Vesta Ren
ZionTCD Legacy Rising
33
|
Posted - 2013.01.30 20:42:00 -
[1] - Quote
I've been part of the dust beta for a long time now, and the progress CCP has made with the game is amazing. However, there is one thing that's bugging me about how things are going right now. So far the entire game seems to be focused on turning it into a strong casual shooter, with short game modes, small maps, and mainly infantry combat. This is all good, and quite enjoyable, and i see where this will fit in in the final version, but i would like to know how the game plans to change for battles where important territories are on the line and billions of ISK hang in the ballance.
The idea of fair gameplay is great in the context of a pickup game with other randoms around the world who are looking for some isk or sp without too much commitment. But eventualy Dust is going to have larger impacts than just FW, and it doesn't seem right that territories will be taken over with the skirmish gamemode we have right now.
I think if dust is going to scale well the idea of fair play has to be given up for large scale combat. During battles one side should be able to dump large amount of people against a small defending force and simply zerg them (this might be possible already depending the on number of districts per planet) Both defenders and attackers should be able to bring in more clones and implacements through eve, dropping them in by getting into position similar to an OB. War point requirements need to be removed for OB's so that controling airspace in eve is an important priority.
Dust can't just be another generic shooter, it has to mesh with EVE in a way that makes them both important, and critical to the success of eachother. That will be what makes this game great in the end, not good hit detection or perfect balancing. |
Vesta Ren
ZionTCD Legacy Rising
33
|
Posted - 2013.01.30 21:32:00 -
[2] - Quote
Arramakaian Eka wrote:For Dust to be successful, gunplay must be up to generic shooter standards. While there has been huge progress since August when I started, we're not there yet.
After getting basic FPS mechanics right we can start working on the rest.
I actulay disagree. FPS mechanics are critical if your making an FPS, but this is almost a whole new breed of game. I admit they're important, but just like eve the actual game play mechanics aren't as important as the player interaction is, and you only get player interaction on the scale you need if you give players enough power to do interesting things (like hot dropping, hi-sec ganking, fire-walling, ect) Imagine eve where every time you got into a fight you were sure the other guy wouldn't be getting remote reps or calling in support. It would be incredibly dull. |