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Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.28 01:29:00 -
[1] - Quote
I've been reading the various threads and thinking about what makes a game fun to play. -áSometimes I just want to blow stuff up and not work hard, but that kind of play pales pretty quickly due to lack of challenge. -áIt's just pushing buttons and watching pretty lights. -áPrecursor tanks provided just such fun. -áStrap on a tank and rampage. The thing is some folks got bored with that in the short time it lasted and voluntarily limited use to killing other tanks. -á
What brings me back to a game is a decent challenge. -áSome way to differentiate myself from others in the same role. -áThat's what I see in a lot of the heated debates here. -áThe pro-strafe crowd hated the idea of having their skill requirement tossed aside and the Precursor dropship pilots loved the flight physics because they required real player skill to operate. -áYou had people skilling into non-SP paying roles because those roles paid out in personal challenge. -áWhat's the ultimate low paying challenge? -áHow about bringing a knife to a gunfight? -áMaken Tosch has a blog post chronicling his quest to become DUST's first Ninja Nova Knifer. -áHe has to develop a myriad of skills and methods to make it work. -áIt is so interesting that a Dev commented that he wanted to highlight the story once the NDA was lifted. -áWhy? He recognizes that people are attracted to challenge.
Think about a game as simple as bowling. -áYou can remove most of the skill requirements for kids by dropping bumpers in the gutters. -áThe kids can roll balls down the lane and watch the pins drop. -áHeck, we could go on step further and build a ramp to guide the ball right to the pocket for a strike each time. -áYou just aim the ramp and a light comes on when it is positioned correctly. -áThen you place the ball on the ramp and let go. -áStrike! -áThat's the current hit-scan vs. bullet drop/travel time debate.
Kids might enjoy that, but how long would you play such a game? -áWould you brag to your friends about your perfect game? -áWould you join a league? Not likely. -áYou would want your player skill back first. -áSo what if I said, "OK, then I'll fill in all the holes on your ball so it's harder to throw a strike"?
That wouldn't do it, would it? -áDoing that would actually remove player skill at the same time it made it harder. -áThat's because you would have less control over the ball. -áEveryone would have a harder time, just the opposite of the bumper or ramp but still no fun. -áThat's the issue I see with the poor controller mechanics or the crappy LAV stick layout. -áIt makes it hard to apply the skill you do have which has the effect of leveling everything out on the poor side. -áNobody can do very well, though some can eventually adjust for the poor controls better than others.
What you would want is full control over the ball and the requirement to judge the slipperiness of the lane, the need to put the right spin on the ball, and the knowledge of where to aim to pick up a spare. -áAnyone can enjoy knocking down some pins with very little knowledge or skill, but those who are experienced can do much better.
The biggest complaint is being killed with no way to prevent it, such as poor spawns. -áNext up is being killed by an "Easy button". -áThat included tanks and snipers. -áWhile folks are still annoyed at being killed, they don't mind so much if it took some skill to do so. -áI would personally give props to the Ninja Knifer if he got me (that's not an invitation, mind you). -áThe bullet drop/travel time suggestion is an attempt to create a skill requirement for shooting. -áAs it is a broken run is an ineffective way to prevent a long range death. -áIn reality the sniper would have to guess your path, but with hit-scan all he has to do is wait for you to step into his reticle and pull the trigger. -áAbsent gun sway the only skill required is to predict the general direction of travel and notice when the light turns red.-á
For this to work all roles need a skill requirement or those that don't will become heavily populated. -áI don't think that reducing the SP payouts of low skill classes is a great way to balance it either, as that just breads a different frustration such as with sniping today.
CCP says that DUST will be a hard-core game, but it won't be if most of the difficulties are due to poor control mechanism or bugs rather than player skill requirements. -á
I believe every single battlefield role should have a player skill requirement.-áThat way we can all brag about our performance and not get worked up when someone manages to kill us. -áThink of skill requirements as a gift that will keep you comming back over the long run.
