Yeah, I was quite disappointed, but I knew it was a risky proposition going into it.
I still think the concept of a multiplayer Thief-style game is sound.
This game lacked the execution and some of the fundamentals of that concept.
The AI NPC guards were far too easy for players to take down so the matches turned into a hectic brawl very quickly and players abandoned stealth tactics for just open combat. The end of matches involved using a crane/winch to slowly raise the treasure chest over a wall to capture it. That process took 5-7 minutes to complete while fending off the other team. The problem was that whichever team completed the last 5 seconds of the winch cranking won the match. So one team could basically sit back and do nothing for most of the match, let the other team do all the heavy lifting then rush in right in the last 30 seconds, kill everyone, finish the winch and win the whole match and gain the lion’s share of XP.
If another dev was going to tackle a similar idea they need to make the AI NPC guards extremely hard to subdue, make them brutal when alerted, and figure out a different match denouement.
The first few matches I played, before everyone figured out the meta and the broken nature of Hood, were actually quite fun with a lot of sneaking, stealth, and good player communication.