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Posted By: Finn <finn@bungie.org> | Date: 3/30/05 10:07 a.m. |
In Response To: Re: Worth a mention. (ubersaurus) : I can't say I really agree with a good number of their suggestions. Why
: I'm just not seein it as working. Most of the suggestions wouldn't "work", you're right, at least not in a way that would support the current style of play very much. It is difficult to answer these points one by one; many of the characteristics in question are related to one another, as you noticed. The absence of fall damage makes for a less deliberate style of play, that's difficult to argue against. Is it fun for some/most people to play with little or no reserve? Yes. But for another large group, that need to weigh one's options before plunging off the top of a multi-story structure, that dance of dodging fire on a thin walkway praying not to step off the edge and give the kill to your foe, timing one's descent and looking for creative and sneaky ways to drop to another area without dying, these were essential gameplay facets. It is too late to reinstate fall damage for everyone universally, hence the recommendation that it could be an option so that some gametypes or custom matches could use it. The melee lunge is inexorably linked to this. Interesting though, how if fall damage was reinstated and then the melee lunges came under further criticism (or it was argued that the FD wasn't "working out") for pulling folk off ledges when they don't want to (which happens already) and killing others while melee-ing into the ground, it would be more of an exposé on the faults and the lack of control that the lunge instills than a legitimate criticism of FD. Again, at this stage in the game, many players new and old have come to love the yanking, homing melee; it is too late to change it now. Hopefully, for those who could custom choose FD in their games, they could live with it. The Plasma Pistol is incredibly powerful, yes... as an accessory. As its own weapon though, it still falls undeniably short; even dual wielding two PP's won't get you far (unless you are with a team). But, again, the argument that because it is a powerful support weapon (when wielded with something/someone else) it should not see an increase in its laughably low damage exposes at least minor shortcomings in the present weapon set-up, namely that certain weapons (such as the PP, SMG, Magnum, Needler, etc.) while powerful when used in conjunction with others are not powerful enough on their own (even when including the advantages of being able to melee and grenade throw when wielding only one: see further comments on single vs dual elsewhere). The Sidearm idea was, and is, just an idea. If there are going to be certain weapons that are not powerful enough to merit taking up a weapon slot unless they are dual wielded, perhaps it would be worth having a slot specifically for a single, low powered back-up weapon. It would require a lot of testing and tweaking to make it work, but I thought it could prove useful. Why show health, you ask. Many players are quite content to have the simplicity of shields and only the guesswork of what lies beneath it buffering them from death. That's great. However, many other players who became rather used to using different tactics and putting themselves in harms way to varying degrees based on how much health they had left, are being handicapped by their inability to see something that is right there. It's there, it's being used, affecting your survival, and yet you can't see it or make gameplay calls based on how much you have left. This ends up making many deaths feel random and awkward, and is just another loss of control that the player experiences. I liked health packs, but I realize that most people didn't, and I am willing live with that change. But to remove the health display itself for reasons of what? Simplicity? Simplified learning curve? To keep the game's pace moving as people don't stop to take a breather or contemplate their next move? I can't think of a reason NOT to put the health back into the HUD. Many people are willing to live with, or even love, many of the new features or tweaks. However, many of these people would also be just as happy playing many other games while those who would like to play the game they thought they had gotten used to are left wondering just what happened. There is no easy solution to suit everyone, as you implied and as you can see above, but there are still a few things that can be done to salvage/improve the situation. It's fun, but it could be so much more. I've got to run, Finn |
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Replies: |
Worth a mention. | Finn | 3/29/05 11:41 a.m. |
Re: Worth a mention. | AeroJonesy | 3/29/05 12:00 p.m. |
Re: Worth a mention. | Sgt. Chicken | 3/29/05 12:10 p.m. |
Re: Worth a mention. | zink | 3/29/05 1:01 p.m. |
Re: Worth a mention. | gspawn | 3/29/05 1:19 p.m. |
Re: Worth a mention. | Cunbelin The Godlike Wisdom Dispensing Machine | 3/29/05 1:07 p.m. |
Re: Worth a mention. | gspawn | 3/29/05 1:25 p.m. |
Re: Worth a mention. | Qbakies | 3/29/05 1:15 p.m. |
Re: Worth a mention. | Ducain | 3/29/05 1:27 p.m. |
I'm so into..... | Jamirus99 | 3/29/05 2:15 p.m. |
This is really minor to some, but... | GhaleonEB | 3/29/05 2:38 p.m. |
Re: This is really minor to some, but... | Echoes | 3/29/05 4:55 p.m. |
::whistles:: | Finn | 3/29/05 3:25 p.m. |
I Wish You Could Duel Wield As A Passenger *NM* | Steve | 3/29/05 4:41 p.m. |
Re: Worth a mention. | nodice | 3/29/05 7:01 p.m. |
Re: Worth a mention. | Wado SG | 3/29/05 7:22 p.m. |
Re: Worth a mention. | Mrguy | 3/29/05 7:46 p.m. |
Re: Worth a mention. | ubersaurus | 3/29/05 11:16 p.m. |
Discourse. *Wordy* | Finn | 3/30/05 10:07 a.m. |
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