It's deeply vindicating as an OG Arknights player to see it outperforming Endfield. I want both to do well, but I'm so happy Arknights is going so strong.Â
Hard for a boycott to do well when most of the playerbase is alright with the changes. There's something to be argued that the new system is more predatory in how it encourages you to roll but the argument of it being worse statistically is pretty dead in the water once they actually revealed the rebate amount.
To be fair they probably left the rebate amount ambiguous to see what level of backlash their was and if they could get away with less but given how the numbers look I'm almost certain the 40 rebates for every 160 pulls was their original plan.
The boycott have failed in the first place when everyone rolled over for the new changes like cattle âfor the sake of the girlsâ
Also, this is the month which supposed to give them big money after apparently last month is just ânobody love Makoto. Everyone saving up for IbukiââŚ. And itâs only a small bump overall last monthâs.
I wouldn't call it a fake boycott, but it wasn't 100% effective either; these events usually surpass 10 million, yet this one didn't even reach 8 million. If the trend continues, the next one will barely scrape by to hit 5 million. As for the claim that it performs better on PCâthatâs only half-true; at least on Steam, BA can't even crack the top 20 best-sellers list, unlike WuWa, ZZZ, or Uma. On Steam, BA can't even outsell indie games that aren't on sale. BA didn't drop to zero, but it certainly sent a clear message that a large portion of the player base has either left or stopped spending.
I want both to succeed but AK outperforming Endfield is absolutely necessary to send the correct message so developers realise they need to save the game.
And they still could have action elements to it. Make it full blown gacha dungeon defenders. They already kind of have it with the smaller base defense modes.
I mean, you have to keep in mind this is mobile only, and we already know that like 60-70% of endfields revenue is on PC. It would be interesting to see how much of that AK cash will now bleed from this graph as people stop using mobile/emulators and move to the pc client. I know I have.
Its not that the charts are fake its just that they track mobile only and some games generate far more value from pc and console. You should only use these numbers to show trends as regardless of platform ups and downs are generally shared. i.e. its not that it made 10 million or more than xyz but that its revenue went up or down 20%.
I really donât understand why nobody is collecting these yearly reports and makes a table out of it. Itâs much closer to the truth than this stupid list
The real funny part is, it also drove the ones who like factory gameplay away. Superficial enough to not scratch the itch for people who actually want it, while just involved enough to scare away those who donât (obligatory âwhen you can literally spend five minutes copy pasting a blueprint ever 6 weeks with zero thought, evenâ). A real prime example of how fence sitting can really hurt game design.
Something I dont hear talked about much is how bad factory progression is. In a regular factory game, you work your way up the tech tree tier by tier with each tier having a lot of relevancy even towards the end. You really only demolish and rebuild when there's a massive jump or to truly optimize.
Meanwhile in Endfield, you are much better off just waiting on the factory until you progressed the story and unlocked all recipes so you can just jump straight to the final and best tier of recipes. For anyone joining late, you just ignored like 80% of the factory. Meanwhile for anyone that is playing patch by patch, you are forced to rebuild your factory every 6 weeks which can really burn you out.
Very good point. Progression is a major selling point of factory games, and a big appeal for many people is that if you spend the time building something good instead of ad hoc bare minimum, itâll keep paying dividends long into the future. Endfield showed a tiny hint of understanding that latter part with Wuling, where patches somewhat tried to build on the previous production lines which naturally rewarded having made them well the first time⌠but this was pretty undermined by the very limited optimization, the blueprint system, and the drip feed of resources. As for the former, since there is no real cost to building anything and instead everything the factory produces does nothing except feed into a black hole ânumber go upâ unrelated system, it kills any semblance of progression and yeah you just do story until things are unlocked then plop down the curran patch thing.
yeah the rebuilding was fun and interesting the first few times, but I could see the road ahead and it was either complete burnout or copy/paste someone else's blueprint every patch. Neither sounded appealing and I didn't have the time for a third gacha anyway.
The biggest problem is they have no idea which direction they want to go. They implemented a bunch of different gameplay elements but all of them are too shallow to be attractive. Worst of it they cannot even tap into the huge fan base of their original game.
