I am not blaming all players for the state of the game but those who are are responsible for most of the game's problems.Ī, The meta wouldn't matter if players were not obsessed with the meta and/or winning.ī. 99% of items are balanced where they aren't OPed or UPed, they have a role that other items don't fill. Prelude: I actually consider the game to be well balanced. It feels dumb that it’s completely locked behind CWs placement meaning the same teams are stacking all the ore every week. Hell, you can even make a really hard raid that provides 1-2 ore or something like that. Other MMOs have accessible top level gear that doesn’t require you to be in an elite clan/guild. ![]() It shouldn’t be easy to get relics, but it shouldn’t be as hard for new players because it isn’t even about grinding, it’s about being able to find a good clan. Alternatively, run events that are PS-locked that offer small ore rewards. You could even prohibit Relic weapons or legendary weapons. I know the Devs have expressed they wouldn’t do this but it makes sense. You could add a lower PS clan bracket (7999 would be my recommendation as it would promote build diversity). Even if the rewards are slow, offer a way for new players to get some ore. Next, make Ore or Clan Wars more accessible for beginners. You aren’t gonna stop seal-clubbers but you can help rookies combat them. ![]() Maybe include some onboarding build guides made by the community or some kind of reference so new players understand the basics of how to build. Make the items no-trade so it doesn’t affect the market. I think the first 30 levels of Engineers should include better rewards and a few viable builds/blueprints for new players. That being said, I think there are some solutions to 1 & 3 as I won’t pretend to understand how to fix server issues. If the devs instead of using a 'pay to not grind' model had gone for a 'pay for cool cosmetics' model (I'm saying put all paints and possibly decor items (after removing their reputation gain, health, and PS) behind real money), the game would be a lot more fun for the 'normal' player who does not want to spend over €100 on a game.Īfter reading through all of this and assessing my own experience, I think the most immediate problems with the games are:ġ) no real on-boarding for new players that leads to viable starter buildsģ) it’s nearly impossible for new players to get ore ) because they perform better and thus make the grind slightly faster, etcetera. Low ps seal clubbing for high fuel win rates, super ugly builds (dogs, wedges, spaced armour. So what's the result of the grinding being this ridiculously slow? People use every single advantage they can have, that's the result. And that's without even mentioning legendary or relic items. Want to try a fun vehicle with a few epics? Be prepared to spend a month grinding to get there. It takes two weeks of daily win bonuses just to level a faction from level 14 to level 15. There was a grind, to be sure, but nowhere near as ridiculous as in Crossout. I played Robocraft in 2015, and there you could earn any one weapon from a certain tier in, say, 5 matches worth of resources. I think the root of almost all problems in Crossout is the grind rate. ![]() Stuff needs to be unique but not so unique that you can't have any overlap.). It's a MOBA, those are not hard to balance unless you make literally everything unique (Which is a poor idea in general. ![]() XO adopting that will not lead to anything anything good (For all of the obvious reasons.). That was in reference to a game that does do balance patches often as a general rule, not when a rapid patch or many small changes that were made worked out well when it was an exception that they updated that quickly. I'd also like to point out that balancing any ASSFAGGOTS (as the correct acronym is) game is substantially harder than almost every other genre simply due to the sheer complexity of mechanics and number of modifiers (items, abilities, etc) available. You can be a particular genre of game and still be the best balanced - possibly because of it. This is a valid point but it does not refute my statement. DOTA 2 is a MOBA, that's a very different subset of game than the majority of other games. There are many, many games where updates as fast as the dev could push them was good for the game.Ĭrossout adopting rapid patches would merely shift it the design from internal developer vision to community at large - whether that is good or bad is entirely dependant on who you align with more. You literally asked for, and I quote, "one good example of a game where lots of changes in rapid succession proven to be a good thing". A single example where it's worked isn't proof of it working
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