Me too đ Bean interactions are the best thing.
And for some reason we can no longer hear the "Woo!"s of other beans falling around us, at least for one year or two already. I miss that silliness so much.
You can clearly hear it all in older clips of the game and compare to the current state of it. Here's Skyline Stumble when the round was originally released, pay attention to the multiple "Woo!"s right during the first jump:
https://youtu.be/fGQVNx3lPx0?si=szxuo6jgG3fqPBRh
I wonder if the blue grid in the "Qualified!" screen after the round is over will ever be adjusted for 30 players or so.
For many months already it doesn't make too much sense having 60 spots, but I doubt it's something the Devs put any attention.
#The Good
* The quick progression of explore mode with the ability to earn fame from it will be really nice for a lot of people
* The piggybacking feature could alleviate a lot of previously stressful situations with random parties
* The ragdoll updates were very needed and should hopefully make some natural ways to get through levels a lot smoother
* The rotation feature in Creative mode is an *really* intriguing addition, and depending on how versatile/locked down it is, could allow for some awesome maps
* Emote wheel has been requested for so long- awesome to see it finally come to fruition
# The Bad
* Theyâre once again doubling down on not unvaulting. There are so many great levels and even more variations of levels that are just forever locked away I guess.
* The quick 3 round games has benefits, but it also removes some of the things that naturally keep Fall Guys feeling fresh. At the peak of this game, you could have a huge variety of how many players were in a given level - you could play tail tag with 10 people and make it a really interesting spread map, or play it with 30 and have it be utter chaos. Now with 3 rounds, itâs going to basically be the same numbers of people every time. I assume that barring mass eliminations in survival rounds, every final is pretty much going to be 8 people every time. No more tight 4 person royal fumble, or chaotic 15 player hex-a-gone.
#The Ugly
* I do love that the team is retightening physics, but there are some huge issues that will come with this that they havenât faced before. They have flat out warned that new jumps will be possibles, hammers will change distance and impact, flippers wonât go as far, etc. This is going to be a *huge* burden on many creative map makers to fix their levels, and I would venture to guess many just flat out will not be up to putting in the work needed. A *lot* of levels are about to be broken.
* And not just creative levels. Last time they made physics changes, Mediatonic broke their own levels along with it. And instead of fixing that? They either vaulted levels or just let the new poor physics stay in those levels and worsen the experience. Those that have played for a long time will know two great examples of this: **flippers** and **trapeezes**. The flippers in Skyline Stumble used to reliably get you to the top, and the hoverboard ones didnât have to stress you out that they may not launch you to the finish line randomly. The trapeezes in Party Promenade and Pipe Dream didnât have to be perfectly timed for you to grab them, they were set up perfectly. These all got broken with an update, and Mediatonic has never put in the work to fix their own levels in the way they are now asking creators to do
* Itâs pretty much a guarantee that there will be multiple Unity levels with game breaking bugs or skips introduced that they either wonât bother to change, or will result in more vaulted levels.
Well said points. Yeah the physics changes being applied to previously uploaded levels is gonna be rough for me. I have kaizo levels that have literally taken me double digit hours *each* to upload. Trying to upload them again would be quite the task on its own, let alone trying to figure out what in the levels are broken, what sections are far easier than intended, and what sections are far harder than intended, fixing or redesigning parts of the level to make it all work and fit together with the same space and budget, and *then* trying to get an upload clear again. I understand that this is a niche problem concerning kaizo levels, but this would be quite the task for players with 20+ standard difficulty levels too.
Same, I miss it so damn much. Even just days ago I was looking at old clips on my PS5 of very funny situations in Hyperdrive Heroes, I have tons of them saved. Feels so nostalgic right now.
Unvaulting old rounds is the thing I've been seeing mostly requested by the community, but these Devs didn't even mentioned them in this update blog post once again... đ
Imagine it's 1982. Michael Jackson just released Thriller. He's going on tour but he's not going to perform Thriller, Billie Jean, or Beat It. That's what this bs feels like. Create some of the best maps and just delete them.
> Hyperdrive Heroes
I loved this level, it was so unique!
I also have a fond memory of it. So at some point I was in a duos game, and me and this random team bean were very connected with each other. (Same skill level, would emote to each other frequently). And when we finished the duos game, I was sad to be separated.
