes" 1.0 will contain and years of non-action on the part of Crema on these issues the community is having a very hard time taking YaWs statements seriously."

This is the most important part that I agree with. Literally ever since lairs were first introduced, the community has been steadfast in pointing out the many flaws with the systems, be it the nature of your teammates being able to actively screw you despite you playing your lane perfectly and as selflessly as possible to try to make up for them sucking, the fact you can't queue into them from anywhere like you can a comp match, the rewards sucking, and the RNG of the lanes sometimes being literally unwinnable. Crema's literal only response to all of this feedback that has been going on since the very beginning? Creating a new trash tier version of hacks, turning the old hacks into hotfixes, and HARD-NERFING the lair reward pool to give out hacks the overwhelming majority of the time and almost never give out the hotfixes like it did before. No fixes to a single one of the near-unanimous complaints the community has brought up. That's blatantly proving they think it's not only fine as-is but actually needing to be EVEN WORSE.

That's only one example but you can find more everywhere throughout temtem's history, and if they haven't addressed any of these things yet, my hope that they ever will has been diminished to near-zero. Their priorities seem to be completely messed up. Why was so much work put into the sticker collection thing instead of all of the critical issues the playerbase has been trying to tell them about for at least a year now?

On top of that, when they do finally add something (like the auction house), it takes them multiple patches to get it to the point it should have been at on release. Why did it take multiple patches for the sticker restorer (who, let's be honest, shouldn't have existed in the first place, adding damaged versions of stickers was just adding grind for the sake of grind, which is the VERY LAST thing this game needed) to repair a sticker after selecting it the first time? Why did the sticker album not show names of sticker slots you didn't have in the first place? How did something as simple as being able to hit an encounter while briefly being off-mount make it through testing and have to be patched later? It just seems like they have no idea what they're doing, there is a lot of really basic stuff that I can't believe they didn't add/catch in development. We STILL have a vault that doesn't show you the names of any items you hover the cursor over, so good luck sorting out which fruit, candy, smoothie, pheromone, ETC, or any other item with a common icon you want to pull out of there without clicking on every single one and viewing details to see which one it is.

The tired old defense of "We're not at 1.0 yet" has gotten weaker and weaker the farther along we get, and we're still at a point where significant portions and systems of the game are still actually miserable when they should have been addressed months and multiple updates ago.

I don't want to come off as an inflammatory critic, Crema does eventually add good changes to the game like the fishing lure, mounts, and dojo wars for guaranteed hotfixes each week and I commend them for that, but it feels like an absolutely glacial pace and in completely the wrong order of focus. They've said we're not even getting the final mythical with the 1.0 release. What possible justification is there for this?

And I just know that when we finally do get 5-10% radars back (quite possibly the biggest stain on Crema's playerbase relations), they're going to be at the exact same painful speed they were before, because if Crema planned to actually be reasonable and fix it, they would have just done that instead of removing them outright for a considerable amount of time, making 5-10% lumas essentially unobtainable.

Speaking of basic things, Temtem is still basically the only modern game I've ever seen that doesn't have any form of brightness settings, in a game where the brightness of every non-cave area is far higher than most other games. But sure, let's spend all of that development time on stickers!
this is so old but think about mounts! mounts were a thing from the very inception of the game, and after 2 years of development, there are only 2? Like how?:ROFLMAO:
 

TheDtzcrptr

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Joined
Sep 5, 2021
Messages
63
That's because they want to sell the other ones to you for money.
no kidding. the more i think about it, the more it seems like that's the case. the sticker system was a surprise to everyone, but if you think about it, the building has been there since early access launch. That tells me that they had plans for mounts and a system like stickers that rewards another mount from the get-go.
 

Bly Zeraz

Tamer
Joined
Nov 22, 2018
Messages
300
That's because they want to sell the other ones to you for money.
No using your own tems so they can sell the luma mounts as cash shop "flex" items. Sadly this isn't even a joke or pessimism. Tsukki outright stating they plan for the things you buy from shop to be the "flex" items just speaks to the greed they got planned. Really weird we didn't at least get Oceara right away given that was the mount shown since the KS. Never got some emotes they made either. Bet I know where those will go...
 

Cheware

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Joined
Nov 2, 2020
Messages
736
The person that just started playing again a couple days ago (we co-opped through arbury in those two days in two sessions) very much likes the idea of obtaining the scooter, but was legitimately horrified to learn that not only would he need to collect every single sticker, he also would have to deal with damaged stickers, and most importantly, not be able to even achieve his goal without player-trading. It's just another example of a game system/loop being absurdly grindy when it has no good reason to be. This is a pattern that Crema has established and maintained for a very long time, and they need to break it NOW. For any new gameplay loops/systems they are planning to add from now, they need to sit down and look at it, and put in an extra step to say "Ok, this is how we like it. Now since this matches what we like, how do we make it at least one less step tedious?" and then fix it before it even launches. They have proven they're ok with an obscene amount of tedium, and the community has told them in no uncertain terms over and over again that we are not, so the only logical thing for them to do if they actually value our feedback at all is to take it to heart and stop shoving completely unreasonable grind to everything they add. Damaged stickers and not being able to complete the book without trading with others were completely ridiculous stipulations of the new system that could have been reasonably fun and just fine on its own as a new standalone activity for everyone to do.
I think you summed it perfectly. They create fun side-activities but feel the need to have a "burden" aspect because god forbid something is simply fun to do.

