Hi-Rez On Tribes’ Failings And Future, Tribes Ascend 2

By Nathan Grayson on July 19th, 2013 at 12:00 pm.

Oh Tribes Ascend, say it ain’t so. Sure, we had our ups and downs, but you know you were loved, right? Right?! Just hold on a little bit longer and then– oh, you’re not dying. Just ceasing updates for the foreseeable future, maybe forever. Well, that’s still a shame, but I guess I can stop frantically shaking you and screaming spittle into your face. But you know you’ve left quite a few loose ends, don’t you? What about balance concerns, your decision to prioritize buyable items over game-changing updates, the lack of a strong tutorial, support for player-made maps, and the possibility of Tribes Ascend 2? Oh right, I asked Hi-Rez COO Todd Harris about all of that stuff. Handy!

RPS: Tribes isn’t receiving any major updates for the next six months – at the very least. Why? Is it just to focus on Smite for now, or has Tribes hit a point where it wasn’t making enough money to continue justifying the cost?

Harris: The number one reason is that it’s actually very content-rich. I can give you the stats. I just pulled up your article, so it sounds like you’re pretty familiar. Since launch, we added 54 new weapons. We added a new game mode, a new leveling system, custom servers, server browser, shielded base assets, 29 new maps – all free – and all that in a brief period of time.

We also added an option for people to pay one price and get all the weapons. I don’t know of any other free-to-play game, other than our own Smite, that has that option. It’s free-to-play, but it does have a twist. You can get all the gameplay elements for the price of a normal game. It’s fairly complete in its content.

The other thing is, the one thing we’re going to be working on next is a path for users to add their own maps. We just feel like it’s at a good point to have users maintain it. That’s reason number one. We feel like it’s a complete experience and we want to give users the tools to add their own maps, as opposed to just adding more guns that wouldn’t benefit the game.

Reason number two, as a studio, even though the game is complete we could do things like additional cosmetics that would really just not affect the core game balance, but be revenue-generating. But we are seeing so much opportunity and growth with Smite that, as a studio, we’re prioritizing that [over that sort of addition to Tribes].

RPS: For user-made content, are you thinking a tool set or a full-blown SDK?

Harris: That’s to be determined. There’s some community work toward an SDK that’s been started. I expect, let’s say, over the next month we’ll see more details on that. It’s not anything that has a date on that, or a full feature set. Other than small bug fixes, that’s the only real new feature we have in the works for Ascend.

RPS: At this point, how much of a priority is it? Is it something you’re thinking of launching after that six-month period? Or are you going to make an effort to release it during the intervening period?

Harris: I think that, ideally, it would be in the intervening time. But it’s a pretty fresh concept. It doesn’t have any committed date yet. There’s a lot of different ways we can go with it, as you would imagine. We just want to let people know that that’s the next thing for Tribes: Ascend.

RPS: You updated Tribes a lot with maps, guns, and buyables, but many people feel as though you haven’t addressed issues that are fundamental to the game itself – like an imbalance between offense and defense and the lack of a really in-depth, playable tutorial. Stuff that makes it harder for people to get into and enjoy the game.

Harris: We hear that feedback a lot, so I’m not surprised, and it may be valid for those people. But we think, again, that the game and the features stand out well. A tutorial, a lot of people talk about tutorial. It’s really hard to make an exceptional tutorial. I haven’t found gamers to be all that fond of tutorials in general. I think with Tribes, the gameplay is different enough that either people have played it before, or they have friends that are playing, and that kind of gets them over the long learning curve. I think that even if we spent a lot of time on a tutorial, that would be a very modest improvement as far as new people sticking with the game.

RPS: But especially when a game is “finished” like this – when the balance probably won’t shift radically – it seems like a good time to introduce a tutorial that teaches battlefield roles, weapon strengths and weaknesses, movement techniques, etc. Especially in a game with as many little nuances as Tribes.

Harris: Yeah. Again, I just… In my mind, it’s just a different enough game that I kind of think people are either motivated to get the skiing and the shooting and the leading their opponent, or they’re not. That’s actually the thing that’s the most different for people that aren’t familiar with it. I agree with your point, that class-specific tutorials and those sorts of things… Any of that would be helpful. But the community has done a lot of class-based videos and those resources are available. Again, we’re at this point more about empowering the community to make content, versus those sorts of features.

