


The ability to form teams in Blackwake was a great way to keep people playing together, and thus playing longer, but newer titles always garner attention. IE: It's hard to play Blackwake and PUBG at the same time. Since Blackwake launched, there have been other titles in other fields that have also come out, and people can only play one game at a time. Despite the amazing work the devs are doing, and keeping the community well-informed regarding their plans, for some potential players it's a black-and-white issue.Ĭompetition. It's an early-access game, which immediately turns some people away. I would suspect after Mid-September we'll see player counts increase again, and hold steady until the holiday season. It also means that the younger players are off to school, or getting ready for it. For the older/working players, this usually means (in the USA) one last vacation before Labor Day (Sept 4th). There are external factors that keep the player count down: Still play, still have a blast, still keep in touch with a buncha people I've fired cannons with/at. Hopefully things will improve on the first and last bullet points when it comes out of alpha. Inter-server drama and DDOSing by certain immature and selfish server owners, driving away playersīugs and other implementation/optimization issues, to be expected of an Early Access game, but still a problem Not enough variety in the core gameplay loop for your average player I think the real reasons Blackwake is dead/dying are: If you, as a player, choose to use the tools the devs have given you to deal with something you don't want to see, then the problem goes away. I mean, you have your two different mute functions, you have server-specific moderation, and these things aren't really specific to Blackwake (any Steam game can have a problem with racism or spamming). If your captain is a moron who you voted for and who your entire crew won't vote out, you were screwed from the get-go.ģ) Really rampant spamming and racist ship names and whatnot. Sometimes there are just going to be bad captains, that's unavoidable. I think the devs have done the best they could in ensuring that players choose good captains with the voting system, the rating system, the mutiny system, the ingame tutorial, and the ranking system, all of which indicate how good a player is at being captain, or let you get rid of them if they aren't. If there were a system for ensuring that captains were good, or teaching peoeple to be good captains, that would be better. I'm still sea-salty that some people (devs included) didn't like it, and I really think it could make the game more fun for almost everyone and retain some players with the extra stuff to enjoy, but oh well.Ģ) Game relies on good captains.

I think Blackwake's main gameplay loop could do with more depth, and that involving more of the ship in gameplay than just the decks and below-decks could do that. While Blackwake's core gameplay loop is fun, it wears thin quickly. I absolutely loved it at first, but ultimately only so much time i want to spend fixing holes, pumping, reloading, etc. I'd much rather have one team defending and other attacking and steps like taking the fort which would involve tearing walls/gates down etc. Both teams trying to capture the "flag" feels kind of weird. There's the treasure mode, yeah, but it's not that interesting. But it makes the game much more interesting than "kill the other team faster than they kill you". Sure, it's hard to balance and demands a lot of development. That way the battle changes over the course of a match, from archers to closer combat inside the castle etc. Some maps you have 3 steps: kill the villagers, breach the wall, kill the king (opposing team must protect the villagers, protect the wall, protect the king). Maybe "objective" maps like Chivalry does. I think the game should encourage skirmishes, boarding etc. Now I always spam click pirates and click on the junk as fast as I can. If you're always playing galleon it can become boring. Game was repetitive until I started playing the junk.