So, do you agree or disagree? -áIf you agree, where do you see that CCP got it right, and what additional opportunities do you see? -áIf you don't, why? |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2012.10.28 03:30:00 -
[2] - Quote
I agree. And feel that Dust is lacking in opportunities to exhibit "skill" with a controller. We'll call it skill as a sort of shorthand. Players should not feel like they have run up against the limits of what the game will allow them to do using their instinct, physical coordination, reaction time, and so on. All that stuff is fundamental to making a great console game. Something that has been a part of gaming since at least Pong. And I agree that Dust can and should give players a lot more to do and more challenges to overcome at this level of gaming.
But there are other skills that a player can bring to this game.
Character progression, planning stat investment, creating fittings, managing resources, propaganda, communication, macroscopic timing (i.e. being at the right star system at the right time) anticipating troop movement, all of that top down, RTS, RPG, "spread sheet" MMO type stuff also takes a great deal of skill to do well. These skills should not be forgotten, and players that like to get into this sort of thing should also have plenty of room to strut their stuff. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.28 03:42:00 -
[3] - Quote
Good points. I think CCP has more experience on the MMO side of skill requirements than the FPS side. The thing is new players will judge the ge first on the FPS side, and that's what we will experience on a daily basis. |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2012.10.28 04:17:00 -
[4] - Quote
Skihids wrote:Good points. I think CCP has more experience on the MMO side of skill requirements than the FPS side. The thing is new players will judge the ge first on the FPS side, and that's what we will experience on a daily basis.
There is room for improvement. I would not even call it the FPS side. I would call it the video gaming side. From Pong to Donkey Kong to Tetris to Metroid to Tekken to Tony Hawk Pro Skater to Guitar Hero to Dark Souls. To name a few non FPS games that offer challenge in moment to moment gameplay, visceral, physical I am the controller game play.
Here is the thing that I find frustrating. The game reacts more slowly to what I input using the controller than I can react to all of the different sensory information I am taking in while playing. And I am pretty slow.
This happens with lateral movement. Turn speed. Switching out weapons. To name a few examples. The flow of the game feels impeded. To take your bowling example, almost as if there were bumpers right there in the lane and everyone has to bowl down a two foot path left open in the center. So even if I felt like trying to throw a sweet hook shot the minute I let go the ball gets funneled down the middle of the lane between the bumpers. We are all making the same shot. As has been repeated incessantly "She (or he) who bowls first wins." Or maybe, "The player with the most or the biggest balls (bowling balls) wins." But there doesn't seem to be a lot of, "The player with the best hook shot wins."
I don't think we have seen enough of the "strategy" side of the game to really be able to say one way or the other. But in this I hope that it is potentially at least as deep as EVE for players that want to get into that stuff. |
Shijima Kuraimaru
WarRavens
164
|
Posted - 2012.10.28 06:54:00 -
[5] - Quote
Skihids wrote:Think about a game as simple as bowling. -áYou can remove most of the skill requirements for kids by dropping bumpers in the gutters. -áThe kids can roll balls down the lane and watch the pins drop. -áHeck, we could go on step further and build a ramp to guide the ball right to the pocket for a strike each time. -áYou just aim the ramp and a light comes on when it is positioned correctly. -áThen you place the ball on the ramp and let go. -áStrike! -áThat's the current hit-scan vs. bullet drop/travel time debate.
This is the only part of your discourse that I have an issue with. I would agree if everyone in the game was locked in a stationary position such at the bowling example stipulates. We all know the pins don't move. But as players are free willed moving targets capable of taking cover, there's actually a bit of skill in lining up, and taking, the shot even if we're using hit scan. |
Shijima Kuraimaru
WarRavens
164
|
Posted - 2012.10.28 07:03:00 -
[6] - Quote
Aighun wrote:Here is the thing that I find frustrating. The game reacts more slowly to what I input using the controller than I can react to all of the different sensory information I am taking in while playing. And I am pretty slow.
It's called latency. It's always there in continuously varying amounts in any internet game. It's inherent to the nature of the system. It takes time for the signal from your fire button to get to the PS3, then it takes time for the signal to travel to the server from the PS3, the server then takes time to process the shot, then it takes time for that result to come back to your PS3, then it takes time for the PS3 to process that information and show you the result. In all of these time issues, the biggest amount of time is in the to and from travel time between the servers and the PS3s. Many things can affect the latency such as line noise, how many people are putting load on the branch your line is connected to, etc. Things that are beyond your, and CCP's, control.