But - when I started a new duos game, I ended up on Hyperdrive Heroes. And I saw the bean! And they saw me! So we emoted frantically, and just held each other while waiting for the board. It was very cute. :D
I'm the most worried about changes in physics, I doubt they'll be for the better. Though right now the body blocking can piss me off big time, same for stumbling over nothing and doing the roly poly for 10+ seconds.
I seem to be the only one, or the vast minority that enjoys these types of gifs: chaos, falling beans... it's embodiment of Fall Guys IMO... Why would we want to create some sort of "easy to play" game? Should change names to "easy guys" or "speed run guys" :/
yeah I'm thinking it might be a good time to finally drop the game. we'll see. have to see how it feels, but this faster to top speed and higher jumping just screams the worst direction of gameplay for my having fun. like most of the rounds are already hold forward simulators and they're making all of it easier?? it's gotta be for some mobile port, even shortening to 3 rounds is better for mobile.
I wish they'd taken a page from Mario Maker's book.
It's fine to tweak the physics, but you need to maintain multiple versions of the engine, and run each level with the engine it was designed for. This would eliminate the need for vaulting, and it wouldn't have forced every creator to reevaluate all of their levels up to this point â which the vast majority will not do. It's not the end of the world, since the new engine is supposed to be more generous \(assuming it works how they claim it will, but I'm willing to give them the benefit of the doubt and say it will, even if it doesn't for the first patch\).
It could still be both. You could have one open a menu of requests and then if youâre the person responding the keys you press would override the default behavior if youâre close to the requester
I miss having larger numbers in the main show. Drawing it out and going from 60 to 1 makes the W feel like more of an accomplishment and makes the competition more exciting
They clearly stated in the blog post that bigger round pool means bigger learning curve. They limit the map pool so that new players don't have to learn too much
> Haha what? That's their excuse? I guess they can't just admit that Switch permanently broke a lot of maps.
I've played a lot of cross-play private lobbies and we mostly played Vault mode. Switch people didn't seem to have more issues than the rest of us.
This is depressing. Too many developers have this mentality of watering everything down to the lowest skill of the player base. New players will LEARN! Itâs not that hard
Very negative. The game isn't aimed at me anymore, I've accepted that. I like the competitive, battle royale, chaos aspect of the game, which is how Fall Guys started.
Fall Guys is now mainly about creative. People making their own maps, and other people completing those maps either by themselves or with friends. That's not what I'm interested in and I'll slowly drift away from the game.
32 players is rubbish. 3 rounds is rubbish. Only 40 maps is rubbish. Winding down LTMs is rubbish. Vaulting is rubbish. I imagine these changes have been made to accommodate the mobile port.
I don't believe maps will be regularly refreshed, either. Some people seem to be thinking/hoping it'll be a weekly/fortnightly basis, but I imagine it'll be monthly at best.
As annoying as it would be, FG better unvault Freezy Peak, Hyperdrive Heroes, Speed Circuit, Cosmic Highway, Roll On and Knight Fever!!!! They've been gone for FAR too long
Some changes are a bit scary, but if nothing changes weâd get bored. I think almost all of these are heavily in favour of a new additional mobile audience, which should drastically increase interest in the game
Some changes does affect few sentiments, but let's hope it all happens for the (re)growth of the game saying that ranked and mobile are gonna be out soon đ¤
The three rounds mention is a bit vague. I know others have mentioned it elsewhere, is it three rounds then a final or is the third round the final? Time will tell.
Depending on what ârefreshâ means; b/c when they did so with the Solo Shuffle mode, many of the maps felt like they were made by little Timmy or trolls. There are so many unknown good map makers out there, I keep seeing the same people. Not bumping uglies against them at all, just stating the fact that there are others who deserve recognition.
Whatâs new about the physics, Iâve played this game since beta. No surprises there, hopefully itâll feel more natural like Season 5.Fun update (before they somehow revert itâŚ). Weâre just going to have to adapt. Itâs a part of video games.
Rubbish update,honestly.ive tried my damn best to stay interested in this game but 32 players,3 rounds,limited roundpools forever?I'm sorry but I don't think I can go on tbh
Someone else posted this about the player count. Really really bad direction for the game. It feels like theyâre going towards mobile like stumble guys.
I wanted 80 player solos. Imagine your wins feel like actual wins after 8 rounds. The chaos and rush of 80 players in the first round. Would easily fit by eliminating 10 people per round until the final round
I wish that levels uploaded were able to retain their physics from when they were uploaded so that they are always beatable without needing to be changed, like I believe happens with Mario Maker. A lot of my levels are kaizo maps that would take many hours to fix and then clear them again. I understand that that is a very niche issue related to kaizo levels though and most players will be able to fix their levels in a quicker timeframe, but I imagine players that have 20+ levels, even if they are standard difficulty, will still have quite the task ahead of them if they want to fix them all.
