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A quick sum up of robocraft, from then to now

Robocraft started out as a concept and an idea, building upon the three concepts of BUILD, DRIVE,
FIGHT. For many years it was just that, a place where you could sit down for hours to create whatever
was in your mind, and then use that games with other players. It was built on a seemingly simple, but as
more and more people pushed its limits, an extremely complex game with incidental features such as
triforcing. As the years continued concepts were reworked, giving us rails with penetration and a new
damage model to deal with the gunbrella bots, and reworks to how aoe damage was dealt. At this time
there was a lot of things to take into consideration when building, and arguably even more depth to
explore and master. As we got camera controls, the game to an interesting turn, on one hand camera
controls made piloting easier, but on the other they gave yet another dimension of movement to the
game which also could be seen as adding to piloting. Like the removal of pilot seats, this served to
change the game by allowing for more builds due to a change in other aspects of the game. Players now
had to worry less about piloting and building, focusing more on shoot. For a while, this was fine since all
three of the core aspects still applied to the game. As we drifted further and further from building
during the boosts era, the game really changed to a more fast past game, with the new meta to aim for
stats when building instead of making the most efficient bot for a cpu. While this did put an interesting
limit on players, it encouraged them to find the most optimum build for their play style, be it falling in
the middle, 40% for each, or going extreme and dedicating the bot to one boost in particular. However,
you want to look at it, boosts added a lot of dynamics to the game that we would never have had
before, since not maxing out cpu was never a viable goal before this, even when you take into account
cpu to energy. As always though, all good things come to an end, and the fate of this was mainly based
on two things. The first was a twitter poll, now while twitter is wonderful for some things, an in-game
poll would have given a much better idea of what players wanted, while not bringing up and issue with
accessibility. As for the second thing, that was simply freejam’s historically all in mind set, that was
applied to almost all of the updates we have seen over the years. They went straight into tiers, throwing
out balance, throwing out anything we used to have working decently in favor of a total and complete
rework. Still not fully listening to players, as had been the norm for around a year now, maybe longer.
The further down this path they went, the more players they pushed away, creating horribly oppressive
meta, after meta. While you can’t blame the idea of meta for the game’s downfall, or the parts used in
them, you can blame how freejam handled them and the balance within the game. Every balance
change turned from a change with a clear goal and objective, to a hammer fall. Changes were made
seemingly on a whim, regardless of player input, and balance was further destroyed. Between making
another drastic change for the game’s direction, loot boxes, and the completely eradicated balance the
game was quickly coming to an end. However, when we learned of the end, it wasn’t from freejam, no,
it was from a wild goose chase of discord posts. Players ran server to server searching for answers as to
what was going on with a game, they had put hundreds of hours into, if not thousands. Now here we are
in the present, back to waiting for promises and updates that will never come, back to waiting in a
forgotten corner left with fade away into a memory that the devs wouldn’t even acknowledge as having
ended publicly. At the end of this remains one thing, a small fraction of a community, some new and
some old who stood by a game. They stood by a game offering help each step of the way despite being
ignored, giving false promises, lied to, and forgotten. If I want freejam to gather anything from rc while
they yet again take the headfirst plunge into RCX its this, think and listen. Now I’m not saying this to call
them stupid and deaf, I’m saying this because from what I can see as one of those forgotten, and broken
community members that is how we got to the sad sorry state we are in now, no hope for updates, and
a scramble to save the memories we choose to keep. However, just to clarify further what I meant by
those words; I’ll explain. Think, something all people should do before making rash or large decisions in
the direction the are headed. Large sudden changes will lose players, leaving those who remain unsure
of where they are headed and doubting if its worth holding out until the ride is over. Listen, something
arguably could have saved the game if actually carried out. Listening to a community is key, you make
the game for them as much as you make it for the idea that got your team excited to create. When you
put them together, you ideally create a game where the developers understand their game, listen to
people and choose who to ignore and who to listen to for the better of their product; but, finally you
end up making something that takes that original idea, that spark that took off and keeps it in focus and
the driving force behind the game. If the devs lose their way, or the players lose their faith, then any
game you make will end up like rc, dead and forgotten.

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