It has very much to do with game balance.
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Show posts MenuQuote from: frvge on September 06, 2009, 10:25:52 PM
Announcer broke the rules. Penalty was DEATH.
Quote from: LennardF1989 on September 06, 2009, 12:38:39 AMDamn it, I should have wandered around outside and leveled up. Oh well, at least the announcer got here.
"You do not have enough Magic Power to summon the developers." - Announcer
Quote from: Wh1tE_Dw4rF on September 05, 2009, 08:58:42 PMI understand where you are coming from but strategies become obsolete as people get to know the maps. If the developers attempt to create too much room for strategies it will be very hard to counter. If the dev's make too few, the game will be very straight forward.
Quote from: Wh1tE_Dw4rF on September 05, 2009, 08:58:42 PMIf there are 4 specific gadgets that every spy will use, the devs failed. It means that the devs were unsuccessful in balancing all of the gadgets. I have faith that they will be capable of balancing the gadgets they make. Again, looking at Team Fortress 2, they have 9 balanced classes, each with balanced alternate weapons, and even noobs aren't confused, even with the lack of tutorials.
I'm not saying your ideas for gadgets are wrong but they are not needed as it makes things too complicated and most of the gadgets won't be used after a while as X gadget and Y gadget are required etc..
Quote from: Rambo on September 05, 2009, 04:39:03 PMthe more gadgets you have in a game, the more facts a new player has to learn, the harder it is to balance it all out and the more guessing games (which replaces reasoning in same part as you don't have a stable starting ground for your assumptions) you get. at least to me, a game like Go with incredibly easy rules (but still incredible depth and more strategic possibilities than atoms in our galaxy!) is the ideal for a beautiful game: easy to get into, hard to master. besides, too many gadget choices distract from the core gameplay, just like minigames for hacking door panels and other crap ideas would do.
don't get me wrong, i like lot's of your ideas a lot. but it's really time to start thinking about a second game mode, maybe even more like scda. you just can't pack every single idea into one game mode and expect it to work.
Quote from: Wh1tE_Dw4rF on September 05, 2009, 07:28:01 PM
It doesn't matter how many gadgets are available in-game. Because in the end people will outweight gadgets over another and end up with 4 required ones. If you don't have those 4 you'll be called a "noob" and needs to "L2P", also, switching one of the 4 gadgets for a random one to try to be unique will end up gimping yourself in every possible way you can think of.
Quote from: Wh1tE_Dw4rF on September 05, 2009, 07:28:01 PM
My vote would be to just make 4 gadgets for each side, to avoid unneccesary time waste of outweighting gadgets and also to make it easier for new people to get into the game while avoiding them being called "noob" for picking the wrong gadgets.
Quote from: Ambiguous Rocket on September 04, 2009, 08:35:45 PMSpy tracker is the spy trap tracking thing. Also, changed again.
Now it's just not very useful. Nobody's gonna waste an gadget slot on the ability to crouch walk and not get picked up by MT. The beating EMF is pretty useless, and the laser's never going to come up. Not sure what you mean by spy tracker though.
Quote from: Ambiguous Rocket on September 04, 2009, 10:42:40 AMQuote from: Kubanator on September 04, 2009, 08:26:08 AM
Active Countermeasure is a device that negates the detection abilities of the Merc. When equipped and selected it increases it's effectiveness when there is more lighting, forcing the Merc to use his regular vision. Under near total darkness, this device blocks detection from x meters away. In the light, it stops detection from y meters away. When activated it constantly drains energy, lasting the spy z seconds and renders the spy completely invisible to motion tracking, EMF vision, laser, and spy tracker.
Holy shit aggro spy paradise.
Quote from: Kurbutti on June 08, 2009, 04:28:07 AMHe means will there be a method of detecting whether the merc is wearing the gas mask or not.
Why would anyone care about the visuals? The only thing that matters is the moment it's actually being used, and to indicate this we already have the breathing sound.
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