RPS: That in mind, who did you end up making Tribes: Ascend for? Was it more for people who used to be into Tribes 2 back in the day, or was it to get new people who have never really played a Tribes game into the series?

Harris: Definitely both.

RPS: But you thought new players would just be self-motivated enough to learn everything, even though they usually aren’t? Do you think that you ended up in kind of an awkward position in trying to cater to both crowds? I mean, I think it’s possible, but the issue seems to be that newer people have trouble getting into it while long-timers aren’t necessarily fans of the way the base defense and things of the like are done, because you’ve simplified them for newer players.

Harris: Yeah, but I don’t think it’s weird. I mean, more people have played it than all the previous Tribes games, certainly. A lot of people are continuing to play it and still, at this point, continue to discover it. I just think it’s different enough from military shooters that, if you look at a lot of older-school shooters, like the recent Quake Live or Unreal III, there’s a group that enjoys them and a group where it’s not for them.

Tutorials and things could make a modest improvement, but ultimately it’s whether people enjoy that core gameplay or not. We tried to preserve what we thought the core gameplay was, the best elements in Tribes and Tribes 2 and, to a lesser extent, Tribes Vengeance. Players all have their own opinions. But we tried to preserve that and I think we did. We tried to bring that to as many people as possible. I think a lot of new people have discovered it. But ultimately, it’s not for everyone. I just think that a tutorial would make only a modest improvement on that.

RPS: Where do you think Tribes Ascend still stands to be improved?

Harris: The party system came a little bit late in development. Good social systems, so that you’re inspired to keep playing with your friends, help people stick. Some idea of ranked play, I think, would have helped. We had, and still have to some degree, an eSports scene with teams playing for money, and then you have pub play. It’s hard to bridge that gap without a gateway system that feeds from pub play to more competitive play. A lot of that has to happen outside of games.

That, I think, is an example of something that potentially could have helped. That’s the sort of feature that, again, we don’t think makes sense to introduce into Ascend at this point, as opposed to just letting users make maps. Which is really the main thing we hear from the community. Certainly the vets have various issues, whether it’s in relation to offense or defense, or people don’t like the physics implementation, but what I overwhelmingly hear from the people that are playing at this point is that they really enjoy what’s there, but they would like a way to make maps and a path to do that. That’s what we’re trying to address.

RPS: There’s the other side of the argument, too, which is that games that have been updating for eons – things like Team Fortress 2 and World of Warcraft – lost some of their original spirit. Some longtime players no longer like those games, because they changed too much from the core of what they were.

Harris: That’s right as well. You know how game communities are. With each of our updates… Early on they were very significant, and there might have been some complaints around how it was too much new stuff at once. You do get both. Ultimately I think that if you look at, whether it’s the reviews of the game, combined with the fact that people can pay a very reasonable price, in line with other multiplayer shooters, and get everything in there… The fact that you can do that and get a very well-reviewed game and get all the content in it, that leaves it at a point where we feel good about what we’ve delivered. But the number one community feedback we’ve been getting is around a path for user-generated content. We’re trying to respond to what we’ve heard the users ask for as most important.

RPS: As far as the offense and defense stuff, things like that, issues at the core of the game itself, do you worry at all that discontinuing major updates at this point will shake your harder-core player base’s faith in your company? Especially since you instead chose to focus on so many things that players could buy?

Harris: It’s a good question. I don’t think so. We feel good about the core. Rock Paper Shotgun, as well as most other media, reviewed the game extremely highly. I think it’s the highest-rated free-to-play released game. Team Fortress 2 has a higher score, but they weren’t free-to-play when they released. It’s made numerous top-10-shooters-of-all-time lists. Combining that with the idea that the core is somehow broken, we just don’t really get that. We get that certain vets of other games find it different from those games, but those folks, I think, long ago decided that it was enough like Tribes that they were going to play it, or that it wasn’t. We’ve kept that stuff pretty core.

