Principus Shmoof Triariian
Deadly Blue Dots RISE of LEGION
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Posted - 2013.05.11 01:33:00 -
[1] - Quote
InsidiousN wrote:The biggest problem that you face is that DUST 514 is not FUN.
While I know there are problems with specific game functions (hit detection primarily), all of these problems pale in comparison to the fact that Dust 514 is just not fun. The core of the core game, shooting space people, just isn't fun, killing an enemy doesn't leave me satisfied, it just leaves me with a feeling of "wow, that sure was annoying". Taking points on the map isn't fun, it's just annoying. Wow I sure am glad I just fought that guy for 3 minutes hitting mostly air, just so one of his pals can spawn in and kill me with an invisible militia grenade. CCP this is the real danger you have with Dust 514, no matter how deeply integrated it is into EVE and how much winning and losing battles means to the EVE universe, no one will continue to play this game if one dude shooting another dude is not FUN.
Other than desperately needing to make DUST 514 FUN in terms of shooting a space merc in the face, another important core piece of an FPS that makes it FUN is the use of strategy. When there are tiered objectives within a match not only do you have to out-gun your opponent, but you also have to out-think your opponent, it is very satisfying to out strategize your opponent and use teamwork to accomplish objectives.
With the current POS game mode in DUST 514 all people do is run around in a big circle and chase each other like kids playing with water guns. There is no strategy involved, the points that are held are meaningless and hold absolutely no strategic value. It is FUN when you have to understand what your opponent is thinking and see what they are trying to accomplish and react to match conditions in real-time. None of these elements are present in "Skirmish POS", some did exist in Skirmish 1.0.
There is one point that you make that I agree with 150 bazillion percent. That there is no real strategy in the objective game mode of skirmish. Although I am younger than most in this community, my gaming history is comprised of mostly strategy, and on the PC where I first gamed, almost, minus Harry Potter, Roller Coaster Tycoon, and a Captain Krunch game, are almost exclusively strategy. From age 6 I immersed myself in the art of war with Medieval Total War and some old American Civil War game, where I learned and started to discover what I meant to go beyond one conflict, and continue my exploits. Now of course I was terrible at this, too young to understand, especially Medieval, but once I got Rome Total War, it all changed. My brother and I would sit for hours on end watching each other fight Gaullic tribes and Carthaginian mercenaries. It was so much fun. It wasn't one conflict and then the whole event was over, no, it was war. It was progress and regress. Losing a battle meant that Rome was left wide open, or winning meant whole swaths of land were ripe for conquest. There was something more to do. This made conquest FUN. It wasn't just a skirmish and the game was over, show me statistics. No. Total War meant that the battles over, Alesia now has no garrison, this will cripple those stinking Gauls! Even in the battles of Total war, after 30 minutes of watching your men kill off the enemy on the walls, you had to fight, carefully, to secure a position to move the rest of your army into the city, then fight through the streets, then onto the plaza, then surround them, crush them, make them suffer for defying you. Now move this to MAG, oh good old MAG. Sweet baby Jesus and all the bacon on earth that game. You want to know why MAG was so fun, so addictive? So blatantly enjoyable? Because of the fact you aren't fighting for 1 singular objective as a nobody on some random server hearing little kids say "N****r"! It was because you fought for objectives to unlock other objectives, that the fight for A and B was not the same tactic as for C, or the Burnoff and Cooling towers were not the same fight as ABCDEFGH. That you and your squad, and platoon, and even your whole company had to know the strategy on what to do after the bunkers were gone and the AA was offline, you had to adapt to fight your way to the next SET of OBJECTIVES, where to spawn, where to position the APC. Who has a motion sensor? The AA is back up! Help at D, stat! If we don't get the Cooling towers soon we can't win! Right now, Dust has the ripe potential, the raw power to do the same. To create the same epic maps of MAG and their intricate objectives and sub objectives and everything else. But it lacks the continuam, the "what next" aspect that MAG has, and that Dust HAD, but no longer does. That first mode I remember playing (maybe not the original skirmish but the one I first played) had that. The panic as you realized that you are running out of time, to need to secure the first objectives so you can even think about winning. To adapt your moves and tactics for the grand strategy to conquer the map. To have changing conditions that only things like Domination in MAG, and Rush in BF3, can provide. I beg you CCP, bring that advancement of conflict that MAG did so well, no matter what Zipper did to the game. The "something more to do...", the "something next..." that I, and I reason many others, love. We need to fight for the walls, then the streets, then the center, not run around in circles over the walls to have a winner. WE NEED this. This is what will make Dust, at least in part, a distinguished and unique epic of a game |