Should all the wargear and items be available from startup_
#1
Posted May 05 2011 - 03:08 AM
#2
Posted May 05 2011 - 07:28 AM
So if you think along those lines then ou can come up with some interesting upgrades that the advanced player, having more experience can use to customize and built a more personalized Mecha.
#3
Posted May 05 2011 - 07:57 AM
Hmmm.. i'd have to say that i prefer te way assassins creed: brotherhood multiplayer does it.
They have a lvl lader system and not a "point shop". And you don't get like a rocket launcher right away as a low lvl. The higher the level you achieve (and the higher the level get the more xp you have to get the harder it becomes) you need better and better skills.
It's also so that they give good awards at the lower lvls but things that help you get better in what you have to do like smoke bombs and temp disguise so you can create better oppertunities for yourself. Wile at the higher levels when you (usually you also have those nooby xp farmers that can't do jack sh*t but still lvl up. can't help that unfortunately) you get things like a hidden pistol or poison gas. And it's not all Action. You also get streak bonuses depending on the lvl you have that you can put in your chars profile. But you get to put 1 in so you have to choose. And no stupid rc driven bombs lmao. but something like an added focus that reduces recoil with 5% until you are killed or end of round after a 3 killstreak for example.
Or when you reach lvl 5 you can to change the base colors of the mech. That kinda stuff. devide it over the lvl appropreate like they did. I think that's the best way to make it. Also makes what you can do really depending on your skills and not if you can get just enough points as a newbie to buy that one beast of a weapons and screw around the rest of the playing time making the game less fun for other players who are really playing for fun and skill.
my 2 cents.
#4
Posted May 05 2011 - 09:40 AM
#5
Posted May 05 2011 - 10:42 AM
(And before anyone points it out, I freely admit I nicked this idea from Yahtzee's levelling backwards post a few weeks ago. If you're going to steal ideas, steal the good ones, that's what I say.)
#6
Posted May 05 2011 - 11:06 AM
ColOfNature said:
(And before anyone points it out, I freely admit I nicked this idea from Yahtzee's levelling backwards post a few weeks ago. If you're going to steal ideas, steal the good ones, that's what I say.)
You know. I actually do like this idea aswel. Especially if they aren't going to make the mp so that matchmaking doesn't look at a players lvl. Kinda like having a hardcore mode that you can't turn of if you have X amount of exp or K/D ratio but is turned of when you are matched against other equal players.
Missed that post but might look for it now. Great idea.
#7
Posted May 05 2011 - 01:50 PM
The overall effect was a game where the equipment was secondary to the players' skill, while still allowing a WIDE variety of customization without imbalance.
#8
Posted May 05 2011 - 10:38 PM
that would be a good way to setup the credit system, but you still need to balance out what's received when you make a purchase.. I still say that making credit the reward/penalty system is good, but making sure that by lvl 20 or whatever your not able to purchase a dark matter weapon that rips reality apart and causes an instant blackhole where ever it hits is important. I lie the idea of getting access to load out options that will enhance our weapons, mecha in terms of body cammo and performance ( removing boost jets and replacing with a faster turret rotation if your not a jumper type player).. tools that you can use as you get better with yoru character/mecha and can fine tune with . of course I also think that having access to say a the mecha version of a 12 ga over the base line 20ga or a mecha equivalent of a SAW over a std. assault rifle and even a mecha version of a .50 cal over the std. 7.62. realisitc swaps that I see in the field all the time. We don't get guys walking around with miniguns or random predators.. hell in all my years I've never even seen a REAL predator fire a durandal or hellfire..
OH! I'd also like it if the sensor suites did not have the ability to reach to the far corners of the game .. the worst thing about COD and the like is those of us who like to snipe or otherwise dig in to a FOB are unrealistically mangled by some nood with IR the overhead drone..
#9
Posted May 05 2011 - 11:08 PM
Good gameplay should be based on simple rules that takes a minute to learn but a lifetime to master (the first one to answer where I stole that line from wins a price!).
#10
Posted May 05 2011 - 11:41 PM
Instead of becoming more powerfull; These items would only unlock more options; Each providing some sort of variation of gameplay.
#11
Posted May 06 2011 - 05:38 AM
Ummm... but no man co. store please
#12
Posted May 06 2011 - 08:01 AM
and i would be perfectly fine with all gear being available to everyone. However i think as a server option, equipment could cost some amount of ingame currency that you can earn by killing opponents, and performing actions that help your team within that game round. In that way a server might be able to limit certain loadouts by making them prohibitedly expensive.
#13
Posted May 06 2011 - 08:29 AM
if this game takes a min to learn then it's not a PC game, it's a console game where limited keys require the game to be 'easy', even mechwarrior had more key strokes then a 360/PS3 does. this game should have a few more then that. FGaming keyboards and mouse setups are so cheap now it's a no brainer to pick up one that allows you to customize key sets.
i
3leggedFreak said:
Good gameplay should be based on simple rules that takes a minute to learn but a lifetime to master (the first one to answer where I stole that line from wins a price!).