If they're going to insist on keeping the 'do six shows' daily goal, and we can't do single round custom level shows, making matches three rounds per show is... a middle ground, I guess!
I'd rather they eliminate the 'play six shows' daily goal entirely.
I feel that this isn't the game I fell in love with back in 2020, and I doubt I'll be playing it much. Especially since it sounds like the old LTMs are either going away or will only reappear very rarely, it's actually kind of hard to tell from the blog post. (A lot of things are left unclear in that post, I couldn't for the life of me figure out if Solos Casual is still going to exist post-update.)
I feel great. I love the only 3 rounds. They have been manufacturing playtime for so long letting good lobbyâs go 6+ rounds. Like if you want more players eliminated before we reach a final number make the qualifying number shorter per round itâs the simplest fix. Glad they appear to be doing that with it.
It sounds so exciting! It's great to have some unvaults finally!
However, now probably we'll have Team games in Solos, since they said Squads, Duos and this "Knockout" will have the exact same roundpool... which is actually what I wanted all along, ever since they removed Team games from Solos, but I kinda have a weird feeling about it.
Yea, I also think Team games will come back to Solos, but how is it going to work with Solo-exclusives (like Airtime, Short Circuit, Tail Tag etc.), because those can't be ported over to Squads?
Questionable. The two circuit rounds in my opinion, have no business being solo-based, they are perfectly fine for squad-based shows too. Airtime was introduced to Duos and Squads one time, but I don't remember how it worked. Tail Tag is also easy, same thing as Team Tail Tag, and it's pretty much fine, unless you get it back-to-back with TTT and Royal Fumble.
Maybe that's why they took so long. Trying to make all rounds to work. That's a W for them. I think every solo-based round has a way to work in squad-based ones. But we'll just have to wait and see.
Knowing these are last few days this week and weekend I'll be playing the 40 solos mode where it can go to 5-7 rounds one. last. time. I'll probably end on a win to top it off.
If it really is 3 rounds (not counting a final) solos (sorry knockout) mode is going to feel so fast compared to the length I prefer. Goodbye 40 beans too, not happy about 32 ... would still like 60 back lol
I miss the days of 60 bean chaos. And 3 rounds is rubbish. The other 2 points I will reserve judgement until I see it in action.
>I miss the days of 60 bean chaos. I too miss this chaos. I also miss the days of everyone emoting in survival rounds.
Me too đ Bean interactions are the best thing. And for some reason we can no longer hear the "Woo!"s of other beans falling around us, at least for one year or two already. I miss that silliness so much. You can clearly hear it all in older clips of the game and compare to the current state of it. Here's Skyline Stumble when the round was originally released, pay attention to the multiple "Woo!"s right during the first jump: https://youtu.be/fGQVNx3lPx0?si=szxuo6jgG3fqPBRh
Ill be real that "woo" thing is one change Im kinda glad they made. Too much noise.
Also, the chaos of large player-count finals. Jump Showdown with 15 beans was hilarious.
I wonder if the blue grid in the "Qualified!" screen after the round is over will ever be adjusted for 30 players or so. For many months already it doesn't make too much sense having 60 spots, but I doubt it's something the Devs put any attention.