If you want nearly instant response, you'll need to stick to serial LAN connection (no internet) or single player PS3 native games. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.28 13:46:00 -
[7] - Quote
Shijima Kuraimaru wrote:Skihids wrote:Think about a game as simple as bowling. -áYou can remove most of the skill requirements for kids by dropping bumpers in the gutters. -áThe kids can roll balls down the lane and watch the pins drop. -áHeck, we could go on step further and build a ramp to guide the ball right to the pocket for a strike each time. -áYou just aim the ramp and a light comes on when it is positioned correctly. -áThen you place the ball on the ramp and let go. -áStrike! -áThat's the current hit-scan vs. bullet drop/travel time debate. This is the only part of your discourse that I have an issue with. I would agree if everyone in the game was locked in a stationary position such at the bowling example stipulates. We all know the pins don't move. But as players are free willed moving targets capable of taking cover, there's actually a bit of skill in lining up, and taking, the shot even if we're using hit scan.
Granted, the analogy isn't perfect.
But a bit further down in my post I elaborate. When I was trying to evade enemy fire while running over open gound I took pains to randomize the direction and length of my running segments to throw off the enemy's aim. This works if they have to lead their shot because they have to predict my path, and that's random (if I'm as random as I think I am).
Hitscan removes any broken run advantage and turns it into a liability, as a broken run is a longer path and leaves you exposed longer.
Maybe shot leading would make the game too challenging for too large a percentage of the player base and drag out longer range gunfights, I don't know. That's the discussion I was hoping to have. How much of what types of player skill should be required to make this rewarding to play moment by moment? |
Shadows Maker
Seituoda Taskforce Command Caldari State
129
|
Posted - 2012.10.28 14:23:00 -
[8] - Quote
Skihids wrote:I've been reading the various threads and thinking about what makes a game fun to play. -áSometimes I just want to blow stuff up and not work hard, but that kind of play pales pretty quickly due to lack of challenge. -áIt's just pushing buttons and watching pretty lights. -áPrecursor tanks provided just such fun. -áStrap on a tank and rampage. The thing is some folks got bored with that in the short time it lasted and voluntarily limited use to killing other tanks. -á
What brings me back to a game is a decent challenge. -áSome way to differentiate myself from others in the same role. -áThat's what I see in a lot of the heated debates here. -áThe pro-strafe crowd hated the idea of having their skill requirement tossed aside and the Precursor dropship pilots loved the flight physics because they required real player skill to operate. -áYou had people skilling into non-SP paying roles because those roles paid out in personal challenge. -áWhat's the ultimate low paying challenge? -áHow about bringing a knife to a gunfight? -áMaken Tosch has a blog post chronicling his quest to become DUST's first Ninja Nova Knifer. -áHe has to develop a myriad of skills and methods to make it work. -áIt is so interesting that a Dev commented that he wanted to highlight the story once the NDA was lifted. -áWhy? He recognizes that people are attracted to challenge.
Think about a game as simple as bowling. -áYou can remove most of the skill requirements for kids by dropping bumpers in the gutters. -áThe kids can roll balls down the lane and watch the pins drop. -áHeck, we could go on step further and build a ramp to guide the ball right to the pocket for a strike each time. -áYou just aim the ramp and a light comes on when it is positioned correctly. -áThen you place the ball on the ramp and let go. -áStrike! -áThat's the current hit-scan vs. bullet drop/travel time debate.
Kids might enjoy that, but how long would you play such a game? -áWould you brag to your friends about your perfect game? -áWould you join a league? Not likely. -áYou would want your player skill back first. -áSo what if I said, "OK, then I'll fill in all the holes on your ball so it's harder to throw a strike"?
