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Result on Players' Psychology | |
Posted By: Kiloh Ekim <g0d0fth3g33ks@hotmail.com> | Date: 5/17/10 5:24 p.m. |
In Response To: And just to be clear... (FyreWulff) : As a whole, this is to demonstrate that : 1) Reach's bloom and spread are not dramatic new concepts to Halo that Sage
Putting aside the bitterness of change many of us might have experienced, this change has had a few important effects in the psychology of players. 1. Weapons we previously thought to be accurate we now see (quite clearly) to be less than. This has created a disdain for those weapons and for the mechanic in general. We now percieve the DMR and pistol at ranges to be useless and blame the game, rather than our own behavior, because this inaccuracy is enforced visually, constantly, by the game (anindication of game dynamics) instead of by our own deaths (an indication of out skill.) 2. Players are distracted and frustrated at having to pace their game carefully. While in the past, weather we had a dramatic bloom or not, players still lined up their redicles and fired away and would play without great care for every shot that landed. Now, thanks to the redicle bloom, players are now aware of every single shot they fire and are forced to pace their fire and gameplay accordingly. Watching every shot is distracting players are further required to taper their shots to distances judged on the fly (which is constantly trial-and-error.) While many of these factors can be countered by game experience, many players will quickly grow frustrated and abandon Reach as a hopeless abandon from the "old" Halo experience. My reccomendation: A) Reduce the effect of redicle bloom. By increacing the accuracy of weapons, many of these effects will be countered. But, as this may cause other problems with the sandbox... B) Give redicle bloom as an option in the control menu and reduce inaccuracy effects marginally so players employing this option will not be entirely disenfranchised.
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