Hover
 This topic has been pinned, so it's probably important
Manath 10 Sep, 2015 @ 1:38am
[EN] Community Feedback: Help us make Hover better
Hello Hover's community!

The team really wants to thank you for your support and your patience for the Hover's project.
As you know from the Kickstarter, your opinions and feedback have been very important to us.
Today, we need your help. The play sessions are short, and few people return to the game every day.
We would like to understand why, and know what you would like to find in Hover.
What do you want? More content such as activities, races, Gamegirl or emote?
What are the main defects that do not make you restart the game today? The Gameplay? The lack of explanation? Unclear goals?

Please tell us here all your ideas (in the limits of possible of course) to increase the life of Hover. Share with us your suggestions, but keep in mind that we are just a little team and we have to make choices about the development.

For the loyalest of you, what exactly tempt you to come back playing Hover and in some cases spend dozens of hours?

Thanks for your time and for helping us make Hover better!
Last edited by Manath; 10 Sep, 2015 @ 1:40am
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Showing 1-15 of 525 comments
Blueshift 10 Sep, 2015 @ 2:11am 
make it feel like the jet set radio sequel we always wanted.. and get out of early access, early access is great for development, but it kills interest in the game.
Squalo 10 Sep, 2015 @ 2:19am 
Even though I've played every mission and know just about every corner of the map, I keep playing the game. I love the sense of fluidness when I run through a route that I had perfected, and getting from one end of the map to the other without anything stopping my momentum.
I would love to see more of the map developed so I can continue to make even more routes.

The current secuboxes don't seem all that scary, and are easy to avoid. I for one would love to see a real bigger threat in the world that experienced gamers should look out for.

I would also like to see an option/hotkey to turn off the HUD
Last edited by Squalo; 10 Sep, 2015 @ 3:19am
Homie 10 Sep, 2015 @ 4:04am 
I still haven't been able to play Hover due to the specs of the game. If you lowered them a tad it would be possible that you saw a bigger influx of new players to the game, even with the key giveaway you had on alienware website!
Theihe 10 Sep, 2015 @ 4:22am 
Originally posted by Blueshift:
early access is great for development, but it kills interest in the game.
I feel like there is not much happening in the game
Sure there are tweaks for better gameplay, however it still lacks enough content

The other map was larger and really gave a bigger sense for exploration, now it feels very cramped and it takes away from the feeling of freedom the old map had
Cultist 10 Sep, 2015 @ 4:46am 
I'd like a thing so you can customize your character, and add some effect's to it that boosts your stats, like Fire boosts your speed while running, and frost boost your jump. Something like that.
That is my opinion.
Thanks,
FallenWings - PCG Mayfie(In Game).
Mayuyu 10 Sep, 2015 @ 5:24am 
You could at least reply the emails and give your backers a key.
Manath 10 Sep, 2015 @ 5:45am 
Originally posted by Reina !:
You could at least reply the emails and give your backers a key.

We did. If you have not received one, there is something wrong. Tell us more in private.
thoma5nator 10 Sep, 2015 @ 8:16am 
I'll preface this by saying you've got the flow and the feel right. That's paramount to enjoying this game, and why I spent as long as I did in the old map.

1) Music. The new tracks from Naganuma will lend variety and longeivity to the game.

2) Map size. The old map may have been laggy, but it was busy and had a metric ♥♥♥♥♥♥♥ to do. In comparison, the new map may feel glorious but it has a distinct lack of ♥♥♥♥ to do. These ungodly drops into the game's rubbish dumps feel like wasted space.

3) Secuboxes. The old behaviour was much better. Cams block your route if detected, if you're holding contraband release the kraken... uh... secuboxes. I see what you want however - maybe have a notoriety setting where getting caught by cameras raises suspicion, and at max suspicion they deploy a secubox? Maybe a way to lower suspicion in many ways? Secuboxes have been responsible for the breaking of many an awesome grind line and making like a tree and leaving to evade the secuboxes.
I'd probably play more if I could connect to multiplayer (my problem currently, not Hover's). That said, I feel like I've done all there is to do right now single player; hopefully the stealth missions will fix that!
Weird Autumn 10 Sep, 2015 @ 1:13pm 
I'll load up Hover every now and then just to bounce around the city for a bit because I enjoy the basic movement mechanics a lot, but it's not something I can play a lot for an extended period of time because, well, the content just isn't there. And I don't think that's so much of a problem, honestly--I knew what I was getting into when I bought into Early Access, and I'm excited enough for the full game that I'm perfectly happy to run around the city and see the new stuff every time there's a big update. I got a lot of playtime out of the Alpha 3.0 release because it was a whole new map to explore, but eventually I completed all the missions and maxed out my Veelan and learned every corner of the map and now I've put it on the backburner until the next big patch because I've done what there is to do and I don't want to burn out on the game before it's even out. I realize you guys are a small studio and you can only make this game so fast, which is why I don't mind waiting for more of the game to get released. As far as I'm concerned, I just want you guys to take your time and make it good; your basic movement mechanics are fun, which is the most important thing, and so long as you keep building out the rest of the game the way you have been you should end up with something really cool in the end. The game isn't there yet, but I have faith it will be eventually, and when that time comes the players will too.

