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Leveling up your Weapons.
#1
Posted October 28 2012 - 07:46 PM
#2
Posted October 28 2012 - 07:59 PM
I'm assuming it is, because its earned through hard work and is not buyable.
#3
Posted October 29 2012 - 02:49 AM
It piles on yet more buffs, which is a topic for another conversation.
#4
Posted October 29 2012 - 06:28 AM
It's also funny how you get bonuses to a weapon at a certain level regardless of whether you ever use that weapon or not.
Case in point, i leveled my Shaprshooter to lvl 2 and got a weapon upgrade ... for the SA Hawkins... a weapon i never use ( always go Slugrifle). Why? Why can't i choose which weapon i want to level up?
#5
Posted October 29 2012 - 06:37 AM
To pronounce my name correctly, just pretend the 't' isn't there. You can also think of it as "Freno - [sodacan opening sound]"
#6
Posted October 29 2012 - 07:23 AM
 defekt, on October 29 2012 - 02:49 AM, said:
defekt, on October 29 2012 - 02:49 AM, said:
It piles on yet more buffs, which is a topic for another conversation.
It's the opposite to real life. In real life, an item degrades through use, it does not gain magical skill points. Wish my car improved the more I drove it, instead of getting older and older and needing repairs. Wish it's engine had an XP bar for upgrades!
 
					
					#7
Posted October 29 2012 - 07:32 AM
 Hipnox, on October 29 2012 - 06:28 AM, said:
Hipnox, on October 29 2012 - 06:28 AM, said:
It's also funny how you get bonuses to a weapon at a certain level regardless of whether you ever use that weapon or not.
Case in point, i leveled my Shaprshooter to lvl 2 and got a weapon upgrade ... for the SA Hawkins... a weapon i never use ( always go Slugrifle). Why? Why can't i choose which weapon i want to level up?
#8
Posted October 29 2012 - 07:50 AM
 Frenotx, on October 29 2012 - 06:37 AM, said:
Frenotx, on October 29 2012 - 06:37 AM, said:
This is entirely aside from the valid (IMO) observation in how Hawken hawks* the same straight stat buffs in several areas of the game, effectively homogenising the entire progression system. Arguably, with the three distinct areas of development/customization currently present within the game (internals, skill tree, weapon upgrades) at least two chances to do something innovative have been missed.
* Excuse the gratuitous alliteration!
#9
Posted October 29 2012 - 07:55 AM
#10
Posted October 29 2012 - 07:59 AM
 Evil_Adolf, on October 29 2012 - 07:55 AM, said:
Evil_Adolf, on October 29 2012 - 07:55 AM, said:
I agree, it doesn't take much time to max out a mech with 2x the XP! But onto the debate about weapon levels, I rather like them, but I do see where pilots like Defekt are coming from. What about a compromise? Instead of 3 weapon levels, except the ability, I do think that the ability should have 3 levels still, all weapons should only have 2 levels and in place of that 3 level, give the pilot +3 Tech Points! :3
#11
Posted October 29 2012 - 08:11 AM
 ManlyManManson, on October 29 2012 - 07:59 AM, said:
ManlyManManson, on October 29 2012 - 07:59 AM, said:
#12
Posted October 29 2012 - 08:15 AM
Perhaps even have normal weapons get replaced every match. Paid for weapons stay, and keep the record of your stats.
 
					
					#13
Posted October 29 2012 - 08:21 AM
(Actually, I quite like the sound of that!
 )
 )
					
					#14
Posted October 29 2012 - 08:29 AM
As FluXx points out most mechanical devices deteriorate with use. Maybe a noobie boost could be applied, giving a new player a direct stat boost for a set number of games that diminishes for each game played?
This is a often used game design element in many single player games, the "taste of power" trope, where you as a new player get to experience how awesome you are going to be later in the game. For some reason this very useful marketing tool has not, from what I've seen, been used much if at all in MP titles.
Edited by Fragxile, October 29 2012 - 08:30 AM.
#15
Posted October 29 2012 - 08:46 AM
#16
Posted October 29 2012 - 08:51 AM
 Fragxile, on October 29 2012 - 08:29 AM, said:
Fragxile, on October 29 2012 - 08:29 AM, said:
As FluXx points out most mechanical devices deteriorate with use. Maybe a noobie boost could be applied, giving a new player a direct stat boost for a set number of games that diminishes for each game played?
This is a often used game design element in many single player games, the "taste of power" trope, where you as a new player get to experience how awesome you are going to be later in the game. For some reason this very useful marketing tool has not, from what I've seen, been used much if at all in MP titles.
One day I will see a game that adopts the Leon Principle: the better you are the less forgiving your equipment becomes. The ultimate example of the Leon Principle is a top class assassin that uses a fruit knife instead of a Barrett ‘Light Fifty’. Hawken clearly isn’t that game, alas. (In fact it’s the polar opposite.)
Of course things don’t need to be as dramatic as the Leon Principle; we all know which games hit the sweet spot, they’ve been mentioned repeatedly already.
Edit: To include quote.
Edited by defekt, October 29 2012 - 08:51 AM.
#17
Posted October 29 2012 - 08:54 AM
 ManlyManManson, on October 29 2012 - 08:46 AM, said:
ManlyManManson, on October 29 2012 - 08:46 AM, said:
 
					
					#19
Posted October 29 2012 - 09:35 AM
 defekt, on October 29 2012 - 07:50 AM, said:
defekt, on October 29 2012 - 07:50 AM, said:
You say that the upgrade mechanic currently in place is “not innovative” and that you had hoped Hawken would’ve been more “imaginative” in that regard. You reference LoL and Dota 2 as examples of more suitable, “innovative”, upgrade mechanics. I haven’t played LoL, but the item selection in Dota 2 is made up entirely of equipment yielding “straight stat buffs”, albeit more complicated ones, which funnels a lot of players down the same build over and over again. Complex systems like this, that are host to a vast number of possible actions and behaviours leave players with a moment to moment ignorance of the mathematics dictating their engagements. With Dota 2, etc., in mind, is this your issue: that Hawken’s upgrade paths simply aren’t complicated enough?
Or is this an issue of balance? If a “tech 3” weapon could be legitimately countered by some kind of “tech 1” ability, equipement, action, etc., would this solve your problem?
Are you able to elaborate on what you mean by “innovative”? Any specific ideas?
Edited by Roundlay, October 29 2012 - 09:36 AM.
#20
Posted October 29 2012 - 10:39 AM
Edited by Underquotes, October 29 2012 - 10:41 AM.
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