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Zero Notion
Red Star Jr. EoN.
159
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Posted - 2013.08.08 14:24:00 -
[1] - Quote
So, I think I'm seeing a potential issue arising because of the two game modes that we currently have and the weapons we employ.
Planetary Conquest where friendly fire is possible and the general pub matches where there is no friendly fire.
What makes the MD so deadly currently is not necessarily the weapon itself but it is instead the sheer amount of users you can have in a single area, all spamming the weapon, during a public match. If friendly fire were to be taken into consideration, I think this would not happen and you would see much less spamming of the weapon.
I use this comparison a lot but I feel World of Warcraft has some lessons to provide in the mechanics area; many of their design and mechanics issues arose from having both PvE and PvP systems in which primarily PvE skills were used for PvP purposes. This caused numerous balances issues and forced them to adapt toward a system that allowed for skills that were reactive in dual ways based on the context of the use.
To me, that's entirely too complicated and Dust does not have the Development support which Blizzard has. Therefore;
Turn friendly fire on in public matches.
Otherwise, I fear much development time will be spent on altering weapons/vehicles to work for both types of game modes because of a potentially incorrect perception of how it performs (and is utilized) in the more populated public forum versus how it would perform in PC.
Just my two cents.
Original Post: https://forums.dust514.com/default.aspx?g=posts&m=1154628#post1154628 |
Oso Peresoso
RisingSuns
567
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Posted - 2013.08.08 14:30:00 -
[2] - Quote
Its not worth introducing putting FF on in instant battles to solve a non-issue like explosives and vehicles being slightly weaker in corp battles because of friendly fire.
The PVE to PVP comparison is a bit sketchy as WoW PVE is a different experience with different mechanics than PVP, while the only difference with corp battles is FF = on and people are smarter/tougher. |
Zero Notion
Red Star Jr. EoN.
159
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Posted - 2013.08.08 14:43:00 -
[3] - Quote
I'd argue that it is more than a non-issue; any design issue for any game is an issue. The more time spent hard coding, tweaking and re-designing weaponry/mechanics to support two different game modes takes more time away from other mechanics that could be improved and or created.
You missed the point of my comparison entirely or maybe only looked at the surface. Attempting to design one mechanic (a weapon) to work within two different modes (pvp/pve) allowed for the mechanic to be utilized in ways not intended, leading to a lack of balance.
Mechanical harmony is necessary in both modes of the game, as this leads to overall player satisfaction. If players are confronted in matches (in a single mode) where one weapon, say explosive weaponry, which is utilized in a way that allows for teams to quickly become overwhelmed or matches to devolve into both sides using one weapon, then diversity and satisfaction is killed.
Attempting to balance out the weapon, rather than the environmental mechanics, is not always the correct answer. |
Meeko Fent
Seituoda Taskforce Command Caldari State
541
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Posted - 2013.08.08 14:48:00 -
[4] - Quote
Yes Please.
I miss my Friendly Fire....
Then The issue of MD's being "OP' would be alleviated.
Then the "Non-issue" of Explosives in general being OP would also be resolved.
"Do I really want to OB that Area? My Whole team is there....." |
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