To be honest, I was never really expecting Hover to be a game that I play all the time. I was basically expecting it to be what Jet Set Radio or Mirror's Edge are for me: games that I will revist and play through every now and then because they're fantastic self-contained experiences, but that I won't play all the time forever for the same reason. The multiplayer aspect of Hover might make it a different story, and if I get really good multiplayer that I want to play all the time on top of the core city-navigating parkour game experience I'll be plenty happy, but when you get right down to it that's not what I'm here for. As for what I am here for, I'll pop off a brief list of stuff I'm hoping for/looking forward to in the eventual full game:

-A more complete campaign structure with a storyline and overarching goals beyond just doing missions for XP.
-More involved and robust character progression with level-up options that are a little more meaningful and interesting than the basic stat upgrades we have now.
-A larger city to run around in, natch.
-Some more types of side missions and collectables and stuff, preferably ones that go a little further with mission structures than what we have now. I'm kind of hoping we'll eventually see some discrete parkour/platforming levels that take place in their own areas outside of the open world. The stealth stuff sounds like it might be a good step in this direction, although I hope being stealthy doesn't conflict too much with going fast.
-More engaging multiplayer content. Right now multiplayer basically just feels like single player except there are some other folks bouncing around the city with you and you can maybe chat with them if you feel like it, which is neat and all but kind of barebones. I guess you can maybe sort of run missions with other people and compete for the best times and stuff, but it's not enough. Like I said, multiplayer isn't the main draw for me, but I'd still like to have more ways to engage with other players and incentives for doing so.

As far as I know virtually all of that stuff is already slated to happen eventually, so it all comes back down to this: just keep making the game! I really want Hover to be good, and I don't mind waiting as long as it takes to make it good. Right now you've got a game that's in Early Access with a limited amount of content, and that means players are eventually going to exhaust that content and move onto something else unless and until you can draw them back with a bunch of shiny new stuff. It's just the nature of the beast. For now you just gotta roll with it and make sure they'll have something cool to come back to once the game is ready for them.
Last edited by Weird Autumn; 11 Sep, 2015 @ 4:59am
fizzylonecheese 10 Sep, 2015 @ 6:47pm 
i think if you could put in turf wars and go againts other teams online in the game and offline ssomething like air gear if any body has ever heard of it
Whattageek 10 Sep, 2015 @ 8:40pm 
A lot of my concerns for the current build have been said by others here; it's enjoyable regardless of what you've accomplished with your Gamer, but it runs out of replay value when you don't have any more missions to do. By the time I'm done with all the available missions and I've scoured all of the GameGirls I can, I find myself either at Level 8 or 9, and can't find any reliable way of earning more EXP quickly. The EXP yield for redoing missions and running through the anti-propaganda signs is painfully low (I could be wrong on the redoing missions part, as the few missions I did redo had diminishing returns), and since the 600 XP GameGirls don't respawn, the most reliable EXP source besides first-time missions is gone before I reach Level 10. Also, the missions are a bit buggy online; not sure if this is a known issue due to not going online often, but I was unable to access some missions where friends could, in addition to being unable to see some players on the server despite them being there on their end.

I've noticed you're able to scan Security Cameras, although all they give you is a screen that displays a ton of "ERROR"s in the resulting textbox. I don't recall if any of the ones I scanned gave EXP, but if they aren't designed to already, why not make scanning Security Cameras give the player EXP? It doesn't have to be a lot; maybe make the yield as much as the anti-propaganda signs, but don't allow more EXP to be gained from the same camera.

On the topic of anti-propaganda signs, it seems a bit tricky to break them on a number of occasions, and the amount of Energy lost due to failing to break them is too significant to want to keep trying. It's also not very apparent that running into them at high speed (15 mph break point?) will break them, as all you have to go on is the one series of textboxes that trigger by crashing into the one sign at the bottom of the City. From what I remember, that series of textboxes doesn't make it very clear that you need to be going fast to break them, and they don't make much of an emphasis on having the player run into them to get rewarded.

To summarise: I enjoy the game as it currently is, but it's still lacking content that would make me want to keep playing for hours on end. It doesn't need to add a substantial amount of things to do; rather it probably needs one or two things that don't get tiresome or that give a reward that feels worth it. For example, the GameGirls are a fun collectible to look around for, and they are the biggest EXP-givers outside of first-time missions; whereas the anti-propaganda signs are often tough to break with particular Gamer builds, and the EXP they give do not feel worth it once they do break.

With all that said, I anxiously await for more development in Hover. It's really fun and a joy to play, and I imagine the final product will be all that and more. Keep up the good work, guys!
Megaflux 10 Sep, 2015 @ 9:03pm 
Originally posted by Blueshift:
make it feel like the jet set radio sequel we always wanted..

^1000x you sold this game as a sucessor to jet grind radio and its NOTHING at all like it.

and lose the stupid rewind button! what are we all mentally challenged?
Neerhos 11 Sep, 2015 @ 12:37am 
No Megaflux, our game was only inspired by Jet Set Radio (amongst other games like Mirror's Edge for example), but we never said it would be its successor. We could never pretend to such a thing either.
Last edited by Neerhos; 11 Sep, 2015 @ 12:41am
Theihe 11 Sep, 2015 @ 2:39am 
Originally posted by Whattageek:
Also, the missions are a bit buggy online; not sure if this is a known issue due to not going online often, but I was unable to access some missions where friends could, in addition to being unable to see some players on the server despite them being there on their end.
This is a known issue, the devs are working on it

Originally posted by Megaflux:
Originally posted by Blueshift:
make it feel like the jet set radio sequel we always wanted..

^1000x you sold this game as a sucessor to jet grind radio and its NOTHING at all like it.

and lose the stupid rewind button! what are we all mentally challenged?
This game is not Jet Set Radio. It never said it would be such. It's a game inspired by JSR and ME, but it is it's own game from it's own universe with it's own story and characters.
And kindly do not be offensive on these forums. Acts like those will not be accepted and will eventually lead to a ban.
Last edited by Theihe; 11 Sep, 2015 @ 10:34am
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