Sergeant Sazu
Mantodea MC
1086
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Posted - 2016.10.01 03:39:00 -
[1] - Quote
What's wrong with the player having more info/response to their actions?
Planetside 2 has the usual hit marker: a red "x" in your reticule. Dealing a lot of single-shot damage makes this red circle "bloom" outward, the size depending on the damage. Landing a headshot also makes a different sound effect.
I don't see this concept as exclusively "noob-friendly". I'd say it's makes the game feel more informative and intuitive if anything. Lets me know exactly how my actions went so I know what I did right.
"Stab you to death, stab you to life!"
-Truck Fist after knifing a red and reviving me
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Sergeant Sazu
Mantodea MC
1086
|
Posted - 2016.10.01 11:44:00 -
[2] - Quote
DUST Fiend wrote:Sergeant Sazu wrote:What's wrong with the player having more info/response to their actions?
Planetside 2 has the usual hit marker: a red "x" in your reticule. Dealing a lot of single-shot damage makes this red circle "bloom" outward, the size depending on the damage. Landing a headshot also makes a different sound effect.
I don't see this concept as exclusively "noob-friendly". I'd say it's makes the game feel more informative and intuitive if anything. Lets me know exactly how my actions went so I know what I did right. I mean I guess. I'm just so used to learning my weapons through and through that it's just second nature. I've never once checked the readouts like that in any game, I just judge by how fast they die. Experience is the best teacher. I just fear the game is already going to be dumbed down a lot to appeal to a wider base, I miss when this was almost "the thinking mans shooter" so moving away from that in any way just rubs me the wrong way.
I feel that. Trial by fiery error isn't bad either, and it's definitely in the New Eden spirit.
My opinion is kind of both ways; I like having all the info and indicators to make me feel in control while in the process of succeeding, but at the same time I reminisce about how video games didn't have nearly as much hand-holding back in the day. A challenge that I taught myself to overcome is much more satisfying overall, and was pretty much the entire basis of most older games.
Before Dust, my main game was Lost Planet 2. The game has either poor or non-existent descriptions of weapons, ability slots, game mechanics, etc. for the online PvP. Learning the best or most interesting setups over a few years granted plenty of satisfaction, since experience held more weight than equipment. Not to mention the leaderboards didn't track regular custom matches, so it all came down to reputation. And the stat padders stayed in their own corner (ranked matches), so matches weren't degraded by people who didn't play for fun. While the game itself was honestly mediocre in terms of substance, it was the experience that I enjoyed. The limitless skill ceiling along with stats not being recorded resulted in an overall pleasant PvP setting.
...I forgot where I was going with that, nostalgia's messing me up. TL;DR I agree with you.
"Stab you to death, stab you to life!"
-Truck Fist after knifing a red and reviving me
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