RPS: When you first announced Tribes’ sleep of a thousand sleeps, you mentioned that a Tribes Ascend 2 would actually be more likely than more major updates to the first one. Why?

Harris: Well, as you saw, I clarified that no one was working on that. I was trying to indicate that, long-term, I and we just think it is a strong franchise. There are other places that it could go. But per your point, let’s say there was a desire to [make sweeping changes]. Whether it’s to introduce a kind of ranking or some aspect of the core that did change, but we didn’t want to upset or disenfranchise the current group. That was really my thought. The days of major changes in the game are behind us.

We want users to be able to add content, and if there was anything really significant that was to change, that would be in a different title. We won’t be changing the rules on all these people, changing what they’re used to. But again, our priorities right now are, for Ascend we want to give people the chance to make content. Other than that, our studio is focused on Smite, because it’s growing much faster than any game that we’ve dealt with. At the highest level that’s what we’re focused on. That was the intent of the statement. First, to let people know we weren’t going to be doing any other major updates, and then, just today, in talking with the community, to let them know our intent around support for user-generated content.

RPS: So is Hi-Rez finally dialing in its focus to make the best of one game? Do you think you maybe juggled a bit more than you could handle previously?

Harris: Well, we have three small teams. We’ve tried to do more than one at a time. But I think the best results come when we’re more focused. Basically, each game has gotten the degree of focus that the community has brought in. Very specifically, all Tribes profits have gone into enhancing Tribes with its updates. Now Smite is doing well enough that it’s justifying a large amount of resources on it. Commercially, both projects have been supporting themselves. From a degree of focus perspective, I think more focus helps us as a studio. We see the biggest studio opportunity on Smite.

Smite is growing incredibly fast and, as a studio, we’ve learned the value of focus. So other than Tribes mod/map support, our focus is all-in on Smite for next six months.

RPS: Thank you for your time.

, , .

39 Comments »

Sponsored links by Taboola
  1. SomeDuder says:

    Good job Nathan, even the title was enough to get my blood boiling. “Support the existing product which hasn’t even had it’s 2nd anniversary?” “Fuck no, just keep the cash store up while we shove out a sequel.”

  2. Noburu says:

    TBH all i could keep thinking was Hi-Rez can make some great games and then run them into the ground. Global Agenda was one of my favorite multiplayer games ever and they abandoned it for Tribes: Ascend, and then they abandon Tribes. Im sure Smite is next.

    • Meldreth says:

      But I don’t understand all these comments about Hi-Rez abandonning Tribes. Can’t a game just reach a point where it’s quite complete, and doesn’t need any more support ? I guess this state is harder to reach for a multiplayer game, and I haven’t played enough of Tribes : Ascend to say if there indeed still are major balance issues, or if the whole game is quite balanced enough and enjoyable. Meaning, I do find it quite enjoyable.

      On the other hand, yeah in a way they’re ” abandonning ” the game, in order to focus completely on Smite, which most likely is going to be more profitable, but saying abandonning implies that somehow they’re leaving Tribes : Ascend in a terrible and unplayable state, and that they just can’t bother to fix the situation. But it doesn’t seem like there’s anything to fix.

      Am I missing something ? Should I be shocked that they’re going where the money is ? I would be if Tribes Ascend was a mess, but it doesn’t seem to be, so at some point it seems rational to stop focusing on it.

      • Leprikhan says:

        I feel like had they not said anything and simply gone ahead with what they’re doing, nobody would be making any fuss.

      • Mattressi says:

        Many people feel that there are still many issues with TA – more so than when it was released, even. It’s still a game where the series’ iconic weapon, the Spinfusor, is second-rate to generic Modern Warfare assault rifles/SMGs, where much of the physics is still quite illogical and a multitude of other issues (or, to probably many people, they are non-issues or even positives). It seemed a bit of a lapse in logic for Todd to say “but we got good reviews, so how can things be wrong with the core?”, when, in fact, they’ve repeatedly changed the core mechanics in order to bandaid the problems some people had with the game.

