Aighun
Zumari Force Projection Caldari State
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Posted - 2012.08.22 14:53:00 -
[1] - Quote
Tony Calif wrote:Sven Lindblad wrote:@Ice: Or atleast didn't play for very long. The progression system is what makes DUST addictive. No. Gameplay is what needs to be adictivr and I agree with the writer. Dust doesn't feel "special" enough. We're getting there on hit detection & matchmaking. But addictive gameplay? Hmmm tricky.
For me it is both. I dig all the stuff. But it doesn't really matter how much stuff there is if it is not fun to use.
I have to agree with the gist of the article. The core combat can still be clunky and dull, choppy and generic.
The article is worth paying some attention to. Even if the guy got a lot of facts wrong and misunderstood a lot of what was going on with the game. Even if the author played a game of skirmish, a game of ambush and decided to call it a day and write the preview. Some of the less than favorable tone of the preview is down to the fact that the guy didn't know what the heck he was doing and was coming from basically L2P problems. But that first take on the game gets at some of the problems that persist with DUST 514 as we know it in beta even after hours and hours of playing. * see note *
Unlike the article, and some of the comments there, I am not too worried about "core gameplay" and have positive expectations. I don't think that "core gameplay" is never going to change. It has changed, a lot of things have gotten better, some have gotten worse, but there are big changes to core gameplay from build to build and usually in a good way.
In the precursor build when everything is firing as it should (hit detections seems on, latency issues and frame rate drops are not noticeable, there is no input delay) the game can be really f'n amazing.
Then a couple games later it will all fall apart and turn into a choppy stuttering slog.
* note * Some blah blah blah followsGǪ In Dark Souls, if you rolled a knight on your first play through your character had a movement penalty because of all the armor they were carrying. So you would be chugging along like your tighty-whiteys were full of wet sand. There were complaints. Uggh, game is so slow. Well, that was because people just didn't understand what was going on. Even some Demon's Souls vets had a difficult time adjusting to the new three tiered equip burden scheme. But after a while you could figure it out or make changes to your character and it all made sense. And with the combat system it always feels like as hard and fast as you can push the game, the game is always one step ahead of you, and there is always room to take it further.
In Dust 514, even if you have a scout suit gameplay can still feel sluggish. You can move fast enough but sometimes the controls don't feel snappy. So many times going from a full run to a crouch to a run, to zoom in with something like scrambler pistol the game will hiccup. Or if you are on a good run it feels like you have to wait for the game to catch up to you. Not talking about hitting the stamina penalty and having to wait for the meter to fill before being able to sprint or jump again.
One of the things that I feel was really improved in this build along the lines of "seems to suck at first, but gets better the more you practice" are the new dropship physics. At first it seems like you are trying to bowl a strike with a stack of pancakes balanced on a golf ball. And after you crash your 4th ship you realize, "Hey, I might be able to fly this thing!" |