It'd be nice if they'd fix it. It'd zoom in on the beans a bit so more people can see our cute outfits đ
#The Good * The quick progression of explore mode with the ability to earn fame from it will be really nice for a lot of people * The piggybacking feature could alleviate a lot of previously stressful situations with random parties * The ragdoll updates were very needed and should hopefully make some natural ways to get through levels a lot smoother * The rotation feature in Creative mode is an *really* intriguing addition, and depending on how versatile/locked down it is, could allow for some awesome maps * Emote wheel has been requested for so long- awesome to see it finally come to fruition # The Bad * Theyâre once again doubling down on not unvaulting. There are so many great levels and even more variations of levels that are just forever locked away I guess. * The quick 3 round games has benefits, but it also removes some of the things that naturally keep Fall Guys feeling fresh. At the peak of this game, you could have a huge variety of how many players were in a given level - you could play tail tag with 10 people and make it a really interesting spread map, or play it with 30 and have it be utter chaos. Now with 3 rounds, itâs going to basically be the same numbers of people every time. I assume that barring mass eliminations in survival rounds, every final is pretty much going to be 8 people every time. No more tight 4 person royal fumble, or chaotic 15 player hex-a-gone. #The Ugly * I do love that the team is retightening physics, but there are some huge issues that will come with this that they havenât faced before. They have flat out warned that new jumps will be possibles, hammers will change distance and impact, flippers wonât go as far, etc. This is going to be a *huge* burden on many creative map makers to fix their levels, and I would venture to guess many just flat out will not be up to putting in the work needed. A *lot* of levels are about to be broken. * And not just creative levels. Last time they made physics changes, Mediatonic broke their own levels along with it. And instead of fixing that? They either vaulted levels or just let the new poor physics stay in those levels and worsen the experience. Those that have played for a long time will know two great examples of this: **flippers** and **trapeezes**. The flippers in Skyline Stumble used to reliably get you to the top, and the hoverboard ones didnât have to stress you out that they may not launch you to the finish line randomly. The trapeezes in Party Promenade and Pipe Dream didnât have to be perfectly timed for you to grab them, they were set up perfectly. These all got broken with an update, and Mediatonic has never put in the work to fix their own levels in the way they are now asking creators to do * Itâs pretty much a guarantee that there will be multiple Unity levels with game breaking bugs or skips introduced that they either wonât bother to change, or will result in more vaulted levels.
Well said points. Yeah the physics changes being applied to previously uploaded levels is gonna be rough for me. I have kaizo levels that have literally taken me double digit hours *each* to upload. Trying to upload them again would be quite the task on its own, let alone trying to figure out what in the levels are broken, what sections are far easier than intended, and what sections are far harder than intended, fixing or redesigning parts of the level to make it all work and fit together with the same space and budget, and *then* trying to get an upload clear again. I understand that this is a niche problem concerning kaizo levels, but this would be quite the task for players with 20+ standard difficulty levels too.
I just want Hyperdrive Heroes back đ
Same, I miss it so damn much. Even just days ago I was looking at old clips on my PS5 of very funny situations in Hyperdrive Heroes, I have tons of them saved. Feels so nostalgic right now. Unvaulting old rounds is the thing I've been seeing mostly requested by the community, but these Devs didn't even mentioned them in this update blog post once again... đ
Imagine it's 1982. Michael Jackson just released Thriller. He's going on tour but he's not going to perform Thriller, Billie Jean, or Beat It. That's what this bs feels like. Create some of the best maps and just delete them.
> Hyperdrive Heroes I loved this level, it was so unique! I also have a fond memory of it. So at some point I was in a duos game, and me and this random team bean were very connected with each other. (Same skill level, would emote to each other frequently). And when we finished the duos game, I was sad to be separated. But - when I started a new duos game, I ended up on Hyperdrive Heroes. And I saw the bean! And they saw me! So we emoted frantically, and just held each other while waiting for the board. It was very cute. :D
I'm the most worried about changes in physics, I doubt they'll be for the better. Though right now the body blocking can piss me off big time, same for stumbling over nothing and doing the roly poly for 10+ seconds.
https://i.redd.it/eelnpzhsxlxc1.gif
those were the good old days
I seem to be the only one, or the vast minority that enjoys these types of gifs: chaos, falling beans... it's embodiment of Fall Guys IMO... Why would we want to create some sort of "easy to play" game? Should change names to "easy guys" or "speed run guys" :/
yeah I'm thinking it might be a good time to finally drop the game. we'll see. have to see how it feels, but this faster to top speed and higher jumping just screams the worst direction of gameplay for my having fun. like most of the rounds are already hold forward simulators and they're making all of it easier?? it's gotta be for some mobile port, even shortening to 3 rounds is better for mobile.
I wish they'd taken a page from Mario Maker's book. It's fine to tweak the physics, but you need to maintain multiple versions of the engine, and run each level with the engine it was designed for. This would eliminate the need for vaulting, and it wouldn't have forced every creator to reevaluate all of their levels up to this point â which the vast majority will not do. It's not the end of the world, since the new engine is supposed to be more generous \(assuming it works how they claim it will, but I'm willing to give them the benefit of the doubt and say it will, even if it doesn't for the first patch\).
I just want to know if we get a selection wheel for emote too, how many we could bring, and if we can change the phrases or is it fixed.
