Why Auto Assault will fail

Auto Assault should have launched recently and noone cares.

At least I don’t. I played Jumpgate for six months after launch. There was ZERO support. Nothing if not superficial massive “events” that were all about massive grinds (think to Ahn Quiraj). It was pretty obvious that NetDevil shipped the game and then forget about it.

When you do this, you deserve to go back into irrelevancy and stay there.

But of course people are stupid and the worst companies always get more founding. So now we have “Auto Assault”. It seems they worked on this for more than four years. With a team of 50. While Jumpgate was going on with a team of one.

Here’s the reason why this game and this company will never go anywhere:

NetDevil’s only other game was another massively multiplayer game called Jumpgate. NetDevil still maintains the game, which was launched in 2001, even though only about 1,000 people still play it.

And Brown said he plans to expand the company beyond its two current games.

NetDevil is going to start another team and multiple games,” he said, adding that the company might also look at creating more traditional, non-MMO titles.

You cannot support ONE game and you already plan for multiple projects. What a fucking CLUELESS management.

For now, Brown and his crew will watch the gamers roll into Auto Assault and hope they stick around long enough to see what else they’ve been working on.

I hope they don’t.

This whole industry needs surgery to remove inflated egos.

P.S.
There’s a thread on Q23 if you want to read more specifically about EverQuest on wheels.

In Interstate 76, you had to deal with the physics of your car, and what armor was on what quadrant. You had to use your front rear and side weapons very intelligently. If your left armor was gone, you had to constantly manuever to keep that side out of the line of fire.

In Autoduel, it was even more strategic. You had to do many of the things mentioned above, as well as deal with subsystems of the car going out. Like tires, engines, weapons getting destroyed after the armor was gone (Granted, Auto Assault has this as well, but with one health bar car placement strategy means nothing. Once your health bar is gone you have no control over protecting your precious interior).

In Auto Assault, you have one health bar. Your main weapon is on a turret, so it doesn’t matter where the enemy is. You can always shoot it. Also, how you manuever your car and it’s position relative to the enemy means very little. There are front and rear mounted weapons, so you have to keep the enemy in this front arc that is drawn in front of your car to use the front mounted weapons.

The problem lies in the fact that skill plays almost no role. For the turret, if an enemy is in range, every shot may or may not hit them dependent on a die roll. Same with the front weapons. You basically just drive around in circles keeping the enemy in the front arc and hope that the die roll rolls a hit. It’s a piss poor merging of standard MMO combat mixed in with a pseudo-skill based system.

The reason this exists is to give you weapons firings stats that slowly increase over time, to keep you playing. Unfortunately, it makes the combat so ridiculously dull because it doesn’t reward skill. The only reward is eventually getting your weapons skills high enough to auto-hit enemies.

If it was for me I’d have put all the weapons on fixed positions so that you have to steer the car. More like an x-wing simulator done with cars, which should be easily doable even in a mmorpg since the car movement is easily predictable for the netcode.

Then it would be all about ramming other cars with blades or tailchasing them with a machine gun. It seems Auto Assault fails already on these extremely basic expectations.

Oh, and if I would make a game about “cars” it is quite obvious that it would all pivot on “modding” them. That’s what the car geeks expect. No “ding, level up” shit.

Leave a Reply