2XKO Developers Address Community Feedback

author
Gundroog
4 min

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2XKO Developers Address Community Feedback
From tutorials to TODs and combo length.

Recently, 2XKO got well deserved praise for great communication with the players, following a rather thorough post from Unconkable on X, where he addressed some of the major topics, like the combo length, TODs, and more.

However, today, Unconkable is having a chat with JulezJP are sitting down to discuss some of the major points of feedback that people had.

Regarding combos, Unconkable largely reiterates the things we heard before. While some combos are in a good spot, there is a portion of them that was actually too long, or at least felt too long. He doesn't name specific examples, but for reference, many people were posting relatively basic combos that would casually go over 30 seconds if they ended in a cinematic super, and 25+ seconds was not rare either. As for ToDs, while they don't have any intention of removing them entirely, they want them to be rare and require a lot of resources.

They are still looking for feedback, though, so that in time for release they can find a sweet spot where players are rewarded for their practice, but at the same time don't feel bad about lack of autonomy or interactions.

Other contentious topics that were less discussed are the netcode and matchmaking. A lot of people felt like there is no matchmaking, and they are getting matches against people who are way worse or better than them, but while skill-based matchmaking is there, there are simply many factors that make it volatile during an alpha test. From the large number of FG enthusiasts getting into the test, to something as simple as lack of knowledge. Two players could be of similar skill, but knowledge of the Pulse mechanic alone can make a match a lot more lopsided.

If you find yourself having a rough time, try simply leaving the lobby and getting back in. Matchmaking kicks in when you first enter, so if one lobby is bad for you, the next one has a higher chance of being noticably better.

As for netcode, there is no simple solution to it, but Unconkable encourages people to report their issues, because they are paying close attention to connectivity and routing. The netcode for 2XKO is quite a bit different from what we usually have in fighting games, so a few issues are expected.

After that, they briefly cover the topic of controls, accessibility, and peripherals. However, there's not too much to say on that front. The developers are hard at work fixing the bugs and making sure that your hardware works properly. If you felt like controls themselves are rather awkward, you should reach out to them as well. Having special buttons instead of motion inputs is a bit polarizing, but they want to make the game feel natural regardless of your background or what you play on.

Accessibility options are a part of it, and they are getting some great feedback on that front, and while the game will be a bit bare bones in that regard on release, they have dedicated developers working on ensuring accessibility.

Lastly, they point out that while they are very keen to hear and address player feedback, you shouldn't worry about community dictating the course of development. They are data informed, not data driven, so the only changes you will see, are the changes that developers deem to be beneficial for the game.

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