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? |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.28 13:46:00 -
[3] - 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? |