        For me, the game has too many snipers (hitscan long range weapons in wide-open maps are always a bad idea), to many autos, too little tactics required, poor chasing and suffers from having classes instead of being able to customise your loadout without class restrictions. That’s just me though. There are some who also hate the health regen (I actually kind of like it, which is odd since I normally hate it in other games), for example. Though, I find few people who will say that they truly love autos/snipers, etc. I imagine that might just be because those people have moved onto the latest game involving automatic weapons and sniper rifles. They might just bitch less than some of us do though!

        I think people feel like it’s been abandoned because there are many issues that people have been complaining about for a long time, which HiRez have acknowledged and tried to fix, but which have only been made worse by these fixes. Now they aren’t going to fix it any more. There’s basically no hope that the game will now be fixed, whereas before there was. I really hope they release a full SDK for the game; some of the people in the community have done amazing things with it already (but only on their end, since their modding isn’t able to be used online).

      • flang says:

        Harris could keep repeating that phrase about TA being “complete” until he runs out of breath and dies – that wouldn’t make it any less of a load of bullshit.

      • kodjeff1 says:

        This.

        T:A was and continues to be a fantastic game. “Back in the day” games were released and it was one and done. There were still incredible games back then!

        A game does not need indefinite updates in order to remain relevant or fun.

        • SageGaspar says:

          I strongly agree. The problem with multiplayer gaming in this era is that there are TOO MANY high quality games out there. Here’s the list of games I could be playing multiplayer right now: Natural Selection 2, Tribes Ascend, League of Legends, some damn MMO, FEAR 3, CS GO, Borderlands 2, Orcs Must Die 2, Monaco, RE 5, Trine 2, Magicka, Xcom, Civ 5, TF2, Killing Floor, Planetside 2…

          Those are just what I have installed, then there’s a ton of older games I could be playing. Then there are single player games I have backlogged. I don’t have enough time in the week to play all the quality games that are out, and I play more than most. I fucking loved damn near everything about Tribes Ascend and I haven’t played it in months. In the end, they put out a damn fine game and I got way more than my couple bucks’ worth.

          For what it’s worth I thought Global Agenda was unmitigated shit but hey, hopefully the second time around will be better. Smite’s pretty fun though.

  3. tnzk says:

    So yeah, Todd Harris, if you’re reading the comments, we get you: your company is going where the next big cash-grab is.

    Not to sound like an ignorant consumer, because I do have a business mindset. But if you’re struggling for cash that you have to dump your babies by the wayside, there’s only one right option: manage your business better.

    • Turin Turambar says:

      They are doing that. In this case, “manage you business better” means doing a new game which is better than the last and more profitable.

      • tnzk says:

        No, because business is a relationship between you and your customers, not you and your money. I mean, this idea is like 10 or 20 years old now that they’re giving this information away for free instead of hoarding it at tertiary institutions.

        With that in mind, look at the reputation Hi-Rez is getting since they’re perceived to be abandoning one of their games for a second time. It’s not a very good look, and could possibly hurt them in the long term.

        So, if you “manage your business better”, you would be satisfying your customers, building your reputation, and turning a profit because of the first two.

        Personal example of this situation: I knew an up-and-coming cinematographer who had some excellent work. People really liked working with him, and they would book him in for a production. But on several occasions, the guy would cancel his agreement because he got paid a little bit better elsewhere, even if it was for another position. Now, few people want to work with him because of his unreliable reputation. Unless he changes his character, he might forever be relegated to assistant positions rather than his aspiring cinematography career.

        • Turin Turambar says:

          As costumer, I don’t have any problems with Tribes. I had fun with it for months, and there was a steady flow of content for the game. But every multiplayer game dies after x time, I don’t know why people can’t understand that. You don’t see DICE doing patches and DLC for BC2. Hell, BC2 had less support than Tribes, being a bigger retail game.

          You can only get multi-year support from games that are successful enough, like TF2, World of Tanks, or LOL. Tribes Ascend wasn’t never anything close to those games. After the initial months (where there was still regular updates!) the game started to lose players, because it never reached a critical mass of millions of players. It never went “mainstream”.

          Some really delusional people says “well, if would have done much better with a better, long-standing support!”. Well, no. Long-standing support serves to keep happy your already present community, but it doesn’t make it bigger.

          Tribes very high skill ceiling wasn’t never meant to be successful in a F2P game, a business model that need millions of players.