That wouldn't do it, would it? -áDoing that would actually remove player skill at the same time it made it harder. -áThat's because you would have less control over the ball. -áEveryone would have a harder time, just the opposite of the bumper or ramp but still no fun. -áThat's the issue I see with the poor controller mechanics or the crappy LAV stick layout. -áIt makes it hard to apply the skill you do have which has the effect of leveling everything out on the poor side. -áNobody can do very well, though some can eventually adjust for the poor controls better than others.
What you would want is full control over the ball and the requirement to judge the slipperiness of the lane, the need to put the right spin on the ball, and the knowledge of where to aim to pick up a spare. -áAnyone can enjoy knocking down some pins with very little knowledge or skill, but those who are experienced can do much better.
The biggest complaint is being killed with no way to prevent it, such as poor spawns. -áNext up is being killed by an "Easy button". -áThat included tanks and snipers. -áWhile folks are still annoyed at being killed, they don't mind so much if it took some skill to do so. -áI would personally give props to the Ninja Knifer if he got me (that's not an invitation, mind you). -áThe bullet drop/travel time suggestion is an attempt to create a skill requirement for shooting. -áAs it is a broken run is an ineffective way to prevent a long range death. -áIn reality the sniper would have to guess your path, but with hit-scan all he has to do is wait for you to step into his reticle and pull the trigger. -áAbsent gun sway the only skill required is to predict the general direction of travel and notice when the light turns red.-á
For this to work all roles need a skill requirement or those that don't will become heavily populated. -áI don't think that reducing the SP payouts of low skill classes is a great way to balance it either, as that just breads a different frustration such as with sniping today.
CCP says that DUST will be a hard-core game, but it won't be if most of the difficulties are due to poor control mechanism or bugs rather than player skill requirements. -á
I believe every single battlefield role should have a player skill requirement.-áThat way we can all brag about our performance and not get worked up when someone manages to kill us. -áThink of skill requirements as a gift that will keep you comming back over the long run.
So, do you agree or disagree? -áIf you agree, where do you see that CCP got it right, and what additional opportunities do you see? -áIf you don't, why? +1 good read |
Th3rdSun
L.O.T.I.S. Legacy Rising
323
|
Posted - 2012.10.28 15:29:00 -
[9] - Quote
Shijima Kuraimaru wrote:Aighun wrote:Here is the thing that I find frustrating. The game reacts more slowly to what I input using the controller than I can react to all of the different sensory information I am taking in while playing. And I am pretty slow. It's called latency. It's always there in continuously varying amounts in any internet game. It's inherent to the nature of the system. It takes time for the signal from your fire button to get to the PS3, then it takes time for the signal to travel to the server from the PS3, the server then takes time to process the shot, then it takes time for that result to come back to your PS3, then it takes time for the PS3 to process that information and show you the result. In all of these time issues, the biggest amount of time is in the to and from travel time between the servers and the PS3s. Many things can affect the latency such as line noise, how many people are putting load on the branch your line is connected to, etc. Things that are beyond your, and CCP's, control. If you want nearly instant response, you'll need to stick to serial LAN connection (no internet) or single player PS3 native games.
I think that the latency is more than likely a product of this being a non disc based game.If it isn't,then it's just poor coding on the devs part to make it a 1:1 reaction between controller input and on screen reaction time.Other online shooters don't have this problem,or at least not nearly to the extent of Dust.From MAG,to COD,they all react when you want them to.Now if you are actually registering hits,well that's a whole different story.
I don't know for sure if this beta has input lag or not,but I agree with Aighun,it's making it hard to play.
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MofaceKilla
Algintal Core Gallente Federation
138
|
Posted - 2012.10.28 17:50:00 -
[10] - Quote
I completely agree Skihids, I've used the mass driver exclusively since the E3 build and I always loved the challenge, even though sometimes its the wrong kind of challenge like you said (lag, collision when running up/down mountains, rounds disappearing, etc.) I fear it may be too easy with some weapons once the technical problems are ironed out. |
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Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2012.10.28 19:35:00 -
[11] - Quote
Shijima Kuraimaru wrote:Aighun wrote:Here is the thing that I find frustrating. The game reacts more slowly to what I input using the controller than I can react to all of the different sensory information I am taking in while playing. And I am pretty slow. It's called latency. It's always there in continuously varying amounts in any internet game. It's inherent to the nature of the system. It takes time for the signal from your fire button to get to the PS3, then it takes time for the signal to travel to the server from the PS3, the server then takes time to process the shot, then it takes time for that result to come back to your PS3, then it takes time for the PS3 to process that information and show you the result. In all of these time issues, the biggest amount of time is in the to and from travel time between the servers and the PS3s. Many things can affect the latency such as line noise, how many people are putting load on the branch your line is connected to, etc. Things that are beyond your, and CCP's, control. If you want nearly instant response, you'll need to stick to serial LAN connection (no internet) or single player PS3 native games.