That's as if they decided to add the Postal Service quests, but the third guy you have to deliver the parcel to is not visible for you and you need to group with someone to complete it.

Stickers are a total clusterfuck just because of that terrible aspect of "you can't complete it by yourself". It would have been a very good side-activity with random respawn if you could hope completing it by yourself, with trading being an optional way to complete it faster.
But no. I have 129, my girlfriend 131, and we can't complete it by ourselves as there are a handful which none of us have in our "setup". That shit alone de-incentivizes us to even try so we just stopped caring at all for that system.
 

NazzyDragon

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Nov 22, 2020
Messages
68
On the topic of sticker trading, am I the only one who's annoyed that people are complaining about a little bit of socializing in a game labeled as an MMO? Like, c'mon, you signed up for the genre. Pet peeve.

(P.S. If you need stickers, my completed books are open with spares)
 

Cheware

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Messages
736
On the topic of sticker trading, am I the only one who's annoyed that people are complaining about a little bit of socializing in a game labeled as an MMO? Like, c'mon, you signed up for the genre. Pet peeve.

(P.S. If you need stickers, my completed books are open with spares)
Forced trading for a one-time collection item is not really the "socializing aspect" you're supposed to implement everywhere to brand your game as a MMO. Trading is trading, incentivizing players to interact with each other for daily activities is the way to go.
 
Joined
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Messages
433
On the topic of sticker trading, am I the only one who's annoyed that people are complaining about a little bit of socializing in a game labeled as an MMO? Like, c'mon, you signed up for the genre. Pet peeve.

(P.S. If you need stickers, my completed books are open with spares)
I personally am not affected by the sticker book not being 100% completable alone because Crema did the right thing and drastically lowered the number of stickers you need to get all of the important stuff, but that doesn't mean I can't point out how annoyingly designed it is. Annoying Design is Crema's standard fare at this point no matter how much feedback they get about how annoying it is.
 

Bly Zeraz

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Joined
Nov 22, 2018
Messages
300
On the topic of sticker trading, am I the only one who's annoyed that people are complaining about a little bit of socializing in a game labeled as an MMO? Like, c'mon, you signed up for the genre. Pet peeve.

(P.S. If you need stickers, my completed books are open with spares)
It's so dishonest to keep pretending Temtem was ever or is ever going to be an MMO. It's a single player game with some multiplayer features that are discouraged at basically every level because of various systems we have to work around. Stickers being made impossible to complete solo is not good game design. The difference between how it feels to be naturally encouraged to use multiplayer features and how it feels to be 100% forced is incomparable and that shows with how much everyone hated it when we saw what the sticker mess was.
 

GundamFlicker

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Messages
204
It's so dishonest to keep pretending Temtem was ever or is ever going to be an MMO. It's a single player game with some multiplayer features that are discouraged at basically every level because of various systems we have to work around. Stickers being made impossible to complete solo is not good game design. The difference between how it feels to be naturally encouraged to use multiplayer features and how it feels to be 100% forced is incomparable and that shows with how much everyone hated it when we saw what the sticker mess was.

That's perhaps the saddest description I think I've seen. Not that I think it's inaccurate. I've been willing to call it an MMO (it is one by definition and strives to fill itself with many MMO conventions) but settle on the line that the Creature Collection RPG and MMO aspects simply clash (the many QOL improvements in pokemon alone clash with MMO design and those set the standard for creature collection RPGs).

If this were a single-player game with online co-op/trading/battling, I think it would have been a lot better. Would also have allowed more time for actual development as opposed to the extra hassles that come with developing an MMO and dealing with servers and instances and whatnot. Oh sure the argument can be amde about cheating etc but I really don't think a single-player game with online features has to care too much about it when a filtration system could be used to deny cheated tems from being distributed/used competitively. Though that hypothetical version of the game doesn't and won't exist.
 

NazzyDragon

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Messages
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It's so dishonest to keep pretending Temtem was ever or is ever going to be an MMO. It's a single player game with some multiplayer features that are discouraged at basically every level because of various systems we have to work around. Stickers being made impossible to complete solo is not good game design. The difference between how it feels to be naturally encouraged to use multiplayer features and how it feels to be 100% forced is incomparable and that shows with how much everyone hated it when we saw what the sticker mess was.
I... found it fun. I guess I'm weird..
 

Bly Zeraz

Tamer
Joined
Nov 22, 2018
Messages
300
I... found it fun. I guess I'm weird..
I made no commentary on how fun the sticker hunt can be to anyone. But grabbing every sticker in your entire game to then still have to rely on finding people with the ones that weren't in your limited spawn pool, willing to trade or give them to you, isn't rewarding. It makes your entire hunt invalidated because completion was always beyond your means and now you have to hope those other things you need are in circulation and constantly being generated by new players doing their hunts. And if other people just don't want to do sticker hunts? That's other people paying the price for it too.
 
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