ReachH, on August 14 2013 - 09:39 PM, said:
It feels like HWK are behind the curve when designing these out of game extras like progression and whatnot. Valve have long since moved on from the TF2 style model.
Both Dota 2 and CS:GO follow the mantra that unlockables and items and paid investment should have 0 impact on actual competitive gameplay. They should be for user experience only. Their games focus on the core competition, and build the user experience around that.
Appealing to casuals is done through special matchmaking options, and different rulesets (team damage off, more money, everyone has kevlar+helmet etc.), the core game is left alone. Therefore anyone can pick up the game and compete, and most importantly, be competitive.
The casuals are happy, the dedicated player base is happy, the competitive scene is happy (except the movement mechanics - a core gameplay issue).
tldr; separate progression and user experience things from core gameplay. Levels should unlock badges, skins and models, not weapons, stats, or mechs.
This this this this thiiisssssssssssssss.
Catering to competitive players and casual players are not mutually exclusive goals. There's no reason to incorporate a leveling system that alienates one group of players and ruins any future of competitive play.
And before someone goes "But AJK, you can't possibly know that this would ruin comp play", name me a shooter that has been competitively successful and uses vertical progression.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'