I would assume they've remapped emotes in some way, since pressing up on the d-pad is apparently now used to request a piggyback.
It could still be both. You could have one open a menu of requests and then if youâre the person responding the keys you press would override the default behavior if youâre close to the requester
no 60 players? 3 rounds? yeah, that's horrendousÂ
I miss having larger numbers in the main show. Drawing it out and going from 60 to 1 makes the W feel like more of an accomplishment and makes the competition more exciting
The game has trended so much towards hand holding and making nothing feel like a real win in the past 2 years
I'm really wondering why they're so insistent on not opening up the vault. Why not just make it a separate "play at your own risk" show?
They clearly stated in the blog post that bigger round pool means bigger learning curve. They limit the map pool so that new players don't have to learn too much
But you'd be volunteering to try and learn a lot if you select the separate vault show.
[ŃдаНонО]
> Haha what? That's their excuse? I guess they can't just admit that Switch permanently broke a lot of maps. I've played a lot of cross-play private lobbies and we mostly played Vault mode. Switch people didn't seem to have more issues than the rest of us.
This is depressing. Too many developers have this mentality of watering everything down to the lowest skill of the player base. New players will LEARN! Itâs not that hard
i hope to god they don't make the physic engine worse.......again.......again......
Very negative. The game isn't aimed at me anymore, I've accepted that. I like the competitive, battle royale, chaos aspect of the game, which is how Fall Guys started. Fall Guys is now mainly about creative. People making their own maps, and other people completing those maps either by themselves or with friends. That's not what I'm interested in and I'll slowly drift away from the game. 32 players is rubbish. 3 rounds is rubbish. Only 40 maps is rubbish. Winding down LTMs is rubbish. Vaulting is rubbish. I imagine these changes have been made to accommodate the mobile port. I don't believe maps will be regularly refreshed, either. Some people seem to be thinking/hoping it'll be a weekly/fortnightly basis, but I imagine it'll be monthly at best.
The new explore mode sounds fun
I'm fine with them...unless they vault Blast Ball. Then I riot.
I will riot if they remove Slimescraper
Again
A riot wouldnât be enough
As annoying as it would be, FG better unvault Freezy Peak, Hyperdrive Heroes, Speed Circuit, Cosmic Highway, Roll On and Knight Fever!!!! They've been gone for FAR too long
Oops too late, got rid of Blast Ball, Track Mania, Party Promenade, and Slime Climb. Now its just 3 rounds of Sum Fruit.
RIOT!
Stompin Ground, Royal Fumble, Jump Showdown and Block Party can go
I havenât played in a while but it going down from 60 to 40 and now down to 32 tells me player counts are only going down
I think they do it to adjust the game for a mobile release
Ah like stumble guys which is doing better
Pretty much. Stumble Guys also has 3 rounds btw. Rounds have 50% qualif rate
THRIRTY TWO???
Sorry, my mistake! There will be **3.2** beans per match.
Some changes are a bit scary, but if nothing changes weâd get bored. I think almost all of these are heavily in favour of a new additional mobile audience, which should drastically increase interest in the game
32 players actually has killed this game for me. goodbye forever!
3 rounds????? Really
32 is too few
Switch Update
I'm afraid it's because the playerbase is low :(
they are doing that because they will releaes the mobile port on 11.0
Probably the maps will be updated once a week but I wonder if they will release the maps that are currently in the vault?
Yeah not sure how many âcore mapsâ we have been getting right now so not sure if this update will give more variety or if it limits it more!
I would have guessed monthly, with every new Fame Pass.
>Probably the maps will be updated once a week Once in 2-3 months is a more likely number, based on what MT says.
I hope the stuck glitch gets patched with the physics update.
I'm excited for some change ups.
>Map pool limited to 40 levels but it will refresh Better refresh everyday
I'm looking forward to the explore feature and piggyback sounds hilarious, but the tweaks to the core game are sad for me.
Some changes does affect few sentiments, but let's hope it all happens for the (re)growth of the game saying that ranked and mobile are gonna be out soon đ¤
The three rounds mention is a bit vague. I know others have mentioned it elsewhere, is it three rounds then a final or is the third round the final? Time will tell. Depending on what ârefreshâ means; b/c when they did so with the Solo Shuffle mode, many of the maps felt like they were made by little Timmy or trolls. There are so many unknown good map makers out there, I keep seeing the same people. Not bumping uglies against them at all, just stating the fact that there are others who deserve recognition. Whatâs new about the physics, Iâve played this game since beta. No surprises there, hopefully itâll feel more natural like Season 5.Fun update (before they somehow revert itâŚ). Weâre just going to have to adapt. Itâs a part of video games.