          • MasterDex says:

            Picking an EA published game to make your point was a really bad idea. I see where you’re coming from but it’s a fallacy to assume that every multiplayer game will eventually die. There are so many multiplayer communities for old games that are alive. The idea that a community will just die is an idea that the big publishers like EA, etc have ingrained into your mind because it works better for them. A buy game>play game>discard game>buy sequel cycle is far more profitable for them than buy game>play game>Keep playing game.

  4. airtekh says:

    Had some fun with Tribes Ascend, but I can’t see myself going back to it, there’s too many other multiplayer games demanding my attention.

    It’s a shame the ‘buy everything’ option wasn’t there from the start, otherwise I might’ve plonked down some money on it; I never did manage to unlock the Brute or the Raider.

    • Noburu says:

      Yes this, and I added it up i spent around $60 usd before the option came to unlock all came around, but STILL had to spend lots more to unlock everything when some one off person had to spent like $25 to unlock everything from the get go. We had been clamoring for months for an unlock all option even up to like $50. Prices are approximate and cba to get the real ones.

  5. Engonge says:

    To be fair, moba’s are more of a gold mine than unconventional fps like Tribes. And this is a business after all.

    • Jenks says:

      I don’t really care that much for mobas anymore (enjoyed them quite a bit during the Warcraft 3 days), but are there any major successes that aren’t direct DOTA clones? Something with a different map or a different POV?

      • Premium User Badge

        sasayan says:

        There are two that come to mind.

        Super Monday Night Combat is a 3rd person shooter played in a 3D environment. (The jungle, for example, may be above or below the lanes.) F2P with rotating free heroes. Decently fun, but I think the player base is pretty tiny at this point.

        Awesomenauts is a 2D platformer with fantastic music. Cost money (it’ll probably be on sale on Steam) but you get all content and updates. Great game and I know at least few RPS types play it.

    • Premium User Badge

      Malibu Stacey says:

      To be fair, moba’s are more of a gold mine than unconventional fps like Tribes. And this is a business after all.

      “moba’s” aren’t a “goldmine” unless you’re one of the 2 exceptions, Dota 2 & LoL.

      As I wrote on the recent post regarding End of Nations:

      -Heroes of Newerth is pretty much a twitching corpse outside of the South East Asia region since Dota 2 invites became so prolific.
      -Demigod died before it could even get going.
      -Rise of the Immortals/Battle for Graxia shut down last month after a 6 month open beta of the new game.
      -Super Monday Night Combat’s playerbase is non-existent.
      -Bloodline Champions was abandoned by the developer 9 months ago presumably because of the low player numbers & the lack of support from their publisher (Funcom).
      -Awesomenauts doesn’t even show up on the Steam player stats these days. Might still have people playing on consoles though.

      Also if we’re talking about being a business, they should be doing cost benefit analysis before they even start thinking about a project.

  6. Mbaya says:

    Tribes 2 is one of my all time favourite games and I feel Tribes Ascend captured enough of that Tribes gameplay to be true to the legacy while still skiing down it’s own hills.

    It was one of my most played games for the first year of it’s release but I burnt out around the time they started adding minor weapons (DPS changes, mostly). At that point in the game…I kind of experienced a similar situation to that of Tribes 2 – the good players are *really* good, the newer players can struggle. This leads to games getting a bit samey…I always switched up my roles which kept the enjoyment up, but often the games ended the same way, the same fast cappers, the same gen runners, the same heavy defence etc.

    I think it was good that they added a ‘buy once’ model, it just came a little too late for many. I bought into the Beta so had a few goodies, but I think many of the more serious players were a little disappointed that they spent so much time unlocking their ideal classes/items only to have a buy all option come in when they had just got everything!

    Last time I played though, the game is solid – it’s really something I recommend FPS gamers who are a bit bored of your typical manshoots try, if you can find a small community that’ll teach you the ropes, even better. I don’t think they’re leaving the game in a bad condition at all and the content updates that they did have were (for the most part) solid – it’s understandable that they want to focus their efforts on something new, even if it disappoints some fans (much like the situation with BF3 to BF4). And like has been said, they’re stopping new content not switching the servers off, so the game is still out there for many to enjoy.

