Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.09.18 23:02:00 -
[1] - Quote
Ieukoplast wrote:I dunno, as it stands now, I can't imagine the masses adopting to this game very well. There is just too much complexity and complications, most people simply want to relax and have fun when playing online... not to eat, sleep, and breath a game 24 hours a day 7 days a week in order to make even the slightest bit of progress.
I'm sure we all think similarly of the COD games, but we cannot deny the success of such games. A COD game is simple, relatively easy for newcomers to learn, yet deep and complex enough to give dedicated players something to work at and strive for if they feel the need. Gameplay is consistent, and controls are rock-solid and reliable.
Dust 514 just doesn't come off as the type of game that an average-Joe player is going to pick up on and keep playing. I am pretty dedicated when it comes to complex/deep games, I always love a good RPG! But Dust 514 is laying it on a bit thick. You spend 1-2 weeks trying to upgrade one single skill to get that favorite something you have been looking forward to, only to find out that when you do get the 2 million SP to finally upgrade, that now you have 20 other things that need to be specialized, purchased and upgraded in order to successfully put that skill to use.
Here is an example. I wanted to get slightly better shields, so I worked my butt off using nothing but militia gear (starter kits) to get all the proper SP and skills to obtain a shield extender that simply gives me 66 extra HP. Well, turns out that I can't just use that shield extender with a starter kit (not enough PG), so I now have to buy a dropsuit, and equip that dropsuit with purchased weapons/ability's, that I previously GOT FOR FREE. Now each time I die, I have to spend something like 60,000 ISK, all for a measly 66HP extra to my shields, which essentially amounts to nothing. (which is actually only 44 extra HP cause I already had +22HP militia shields). Seriously???
Developers need to learn from the COD platform and improve, not try to reinvent the wheel. If i want to upgrade my skills so I can have a shield that gives me 66 extra HP, I should be able to do that without having to buy a whole new dropsuit, and a plethora of weapons and additional skills in order to use thus new shield upgrade. Quite simply, I should be able to add that new shield to my starter kit layout, and only have to pay for the replacement of that shield. As it stands now, i have to buy a new dropsuit, buy all my weapons, grenades, and anything else that I previously got for free just so I can use one single shield upgrade that is nearly useless and took me 1-2 weeks to acquire.
Bottom line is, this game needs a LOT more permanent blueprints and more starter-kit dropuits that can be upgraded. Having to constantly buy every weapon and every item we use for each time we spawn is horribly inconvenient and annoying. That is not how you do upgrades in a FPS online game.
In response to the macro of the premise I would say consider this: https://forums.dust514.com/default.aspx?g=posts&m=314780#post314780
I am however all for opening up the default/starter fits to being customizable (in the sense that whatever suits and fits are part of the starter sets could be mixed and matched as a player saw fit to do. Failing that they really should be improved, either within the fits themselves or more importantly by adding a few more to provide a real sampling of roles.)
There is a simple aspect that cannot be avoided when considering the development of Dust. Dust is part of New Eden It's not just couched in the same setting it's running on the same servers in the same world at the same time sharing the same economy, it's part of the same persistent universe (as soon as it's live, obviously the beta isn't sharing live severs). There is a base level of complexity that is required to be able to function within New Eden (for a multitude of reasons to numerous to mention here), Dust cannot and indeed should not attempt to be a standard FPS. There are things that it can learn from them certainly but at its foundations Dust is a new beast and if it is to survive at all it will be on it's own merits not based on it's ability to mimic a deeply derivative (and saturated) market share. Also of note is that Dust is free to play, meaning two things; many causal players will play it because it's free for them to do so, and the money CCP makes is largely going to be derived from those players who are devoted to playing in a more "hardcore" way. In other words the financial success of Dust will not simply be pegged to how many players it can get in the door.
Match is starting so I'm off Cross
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