The Cycle: Frontier Outlines Plans To Balance Solo And Squad Mixing

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Uncertainty and unpredictability plays a big part in the core gameplay of session-based survival shooter The Cycle: Frontier. Prospectors never know who and what they’re going up against when they drop onto the surface of the alien planet to hunt for resources. Unfortunately, they also won’t know whether they’re going facing off against other solo players or groups whenever they join an instance.

This mechanic has been a source of frustration for many solo players in the ongoing beta since there’s a good chance that you’ll get a good stomping when you go find yourself facing a full squad of players. Creative Director Daze admits that while the mechanic still needs some work, it’s an integral part of what makes every prospecting mission unique.

“[…] We think there is a lot of special value in mixing solos and squads in the same instance. The Cycle: Frontier is so much about tense uncertainty, drama, and not knowing what waits around the corner... and the unpredictability in who has a friend and who doesn't can add heaps to this (if done right), and even teaming up with strangers (if you dare to trust them).”

“We also think that if we do get the balance right (we're not there yet), the knowledge that you as a solo player COULD take out a whole squad and get out with their loot can be incredibly rewarding,” Daze added. “Many of our favorite moments in the beta so far involve taking down unsuspecting squads as a sneaky solo player or even getting friendly with a 3-man over VOIP who provided protection while moving to evac.”

“These are moments and stories that you don't have in many other games, and that we would hate to lose, as they can make the game and its player stories rather special,” he said.

That being said, the team is currently looking for ways to even the playing field, including replacing HUD pings with a general pointing movement and an “Over there!” voice over. They’re also looking at tweaking the matchmaking system to increase the rating of squads as a whole so they’re matched with better solo players.

“What this means is: [we] keep a good dose of unpredictability and drama, but we can tune away, especially in the worst case, which is low-scoring solo players versus the best squads,” explained Daze. “Average squads will be somewhat more likely to face squads overall. In a way, it goes in the direction of separating queues - but without actually doing so.”

The team is also looking into improving the perks of solo play rather than penalizing those who prefer to play as a squad. Daze says that one of the more popular ideas within the team is to increase the number of evac spots available to solo players but they’ll also appreciate feedback on the topic.

“Our goal is an immersive world full of surprises, drama, and stories - but also one that is easy to get into and learn without feeling like there is no way you can avoid getting stomped - and the way to get there is by collaborating with our player base,” he concluded.

More information about the team’s plans to balance matches can be found on The Cycle: Frontier official site.

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