Not what I am talking about at all. Didn't mention shooting, or firing in my examples. I am well versed in the vagaries of latency.
Yes, the latency is frustrating and is most apparent in this beta when I am running toward an enemy or group of enemies to get in range and when I transition to firing my weapon the game sort of freezes for a second before picking back up again.
But the time it takes to switch out weapons is very slow, no matter the latency. It is a constant. As are turn speed and lateral movement speed. All of these aspects of character movement have built in ceilings or take a set amount of time (no matter what) that interrupts game flow and makes it feel slow and clunky. By the time I see clear and present danger, realize I need to reload or switch out my weapon for a back up, hit R2, duck for cover, flank the enemy, line up a shot, get back behind cover, turn and face 2 more players moving in on my position, line up a shot, revive a fallen team mate, nope, still waiting for the switch out weapon animation to complete...
Take Dark Souls, for example. The time it takes your character to switch out weapons is not instantaneous, but also not agonizingly slow. It does not change even when the lag is terrible while fighting another player online. When I press a button to switch out my weapon to a back up weapon the system responds in a consistent and rapid manner. And latency doesn't affect how quickly this takes place after I press a button and then move an analog stick, say, if I need to dodge an attack, or escape stunlock. It does affect how my input and animation and hit box interact with the other player's attacks, animations and hit box, and yes, with latency that interaction can get funky. But that is only to be expected.
Oddly enough, in DUST 514 there are some areas of gameplay where there are near immediate responses between controller and action in game. Mainly jumping in and out of an LAV, switching positions in a vehicle, moving from the driver seat to the gunner's seat in a dropship, Solo flying and gunning from a dropship is one thing a player can do that utilizes the gaming skills I would like to see more room for in DUST 514, and there is not really any sort of limit that a player can't pass beyond, or bumper in the bowling lane, so to speak, if you want to solo fly and gun from a dropship. How well you do is purely based on how well you can do.
The PS 3 is a very supple and responsive system, compared to say, Xbox, and Dust just doesn't make use of that. |
Shijima Kuraimaru
WarRavens
164
|
Posted - 2012.10.28 22:10:00 -
[12] - Quote
Aighun wrote:Shijima Kuraimaru wrote:Aighun wrote:Here is the thing that I find frustrating. The game reacts more slowly to what I input using the controller than I can react to all of the different sensory information I am taking in while playing. And I am pretty slow. It's called latency. It's always there in continuously varying amounts in any internet game. It's inherent to the nature of the system. It takes time for the signal from your fire button to get to the PS3, then it takes time for the signal to travel to the server from the PS3, the server then takes time to process the shot, then it takes time for that result to come back to your PS3, then it takes time for the PS3 to process that information and show you the result. In all of these time issues, the biggest amount of time is in the to and from travel time between the servers and the PS3s. Many things can affect the latency such as line noise, how many people are putting load on the branch your line is connected to, etc. Things that are beyond your, and CCP's, control. If you want nearly instant response, you'll need to stick to serial LAN connection (no internet) or single player PS3 native games. Not what I am talking about at all. Didn't mention shooting, or firing in my examples. I am well versed in the vagaries of latency. Yes, the latency is frustrating and is most apparent in this beta when I am running toward an enemy or group of enemies to get in range and when I transition to firing my weapon the game sort of freezes for a second before picking back up again. But the time it takes to switch out weapons is very slow, no matter the latency. It is a constant. As are turn speed and lateral movement speed. All of these aspects of character movement have built in ceilings or take a set amount of time (no matter what) that interrupts game flow and makes it feel slow and clunky. By the time I see clear and present danger, realize I need to reload or switch out my weapon for a back up, hit R2, duck for