    I can understand that its sour news though, I’d have liked more support (more weaponry and gear that alters how you play) and perhaps more skins to make it financially stable in the free to play area. Also, I much prefer it to Smite, heh.

    Great interview as always though, I like the no-nonsense questions.

  7. sharks.don't.sleep says:

    “You can get all the gameplay elements for the price of a normal game.”

    Yeah. NOW. I bought the founders pack for 35$ or so I am far from having all the gameplay elements.

    • Mbaya says:

      This is very true…it may have the best of both worlds now (Free to Play vs One Off Buy), but it certainly wasn’t like that when many of us were still playing.

      Honestly, I think they should have upgraded all paid members (and purchases over a certain threshold) when they added the buy once option. I might still be playing if that was the case (it is still installed, however…it’s Tribes after all!).

  8. Turin Turambar says:

    It could be argued that the F2P model didn’t mesh very well with the genre itself, FPS. All these classes, weapons, perks, equipment, everything behind a paywall (and it’s was pretty grindy to unlock with xp), that discouraged people.

    In the other hand, MOBA games are much easier to use in the F2P model. You have dozens upon dozens of different characters. You can play perfectly with only 10 of them, and obtain easily 100 hours of fun, spending 0$. But if you want more variety, you pay for the rest.

  9. MasterDex says:

    What flippant responses! The entire interview boils down to:
    Q: What about this concern?
    A: Not our concern?
    Q: How about this?
    A: Nope.
    Q: This?
    A: Maybe

    I think a lot of us T:A players would be much happier if they came out and said much the same but coupled that with a final patch that addressed the most immediate concerns – like balancing offense better against the bastion that is defense, or giving the SMG and X1 the nerf they so badly need, fixing the easily replicable bugs in the game and giving us those maps that Kate’s been spending so long working on.

    Oh yeah, and fixing the official servers so they don’t crash every 5 rounds.

    • kodjeff1 says:

      I got more of:

      Q: How come there is no tutorial?
      A: We don’t feel like it needs one.
      Q: But, we want a tutorial. How come there isn’t one?
      A: We don’t feel like it needs one.
      Q: But, but…tutorial?

      I don’t understand this tutorial fetish. Maybe there are players who really do want tutorials – and that’s fine if they do – but this is a non-issue to me.

      • MasterDex says:

        You think the tutorial is the only thing people care about? Dude, read some of the comments.

  10. thefinn says:

    Or just man up and say “Planetside 2 killed us”

    • mouton says:

      Those games are quite different on many levels.

      T:A declined because of Hirez, not PS2.

  11. Moraven says:

    Wish you asked a question regarding the failing of their F2P system at launch and its effect on the game. They made huge changes to the EXP gain and how weapons unlocked, then came out with a $20-$30 get it all, which is a very low dollar amount you want to get out of users in a F2P game. They should have just launched at $20-$30 with no F2P.

  12. Scumbag says:

    That tutorial point was well made (by Nathan that is). The number of times I’ve played, been Midfielding as a Jug or trying to cap as a PTH and watching my team all playing in the Gen room… Ballance could have helped by incentivizing people to get out of those silly rooms, but I’m sure if there was some form of good Skiing tutorial (not counting the simple explanation at the start) people would have made more attempts at coming out of the base.
    Its annoying to read most of Todd’s responses of “I see no problem” over and over.

  13. Calculon says:

    I was involved in the Tribes Ascend Beta, and an avid Tribes 2 player (still in my top 3 fav games of all time). I distinctly recall Todd stating about Tribes Ascend (he posted this in the Tribes Ascend Beta forums in response to concerns about the overall gameplay, approach and pay2win approach of Tribes Ascend): “I promise you Tribes fans, we will not f**k this up!”.

    Well guess what Todd – you did worse than a f double star k. As we feared way back then – this was nothing but an attempt at a cash grab. You boldly told us about your “love” for Tribes, and how passionate the team was and how you “got it”. The piece of crap that you guys put out on the market was beyond embarrassing. IMO – its worse than Vengeance ever was. You did a terrible job on balance, you did a terrible job on gameplay. It was a stinker on release, and it continues to stink.