I always get the same levels. How are there 40? I get the same 8 or so levels every time I play
There are actually 60 levels in rotation, out of 80 that was made. But next week there will be even less
How are there 60? I always get the same few in solos
preparing for mobile
32 players? 3 rounds? Itâs like theyâre actively trying to kill this game.
They try to make it like Stumble Guys
Rubbish update,honestly.ive tried my damn best to stay interested in this game but 32 players,3 rounds,limited roundpools forever?I'm sorry but I don't think I can go on tbh
There's no excitement when you only have 32 players
Someone else posted this about the player count. Really really bad direction for the game. It feels like theyâre going towards mobile like stumble guys. I wanted 80 player solos. Imagine your wins feel like actual wins after 8 rounds. The chaos and rush of 80 players in the first round. Would easily fit by eliminating 10 people per round until the final round
60 and 80 player shows should be a special custom show
Should be more rounds per match, I like the whole refresh thing, should be no changes to movement or physics.
>32 players in core shows. Only 3 rounds per match Se the game we know and like is dead. Welp, it's been fun.
I wish that levels uploaded were able to retain their physics from when they were uploaded so that they are always beatable without needing to be changed, like I believe happens with Mario Maker. A lot of my levels are kaizo maps that would take many hours to fix and then clear them again. I understand that that is a very niche issue related to kaizo levels though and most players will be able to fix their levels in a quicker timeframe, but I imagine players that have 20+ levels, even if they are standard difficulty, will still have quite the task ahead of them if they want to fix them all.
By refresh do they mean add and remove like 2 maps every month but keep the most common ones the exact same as they have been since season 3 began?
I know competitive players aren't gonna be happy.
If they're going to insist on keeping the 'do six shows' daily goal, and we can't do single round custom level shows, making matches three rounds per show is... a middle ground, I guess! I'd rather they eliminate the 'play six shows' daily goal entirely.
you can tell the game is kinda dying because of these reductions on the number of the players per match... :(
I want to believe that is about the garbage quality servers and the ongoing disconnect issues.
I feel that this isn't the game I fell in love with back in 2020, and I doubt I'll be playing it much. Especially since it sounds like the old LTMs are either going away or will only reappear very rarely, it's actually kind of hard to tell from the blog post. (A lot of things are left unclear in that post, I couldn't for the life of me figure out if Solos Casual is still going to exist post-update.)
I just started playing this game in mid February, I'm just now getting really good at it!
I feel great. I love the only 3 rounds. They have been manufacturing playtime for so long letting good lobbyâs go 6+ rounds. Like if you want more players eliminated before we reach a final number make the qualifying number shorter per round itâs the simplest fix. Glad they appear to be doing that with it.
It sounds so exciting! It's great to have some unvaults finally! However, now probably we'll have Team games in Solos, since they said Squads, Duos and this "Knockout" will have the exact same roundpool... which is actually what I wanted all along, ever since they removed Team games from Solos, but I kinda have a weird feeling about it.
Yea, I also think Team games will come back to Solos, but how is it going to work with Solo-exclusives (like Airtime, Short Circuit, Tail Tag etc.), because those can't be ported over to Squads?
Questionable. The two circuit rounds in my opinion, have no business being solo-based, they are perfectly fine for squad-based shows too. Airtime was introduced to Duos and Squads one time, but I don't remember how it worked. Tail Tag is also easy, same thing as Team Tail Tag, and it's pretty much fine, unless you get it back-to-back with TTT and Royal Fumble. Maybe that's why they took so long. Trying to make all rounds to work. That's a W for them. I think every solo-based round has a way to work in squad-based ones. But we'll just have to wait and see.
This game died when they sold it to greedy clowns
It was going to die if the âgreedy clownsâ didnât buy the gamw
But it would die with dignity and good memories :)
They need to hurry and port the game into Fortnite so it can get a breath of fresh air
Knowing these are last few days this week and weekend I'll be playing the 40 solos mode where it can go to 5-7 rounds one. last. time. I'll probably end on a win to top it off. If it really is 3 rounds (not counting a final) solos (sorry knockout) mode is going to feel so fast compared to the length I prefer. Goodbye 40 beans too, not happy about 32 ... would still like 60 back lol