I could even get over mediocre gameplay if the story and characters hooked me enough. Unfortunately in my first impression of the story, it felt like none of the characters could so much as wipe their ass without protag holding their hand and doing it for them lol
Lucklaster story (presumably starting to improve now, but it took them a while), Content draught only few patches into release. Lack of end game for almost half a year, lack of weekly / bi-weekly game modes, majority of events being boring variations of âGo spray wall with power-washerâ, âGo spray cows with powerwasherâ, âDeliver me an item you buy from vendor in different areaâ
Iâd like to add to this a big one for me; despite the meaningful content being very sparse one and done stuff, the daily chores part was disproportionally time consuming for relatively minor reward. It was a big one two punch of âdo you want to play the game? Too bad.â
It has Nikke levels of busywork if you want to optimize your resources. Worse even because Nikke is designed as an idle game so thatâs expected while Endfield is supposed to strip all that out for real gameplay. 3x uber deliveries, 3x blackjack+fighting, factory selling, 5x friend visits, credit shop, trading, 2x photos⌠itâs nuts for the daily chores.
And the usual counter is âyou donât need to do all thatâ. Yeah, you also donât need to do anything in any game, might as well login once a month and stop talking about any game. Itâs a live service game, the task list needs to be reasonable and will be evaluated against other live service games. Why do these daily chores exist when none of it is even gameplay?
To me is the complete opposite, the game had too much to do, every patch I liked the new maps, setting up a new railroad and update the factory but it took too much time especially when theres so much daily stuff as well to keep up with, I could only keep up with its release period tbh because I started playing in a period I was not very busy with my job, when I had a busy period I instantly dropped it
pretty sure the factory and the weird overly complex gacha system are the main culprits. they seemingly want to cater to people who play games like genshin and then do everything in their power to implement systems that filter them out.
What is there to even play? Who is this game actually for?
The story is bad for people who care about story.
The combat is bad for people who care about combat.
The gacha is bad for people who enjoy gacha.
The factory is bad for people who enjoy simulation.
The goon is bad for people who goon.
So whatâs left?
The only remotely good thing about this game is the extremely subjective metric of optimization and "muh aesthetics". And apparently, thatâs supposed to carry the entire game.
Take away the pretty graphics and the optimization circlejerk, and thereâs basically nothing here for anyone to actually play.
The combat is fun, but if you're not interested in event medals for bragging rights, there's not a lot of content where you're incentize to fight.
Overall, a big issue of this game is that it very "f2p friendly" in the sense there's not a lot of content motivating to come back to the game and grind and pull for characters. You can get all the gacha currency through the easy difficulty of combat events/endgame, and the game never asks you to have more than one team (save for some teams being advantaged in some fights, but once again, all the important rewards are on easy mode).
This sounds great on paper, but this also means that once you're done with the content of the patch (story, exploration...), you don't have any reasons to stay logged in, which does lead to the whole "This game has no content" sentiment.
Please don't take monthly revenue pvp thread comments too much at face value. There are literally people here who do nothing but comment to take a dump on games they don't like and present their opinions as facts because it's fun I guess? No matter what game. Above commenter is one of those.
Ok I see, I didnât realize the story and gameplay were so bad
You wrote this after one comment. So yes, you wrote this sentence based on one comment implying that you believe that comment and use it as the one truth.
The story for Endfield was always good. And by that I mean the ideas behind. What was not great was the pacing and the story-telling. those things are not the story.
for example, 1.1 had a great premise but rushed the conclusion.
1.4 (the latest patch) good the pacing and story together and the storytelling was also very much improved.
If you see people say that Endfield's story is bad, then they probably didn't like the latest story (which is subjective) or are talking about past story version (i.e. when they quit).
The story is easily the worst i have ever seen outside of hentai slop VNs. The MC gets endless blowjobs from every person he meets. He is also the reason why everything that is happening happens.
When honeymoon was over, people realized the game had nothing interesting beyond graphics. The game was created for everyone, so it became for no one. As for me, biggest disappointment was the story and characters.
I tried it but couldn't stand the factory gameplay. And I could stand even less the people that went "just look for blueprints". Why would I do that? The game isn't entitled to my time, if I don't like the core gameplay I leave. When I left, I mentioned in the feedback I wouldn't return unless the factory was completely removed. But even if it was removed now I would probably not return. I've lost my interest in the game already.