    After my experience with Tribes Ascend I promised NEVER to buy another Hi-Rez product again, and Ive stuck with that. Ive removed myself from your mailing lists, and don’t even bother to look at your products, unless its to wonder what the next rip off scheme is that you are up to.

    Hi-Rez is worse than another EA rip-off imo, You guys are the scum of the gaming industry.

    • Ny24 says:

      I just go ahead here and create a counterweight: I really enjoy the new Tribes game. And because of that I really love you, Hi-Rez, and if you were here I would marry you all. I would stroke you and hold you in my tender arms. Hopefully you make more good games like this. You are the glory of the gaming industry.

  14. Leb says:

    If they were moving on to a title that would appeal to the same niche of gamers, then maybe I could understand.

    But to build up a fan base of players who want a fast paced-shooty-explody-skiing FPS, and then go “hey guys we’re stopping updates to make a 3rd person MOBA” is just a kick in the nuts to customers/fans.

    & the whole “you can buy everything in the game for 25 bucks” comment he made – was not true for those who played beta, and the first 6-8 months or however long it was… it was an expensive game

    Anyways all being said, I really enjoyed my time with tribes. Perhaps I would have given it a revisit if they would give us more content to play with, or even a community SDK.

    But as it stands now, even if I end up playing Global Agenda 2/SMITE/Tribes 2… I won’t be handing them any more of my money.

  15. MaXimillion says:

    ” I don’t know of any other free-to-play game, other than our own Smite, that has that option. [To pay once for all gameplay features] ”
    Deceptive wording there, since while he may not be aware of such games, he’s most certainly aware of games like HoN and DotA2 where you get all the gameplay elements for free and only have to pay for the cosmetics.

  16. Radiant says:

    Ass end of tribes asceadfhsdfhasffa I can’t do it again I’m sorry.

  17. killmachine says:

    maybe they should hire more people to take care of all their games. oh, wait… they decided to outsource the further developement of tribes to the community… smart move hi-rez. one thing though… will you give the server software to the community when you ultimately decide to shut down tribes’ servers?

  18. lilly_watson says:

    my roomate’s step-aunt makes $61 hourly on the computer. She has been out of work for five months but last month her paycheck was $20774 just working on the computer for a few hours. Read more on this site…..b­u­z­z­5­5.ℂ­ℴ­m

  19. Gers says:

    I dumped an absurd amount of time into the Tribes Ascend beta. In many ways it was my perfect game. My favorite things are going fast and shooting people with rockets, and a game like this that put both on such a high pedestal was a godsend and I immediately stopped doing anything except playing Tribes. I made friends, and enemies, and built a reputation (no matter how small), and generally had a great time.

    And then the automatics came, Hi-Rez slowly turning the game into what we not-so-affectionately began to call “CoD on skis”. Each update made the game worse and worse, and they never listened to what anybody was saying. Nothing got fixed, you can STILL use cheat engine to modify values like your energy amount despite that being known for well over a year now, and you can still mess with packets to get infinite gold. The only things that did actually get fixed are bugs that people had fun with and didn’t hurt the game so much, nobody used inventory station boosting for anything other than stupid fun. Meanwhile defense became an unstoppable monster and my position as light offense became effectively impossible.

    We all jumped ship, along with a large portion of the community and you’re fucking kidding yourself if you think there was even half the serious crowd left after the patch that added all the various knock-off weapons. This fucked with the balance of the game to a level none of the earlier updates even came close to, and one of my friends put it best when he said “Tribes is going through TF2’s life cycle in fast forward”. Tribes became a shell of its former self, no longer capable of holding a large dedicated community of anything other than those too attached to leave. Seeing the same names over and over again on matchmaking servers was common, the game is dead and has been for a long time. They won’t learn from their mistakes, they don’t know why people liked Tribes and why people left, and even if they did they don’t seem like they type that would care given that they had obviously shifted focus on to smite almost a year ago.

    On behalf of all my friends, fuck you Hi-rez.

  20. D34D says:

    Just make new stuffs in game and try to make it better you remember when riot started to make league of legends the game was shit and they had no players……..