cover, flank the enemy, line up a shot, get back behind cover, turn and face 2 more players moving in on my position, line up a shot, revive a fallen team mate, nope, still waiting for the switch out weapon animation to complete... Take Dark Souls, for example. The time it takes your character to switch out weapons is not instantaneous, but also not agonizingly slow. It does not change even when the lag is terrible while fighting another player online. When I press a button to switch out my weapon to a back up weapon the system responds in a consistent and rapid manner. And latency doesn't affect how quickly this takes place after I press a button and then move an analog stick, say, if I need to dodge an attack, or escape stunlock. It does affect how my input and animation and hit box interact with the other player's attacks, animations and hit box, and yes, with latency that interaction can get funky. But that is only to be expected. Oddly enough, in DUST 514 there are some areas of gameplay where there are near immediate responses between controller and action in game. Mainly jumping in and out of an LAV, switching positions in a vehicle, moving from the driver seat to the gunner's seat in a dropship, Solo flying and gunning from a dropship is one thing a player can do that utilizes the gaming skills I would like to see more room for in DUST 514, and there is not really any sort of limit that a player can't pass beyond, or bumper in the bowling lane, so to speak, if you want to solo fly and gun from a dropship. How well you do is purely based on how well you can do. The PS 3 is a very supple and responsive system, compared to say, Xbox, and Dust just doesn't make use of that.
I see what you're saying. I also get frustrated with the frame rate and packet drops. However, the weapon transition speed you're describing say from stowing an AR and switching to sidearm, or reversed, seem pretty good to me. The only time I've seen complete weapon switching as fast as what you're talking about, outside of a game, is when the wielder drops the weapon they're holding, rather than stowing it, and pulls the backup. I like the switch time. It forces one to evaluate whether the situation is conducive to the switch which is an entirely different skill in itself. |
Scurvy Granger
ZionTCD Legacy Rising
75
|
Posted - 2012.10.28 22:12:00 -
[13] - Quote
Shadows Maker wrote:Skihids wrote:I've been reading the various threads and thinking about what makes a game fun to play. -áSometimes I just want to blow stuff up and not work hard, but that kind of play pales pretty quickly due to lack of challenge. -áIt's just pushing buttons and watching pretty lights. -áPrecursor tanks provided just such fun. -áStrap on a tank and rampage. The thing is some folks got bored with that in the short time it lasted and voluntarily limited use to killing other tanks. -á
What brings me back to a game is a decent challenge. -áSome way to differentiate myself from others in the same role. -áThat's what I see in a lot of the heated debates here. -áThe pro-strafe crowd hated the idea of having their skill requirement tossed aside and the Precursor dropship pilots loved the flight physics because they required real player skill to operate. -áYou had people skilling into non-SP paying roles because those roles paid out in personal challenge. -áWhat's the ultimate low paying challenge? -áHow about bringing a knife to a gunfight? -áMaken Tosch has a blog post chronicling his quest to become DUST's first Ninja Nova Knifer. -áHe has to develop a myriad of skills and methods to make it work. -áIt is so interesting that a Dev commented that he wanted to highlight the story once the NDA was lifted. -áWhy? He recognizes that people are attracted to challenge.
Think about a game as simple as bowling. -áYou can remove most of the skill requirements for kids by dropping bumpers in the gutters. -áThe kids can roll balls down the lane and watch the pins drop. -áHeck, we could go on step further and build a ramp to guide the ball right to the pocket for a strike each time. -áYou just aim the ramp and a light comes on when it is positioned correctly. -áThen you place the ball on the ramp and let go. -áStrike! -áThat's the current hit-scan vs. bullet drop/travel time debate.
Kids might enjoy that, but how long would you play such a game? -áWould you brag to your friends about your perfect game? -áWould you join a league? Not likely. -áYou would want your player skill back first. -áSo what if I said, "OK, then I'll fill in all the holes on your ball so it's harder to throw a strike"?
