|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Leadfoot10
Molon Labe. General Tso's Alliance
3554
|
Posted - 2015.03.18 22:26:00 -
[1] - Quote
Doubling TTK? No, that'd be excessive.
But 10 or 20% would be a step in the right direction. Let's not forget that TTK has gone down significantly since the heydey of dust (i.e. Chromosome) due to both the prevalence of proto & damage mods as well as the Warbarge bonus. |
Leadfoot10
Molon Labe. General Tso's Alliance
3555
|
Posted - 2015.03.18 22:46:00 -
[2] - Quote
Fizzer XCIV wrote:I'd rather just see the massive gap between Standard and Prototype gear decreased. Weapons are doing it right, where a PRO weapon only does 10% more damage. But suits, equipment, and modules are hugely gapped, with the PRO versions sometimes being 4-5x more powerful a than their Standard ones...
Wow, Fizzer, that's a very insightful post and I hadn't even considered it. But the more I think about it, the more I think you're dead on right. Anyway, thanks for sharing...>Lead |
Leadfoot10
Molon Labe. General Tso's Alliance
3572
|
Posted - 2015.03.20 07:54:00 -
[3] - Quote
Aramis Madrigal wrote:Imagine combat modeled as a short series of Bernoulli distributed trials, with the ultimate victor being the individual who wins more of these handful of virtual coin flips. Now lets say the our bitter vet has a 70% chance of winning any one of these individual trials and our noob a 30% chance. In a short/moderate TTK scenario, there are perhaps 3-5 such trials (get the drop on a guy, get on target, stay on target, strafe, kill target). With a longer TTK, there are more such trials in each combat, making the outcome more likely to go in favor of the vet. I realize that this is a rather coarse model, but it's probably fairly accurate.
Hmm, that's an interesting idea.
However, I think it's inaccurate, in that it's not Bernoulli distribution (coin flip). It's talent-distributed or rear weighted, where the longer the battle goes, the higher likelihood of the better player winning each "flip". That said, I think the result is the same -- longer TTK gives the better skilled player more chances to tip the scale in their favor.
TBH, I think it's rather self evident that longer TTK favors gun-game more than positioning.
Thoughts? |
Leadfoot10
Molon Labe. General Tso's Alliance
3572
|
Posted - 2015.03.20 07:57:00 -
[4] - Quote
KA24DERT wrote:Izlare Lenix wrote:The lack of aim assist and lower weapon damage during beta produced a much longer TTK than we have now.
And fights back then were more satisfying and more fun. Sometimes it took two clips to kill someone and you felt like you earned that kill. Or you managed to get away from several reds instead of insta dying to them.
Today's TTK is stupidly easy and boring. Killing someone or dying in a fraction of a second is not enjoyable. It's not satisfying or challenging and it sure as hell is not fun. Twitch shooters never are. This is the truth of the matter. Aim assist has a HUGE influence on balance and TTK in this game, and all you need to do is have a Blue on Blue duel in FW or PC to realize the truth. We could tweak numbers left and right to try and get around what Aim Assist does to the game's nature, or we could just get rid of Aim Assist and get back to the days where bullets didn't magically hit people, movement during duels mattered, and sidearms were the difference between life and death. The major blocking issue to this is the improvement of Hit Detection. Fix that and there's no excuse for AA existing in this game.
Except, perhaps, that every single successful console shooter I can think of has had it.
Can you name one that doesn't?
|
|
|
|