The factory system is too ingrained to the point removing it would just screw everything over. But the people saying "just look for blueprints" are right though? The entire blueprint system in the first place is for people who don't want to bother setting it up themselves and want to do other things (not that there's much to do once you're done with everything lol).
The blueprint thing isn't really even true. I couldn't just install one blueprint and skip every tutorial and everything factory related. You had to keep changing blueprints for different points in the game. And as I said, the game isn't entitled to my time. If it truly was so skippable they could've added complete factory automation so I didn't have to do anything, but they didn't. If blueprints are so simple why not fully automate it so I don't have to interact with it at all? There's other games, no reason to be so forgiving.
Blueprints usage removes 90% of the necessary time and effort from it. I say this as someone who has done both multiple times. If the 10% remaining is still a problem, the game just isn't for you in that case. Which is fine, no game should cater to literally everyone.
That's literally what I said. I didn't like the factory stuff and decided to quit the game. Indeed, the game has the right to dischard players like me. But the devs also have to decide if it they want to keep the current revenue or if they want more.
Because the factory is still a huge part of the game's identity and pretty much everything runs off of it? Like I'm sorry it didn't appeal to you but all you really have to do is to follow guides that hand hold you through the entire process and you can forget about it until the next huge patch.
You're not even forced to rush, but everyone has different attention spans and opinions in the end so I can't really change your mind.
I don't know why people have a problem with leaving one feedback message. I didn't spam it nor did I point a gun at them. In Zenless they removed TV mode, a core part of 1.0 zenless, so it isn't unheard of. And the devs are free to do whatever they want with the feedback people provided. Also, guys, choose, is it integral or can it be 90% removed with blueprints? It's hard to argue against two contradictory positions presented at the same time.
Also, "remove it" was just a way of speaking. I actually asked for full automatization so I didn't have to interact with the system at all, not removal.
I'm just genuinely confused as to why you feel the need to give "feedback" at all. You don't like a core part of the game, and have no intention of playing in the future even if that part is removed.
That's like going to a chinese take-out place, knowing you hate chow mein, and telling them they should replace it with a burger (which you would not be willing to come back to try). Why would anyone take that feedback seriously?
First, on why I left feedback on a "core" part of the game. Why would you say blueprints were added? I'd say it's pretty uncontroversial to state that blueprints were probably added because the devs wanted to give people that didn't want to interact with the factories a way to save most of their time. The problem that people like me had is that it wasn't automated enough, we wanted full non-interaction. So what I asked was just that they fully commited to the blueprint process, which was in 1.0, and made an option to fully automate factories and skip that part of the gameplay.
Second, on why I left it if even if it was automated I wouldn't return? Well, at the time, if they had added full automation I would've returned. But after so much time I just went to other things. Now, to return I'd need the game to do better than those other things.
Blueprints are pretty standard for factory games. Lots of people like creating/sharing/testing efficient factory builds. And yes, a lot of people use them as shortcuts. But they aren't used to COMPLETELY REMOVE the gameplay.
"Full non-interaction" is one of the weirdest suggestions I've ever heard for a game. Go play an afk idle game if you want that.
You don't want Endfield to be "better", you just want it exactly how you like games, and if it isn't, it sucks.
Don't twist my words. Full non-interaction with factories. I'd still want to explore and fight and do the story. Don't pretend like that's an afk game, and also don't evade my point. The game isn't just a factory simulator. And blueprints are just a step behind of full automation. Also, the devs just ignored my feedback back in 1.0 and moved on, nothing bad happened.
You want a large chunk of the game lobotomized because you personally can't be bothered with it. If you think that's useful feedback, you're slightly delusional.
Very sure most players do play on PC and console rather than on mobile. It just feels much better, only time I play on mobile is to do something quick and not for long gameplay.
We know they are not playing Endfield on console because how low it always is on both the best sellers and free to play chart on PS5. So for this game to be doing well 90% of the revenue better be coming from PC.
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u/TransparentWolf 7h ago
Blue Archive beat Endfield đ