That wouldn't do it, would it? -áDoing that would actually remove player skill at the same time it made it harder. -áThat's because you would have less control over the ball. -áEveryone would have a harder time, just the opposite of the bumper or ramp but still no fun. -áThat's the issue I see with the poor controller mechanics or the crappy LAV stick layout. -áIt makes it hard to apply the skill you do have which has the effect of leveling everything out on the poor side. -áNobody can do very well, though some can eventually adjust for the poor controls better than others.
What you would want is full control over the ball and the requirement to judge the slipperiness of the lane, the need to put the right spin on the ball, and the knowledge of where to aim to pick up a spare. -áAnyone can enjoy knocking down some pins with very little knowledge or skill, but those who are experienced can do much better.
The biggest complaint is being killed with no way to prevent it, such as poor spawns. -áNext up is being killed by an "Easy button". -áThat included tanks and snipers. -áWhile folks are still annoyed at being killed, they don't mind so much if it took some skill to do so. -áI would personally give props to the Ninja Knifer if he got me (that's not an invitation, mind you). -áThe bullet drop/travel time suggestion is an attempt to create a skill requirement for shooting. -áAs it is a broken run is an ineffective way to prevent a long range death. -áIn reality the sniper would have to guess your path, but with hit-scan all he has to do is wait for you to step into his reticle and pull the trigger. -áAbsent gun sway the only skill required is to predict the general direction of travel and notice when the light turns red.-á
For this to work all roles need a skill requirement or those that don't will become heavily populated. -áI don't think that reducing the SP payouts of low skill classes is a great way to balance it either, as that just breads a different frustration such as with sniping today.
CCP says that DUST will be a hard-core game, but it won't be if most of the difficulties are due to poor control mechanism or bugs rather than player skill requirements. -á
I believe every single battlefield role should have a player skill requirement.-áThat way we can all brag about our performance and not get worked up when someone manages to kill us. -áThink of skill requirements as a gift that will keep you comming back over the long run.
So, do you agree or disagree? -áIf you agree, where do you see that CCP got it right, and what additional opportunities do you see? -áIf you don't, why? +1 good read +1 for the short post, been reading too much already today and didn't feel like reading the paragraphs above and below. |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2012.10.29 02:16:00 -
[14] - Quote
Shijima Kuraimaru wrote:
I see what you're saying. I also get frustrated with the frame rate and packet drops. However, the weapon transition speed you're describing say from stowing an AR and switching to sidearm, or reversed, seem pretty good to me. The only time I've seen complete weapon switching as fast as what you're talking about, outside of a game, is when the wielder drops the weapon they're holding, rather than stowing it, and pulls the backup. I like the switch time. It forces one to evaluate whether the situation is conducive to the switch which is an entirely different skill in itself.
That the slow option makes you evaluate your choices could be a good thing. I could live with if. But we have a lot of slow options and not many quick options as infantry in gun battles.
Also, the game is not self consistent in the details. Why I brought up switching seats in vehicle. It makes no sense at all that players in "fast paced" gun battles should have to stop and think and evaluated if they should draw a side arm, re-load, or run away, if the game does not force that same kind of decision making on players getting in and out of LAVs, or switching seats in vehicles. But maybe each seat and the door to enter and exit a vehicle is really a wormhole, like a drop uplink. Who knows. There are always explanations that can be invented to explain game mechanics.
Bio engineered super soldiers are probably ambidextrous. So they would have the option of pulling a side arm with the hand not holding the main weapon and hip firing very quickly. There could also be a quick clasp mechanism where a merc could clip and stow their main gun with one hand while pulling a side arm with the other and still aim down sights almost instantaneously.
But my point is that there's a lot of stuff put in place to slow the pace of the game down. And if the game is meant to be one of painstaking and thoroughly considered decision making in moment to moment gun battles, should be consistent across the board. Should take more time to climb out of a tank.
And if things continue in that direction, this will also be aGǪ anGǪ interesting sort of game to play. Myst 514? |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1591
|
Posted - 2012.10.29 03:17:00 -
[15] - Quote
First off, thank you for the recognition.
