In Response To: Re: So you guys want specifics on game design eh.. (Hawaiian Pig)
: I'll snip from my reply to narc: That said, I do think this can be tweaked,
: and so does the developer.
: AR starts, as I mentioned, very much epitomizes this. As a safeguard for
: weaker players, the impetus was to keep headshottable weapons out of
: players hands to mitigate the complex execution-based elements of BR play.
: The problem was, that the dominant strategy of BR use is still available,
: and that ended up leading to an imbalance of available dominant
: strategies. As I said in the original post (in the part you seemed to not
: understand?), this forced the game to rely on the initial AR encounters
: which are easier to master (execution-based) and, therefore, have a
: frustratingly low skill ceiling.
: It's no surprise, then, to see that there's either considerable discontent
: with AR starts or just simply apathy. Those who don't understand (or more
: specifically, do not derive satisfaction from the competitive elements of
: play) simply don't care, and the effect on them is minimal. At best, it
: only serves to bring them slightly higher up in trueskill rank and
: ultimately mismatch them with players who excel with the dominant
: strategies. I'd contend that, while BR starts would limit their rank,
: they'd get matched up more accurately, would not get dominated, and then
: continue to not care. If the aesthetic of the rank is bothersome, then
: adjust it superficially.
: Ahhh the attempt was to ground them in specific examples where I could. Maybe
: those specific examples related to Starcraft one too many times.
: Changes such as these don't have ZERO effect on the rest of the game. I
: haven't been saying that as much as I've been saying they would likely be
: inconsequential. Because AR-start play has such a low skill ceiling, it's
: frustrating for the better players to play; this is demonstrable. On the
: other hand, I haven't seen BR start play truly result in a
: donging-on-noobs scenario. Sure that would occur at first while ranks
: settle themselves out, but once the (idealized) matchmaking system settled
: down, you'd have players who fall at similar parts of the skill gradient
: playing with each other. The higher level players can continue to push the
: limits of their ceiling and the lower level players can continue to derive
: satisfaction elsewhere. I'm not sure how BR start play fundamentally makes
: the game less fun for the lower tier. If someone could demonstrate that to
: me (without relying on poor matchmaking) I would be intrigued.
Oh, no I toss away the battle rifle every chance I get and settle for the assault rifle when available. I think I may be a bad person.
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