Well it was a good run!
Tonight I took a newbie clan aboard a shrike and managed an underdog win against some experienced players. Getting the newbies gud reminded me of the good ol' days. I've had a blast with GOIO and will continue to log on for some good chaos skirmishes and the odd match or two.
Hindsight 20/20. I agree that player retention was the problem. Balance updates were few and far between, and community feedback was often processed in a very opaque manner. It never felt like the devs were confident in their skirmish experience, nor as enthusiastic about it as their community. It showed with their laser-focus on alliance at the expense of the competitive and skirmish scene.
Now muse have learned and gotten the message with the MK. II guns and new maps, but
It honestly doesn't matter what they do. Alliance is irrelevant. The damage was done years ago, and there is no coming back from that. The opportunity passed.
That says it all.
Hopefully, the muse folk will make a teamwork-focused game in the future, or maybe a muse may retain an influx of players if they do decide to go F2P from the lessons they've learned.
P.S. Some idle thoughts:
This is just my take, but It felt like their innermost burningpassion was more PvE focused, and sometimes at odds with the PvP-focused community. While the result turned out great, It felt like a PvP skirmish game wasn't the game they wanted to make. They worked on alliance, but, for one reason or another it felt like muse was constrained by deadlines and budget. They compromised and it felt like alliance was still only half-step short of the original Kickstarter adventure mode.
This post isn't meant to bash or anything, it's just my idle thoughts and take on the matter.
o7 Muse, it was fun. I've improved my leadership and teaching skills, and met some friends and had some great moments in GOIO! This game was worth it. I wish you all success in the future.
quack quack and stay sassy!