Second, I agree with what you are saying about the challenge. It's one thing to play a game with your buddies with nothing by Nerf swords and Nerf guns, but it's another when you go into actual danger. |
Shijima Kuraimaru
WarRavens
164
|
Posted - 2012.10.29 17:17:00 -
[16] - Quote
Aighun wrote:Shijima Kuraimaru wrote:
I see what you're saying. I also get frustrated with the frame rate and packet drops. However, the weapon transition speed you're describing say from stowing an AR and switching to sidearm, or reversed, seem pretty good to me. The only time I've seen complete weapon switching as fast as what you're talking about, outside of a game, is when the wielder drops the weapon they're holding, rather than stowing it, and pulls the backup. I like the switch time. It forces one to evaluate whether the situation is conducive to the switch which is an entirely different skill in itself.
That the slow option makes you evaluate your choices could be a good thing. I could live with if. But we have a lot of slow options and not many quick options as infantry in gun battles. Also, the game is not self consistent in the details. Why I brought up switching seats in vehicle. It makes no sense at all that players in "fast paced" gun battles should have to stop and think and evaluated if they should draw a side arm, re-load, or run away, if the game does not force that same kind of decision making on players getting in and out of LAVs, or switching seats in vehicles. But maybe each seat and the door to enter and exit a vehicle is really a wormhole, like a drop uplink. Who knows. There are always explanations that can be invented to explain game mechanics. Bio engineered super soldiers are probably ambidextrous. So they would have the option of pulling a side arm with the hand not holding the main weapon and hip firing very quickly. There could also be a quick clasp mechanism where a merc could clip and stow their main gun with one hand while pulling a side arm with the other and still aim down sights almost instantaneously. But my point is that there's a lot of stuff put in place to slow the pace of the game down. And if the game is meant to be one of painstaking and thoroughly considered decision making in moment to moment gun battles, should be consistent across the board. Should take more time to climb out of a tank. And if things continue in that direction, this will also be aGǪ anGǪ interesting sort of game to play. Myst 514?
Weapon switching, vehicle boarding, seat switching, should all take time. Hate to bring up a comparison but vehicle boarding and seat switching are something I greatly appreciated in Boarderlands. It was fairly quick, but they weren't instant and had an animation involved that left the character vulnerable, or busy, during that time. I would like to see that in Dust.
So yeah, there should be some thought involved. Make people exercise rare sense (common sense isn't common anymore) during the course of the game.
I already give a pass on the weapons vanishing, Like when I switch to my scrambler/SMG to run faster when playing a Forge/SWARM/Sniper weapon. It's ridiculous but it's been a convention in FPS games since Wolfenstein 3D. Doesn't mean I appreciate it though.
BTW... Love and own the entire Myst series. LOL |
EnIgMa99
Imperfects Negative-Feedback
219
|
Posted - 2012.10.29 17:38:00 -
[17] - Quote
videogame difficulty breeds awesome |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.29 17:59:00 -
[18] - Quote
Skihids wrote: I believe every single battlefield role should have a player skill requirement.-áThat way we can all brag about our performance and not get worked up when someone manages to kill us. -áThink of skill requirements as a gift that will keep you comming back over the long run.
Agree with the OP and would like to highlight the above section.
This aspect is key and it's also a balance solution. Many things that have been sited as problems don't need a nerf, they need to be rebalanced into the role. It's not that they need to be less effective it's that they need to be less widely effective.
My impression is that CCP is moving in the right direction with this but there are some rough edges, specifically the high Meta gear and Starter gear. I've seen plenty of threads trying to address problems in either of these areas but sadly those threads often wish to apply changes that would fix an issue on one end of the spectrum and create or expand an issue on the other end.
Proper balance to maintain diversity and challenge (both keys to a good long term play experience) requires A) Outlets for Player Skill (as the OP highlights) B) Specialization of battle field roles. Any weapon, class, mod, fit, etc. that can lay claim to the title of "best all around" or "most versatile" needs must fall short against every specialist when matched against that specialist operating within their specialty.
Failure to uphold both A & B above will result in situations like the HAV fest from last build and the pale game experience which that creates.
Cross |
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