#14
Posted May 06 2011 - 08:37 AM
Flyingdebris said:
and i would be perfectly fine with all gear being available to everyone. However i think as a server option, equipment could cost some amount of ingame currency that you can earn by killing opponents, and performing actions that help your team within that game round. In that way a server might be able to limit certain loadouts by making them prohibitedly expensive.
#15
Posted May 06 2011 - 09:57 AM
As those level up systems inadvertently lead to the mentality that brings about achievement servers and grinding for gear, not to mention creates a huge barrier between newcomers and vets, a barrier that isn't just skill, but also that vets have piles of primo equipment hoarded over the course of hundreds of hours that lets them outperform the newbies. That sort of gameplay discourages and scares off people that just want to have quick games while it encourages the grinders that want to waste hundreds if not thousands of hours earning make believe equipment to one up other people.
its my opinion that fun crunchy gameplay should be its own reward, not having to run around at some arbitrary disadvantage with a carrot on a stick waved in front of you the whole time. At least as far as multi is concerned anyway.
If this was singleplayer, buying shit and earning stuff can make sense from the context of the setting, and the only person you are squaring off against is the computer. But this is multi and with all the different people coming in with different skill levels and times spent playing, the only fair thing is to keep the playing field level as much as possible, and let things sort themselves from there within the game environment, based on skill and resourcefulness.
#16
Posted May 06 2011 - 10:49 AM
NAVY MARCOM said:
if this game takes a min to learn then it's not a PC game, it's a console game where limited keys require the game to be 'easy', even mechwarrior had more key strokes then a 360/PS3 does. this game should have a few more then that. FGaming keyboards and mouse setups are so cheap now it's a no brainer to pick up one that allows you to customize key sets.
Also, if you don't understand what I mean with "a minute to learn", dont bother replying to it. What I mean is that the gameplay should be the thing that takes time to master, not the 300 pages long manual that explain the rules of the game.
Walk it off.
#17
Posted May 06 2011 - 11:45 AM
War gear should be available on the get go. This is your game play style. Why not make it available on the load out. That's the purpose of it.
#18
Posted May 06 2011 - 12:34 PM
HardBaller said:
Hmmm.. i'd have to say that i prefer te way assassins creed: brotherhood multiplayer does it.
They have a lvl lader system and not a "point shop". And you don't get like a rocket launcher right away as a low lvl. The higher the level you achieve (and the higher the level get the more xp you have to get the harder it becomes) you need better and better skills.
Wile at the higher levels when you (usually you also have those nooby xp farmers that can't do jack sh*t but still lvl up. can't help that unfortunately) you get things like a hidden pistol or poison gas.
Seriously, you dont even know who kills you half the time with poison, you just die randomly, it's soooo annoying.
So that may not be the best example as the devs are trying to keep it a level playing field between the new players and the old timers, or at least as level as they can, and putting in something like the poison in AC:B would totally break that.
But other than that, I think the leveling system unlocks would work good, but I also think that some sort of in-game currency would be wonderful - making the players pay for their mech upgrades, whether they are guns or camo's or paint jobs, etc.
#19
Posted May 06 2011 - 05:19 PM
Dem said:
HardBaller said:
Hmmm.. i'd have to say that i prefer te way assassins creed: brotherhood multiplayer does it.
They have a lvl lader system and not a "point shop". And you don't get like a rocket launcher right away as a low lvl. The higher the level you achieve (and the higher the level get the more xp you have to get the harder it becomes) you need better and better skills.
Wile at the higher levels when you (usually you also have those nooby xp farmers that can't do jack sh*t but still lvl up. can't help that unfortunately) you get things like a hidden pistol or poison gas.
Seriously, you dont even know who kills you half the time with poison, you just die randomly, it's soooo annoying.
So that may not be the best example as the devs are trying to keep it a level playing field between the new players and the old timers, or at least as level as they can, and putting in something like the poison in AC:B would totally break that.
But other than that, I think the leveling system unlocks would work good, but I also think that some sort of in-game currency would be wonderful - making the players pay for their mech upgrades, whether they are guns or camo's or paint jobs, etc.
Then how about something like the R&D that they have in World of Tanks_
You get exp for the things you do (win a match, destroy another tank etc.) and you spend that exp to research new parts for your tank following a tech tree. Then after you researched the part you don't have it right away you still have to play good enough or often enough to getter enough currency to buy and equip the new part/upgrade.
Been playing the game a bit since yesterday and i kinda like how that works to. Even the cheapest lightest tank can carry a pretty punch quickly if you R&D it the right way (gets a nice side of having the player making the right descisions at the right time as to what to research first and what later etc.).
Well if you don't know it have a look at it. It's P4F so it can't hurt.
ps. not saying to copy it exactly but parts of it or as an idea.
#20
Posted May 06 2011 - 05:26 PM
What would be the feeling of a new player joining in a "people in here may have been accumulating cool stuff which you do not have yet" game_
Or you give him some kind of well refreshed average items (according to what the other players have..) or he's pretty screwed up in the very moment he joins in that game.
I'd have to admit on that this may look like some kind of a soft rock in the middle of some road.
.
"The difference between theory and practice is smaller in theory than it is in practice"
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