| Good 3ps
Lots of choices
| Taiwan server has more stuff
High cost in microtransaction
By all accounts SDGO is a good game. One of more responsive third-person shooters with generally good balance and a wide range of player unit choices, it feels like the good of MOBA (lots of stuff you can play) meets the good of 3ps, making it a nice game even for people who aren't fans of the franchise. I liked Exteel a lot when I played that way back when, and I enjoyed aspects of Global Agenda, both considered fairly decent 3ps, only they both were pummeled by publisher errors. SDGO feels like a relatively polished, happy game of hope, and certainly has backed up why so many people eagerly anticipated a NA port, and otherwise hopped over to asian servers lag be damned (lag incidentally being particularly detrimental in a 3ps game, as you might imagine).
Why are there so many cries of anguish, then, from its playerbase?
The problem NA SDGO faces is competition. Aside from those people from SE Asia who already have access to the Korean (originating) server, which boasts superior player skill, a larger player population, and significantly more suit options, OGPlanet also competes with the notorious Taiwan server, which boasts what's been called a pretty weak population skill-wise, but still has more players, and significantly more suits, and the ominous presence of the soon-to-be Southeast Asia server, which will be the second English server to be published within a year. There are lots of people who WANT to see the NA server succeed, and a lot of the onus rests on the publisher, for better or for worse. Bear in mind that only one update has yet been made, yet two months after "going live" many people have gone or returned to the Taiwan server. NA SDGO simply does not have time as an ally, and it has been difficult discerning to what extent OGP understands their plight and is willing to deal with it.
The first issue is a mysterious amount of secrecy regarding their "timeline." For the most part, the community has been far more understanding and relenting regarding the secrecy than you might expect. The problem is that there's a sense that OGP has been "holding back" and "milking money," a sense that has been left permeating for two months with nary an official response. There's currently a thread in the official forum detailing many of the agreed upon issues, yet the thread (and its predecessor) have been met mostly with silence. This came to a head in the first update, when the original update notes indicated the release of rare-drop blueprints, which are simply sold in other servers in the in-game shop. The notes were later edited, with no accompanying notice, with their removal. You might understand the irk this raised - the units are clearly already in the game (many people use them), yet OGP has insisted on not releasing the blueprints. A thread was posted complaining about this, which was replied-to by a GM who responded that there would be blueprints the following week. Hurrah, hope is raised! Yet a week later a piddling two of the eight-or-so rare-drop blueprints were released. There is no logical technical obstruction to simply releasing the blueprints in the in-game store, yet OGP decided against it. Why? They've maintained a rather bewildering silence about it, turning this into somewhat of a slap in the community's face.
The second issue is pricing. From the notorious web gacha to insanely priced suits and blueprints, OGP essentially charges close to $8 for what amounts to a subpar suit. Blueprints are sold for roughly $6, many of which are again subpar suits (most are simply ingredients for better stuff). It may be too late to change these, but it's alarming considering that one could purchase an S-rank (top rank) blueprints, its ingredients (which include A-rank suits), and a handful of EXP packs to instantly level the ingredient to the required level, for rouhly $20 on the Taiwan server, yet a low-tier A-rank suit is sold for $8 on the NA server.
Not all is bad, though. In the first update they released five capsules, which introduced a fair number of units. They've shown to be attentive to the community, even if they don't actually respond to it (they post in most "big" threads, but usually about being unable to disclose anything). They've shown good customer support, as a blueprint error in the in-game shop lead to reimbursement of the unit itself (which cost-wise is more expensive). They've been consistent with publishing events (even if they've been redundant), showing good activity.
The only problem is whether they'll muster up competitiveness against the other servers, and whether enough people will play the game to keep it going and prevent a stale skilled player base. People argued that their first update would make or break the game. The community saw, and responded with a mixture of gratitude (overcustom being implemented) and outrage (blueprints not added). The second update, scheduled to be around the 8th of February, has now taken its place as the server's make-or-break moment.