constructive critique on the development process

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  1. #17
    Registered User eNTi's Avatar
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    Quote Originally Posted by Trivaldi View Post
    You keep using the term 'core game' without quantifying what that means. Balance is truly at the heart of the game as it dictates what does and does not work across the board. Improving this situation is something we're working to improve - regardless of roadblocks, it is what the right people for that project are working towards - and I've gone over the details many times. The gameplay experience players have from "cradle to cap" is the core game and we are working to improve that too, currently right at that cradle end where it will benefit those news players by reducing frustration and bewilderment out of the gate.
    I've tried to state many times what the core game or "shit people do all day" comprises of:

    - Farming in mission/level spots or otherwise interesting places: This is an issue because there are a few dedicated places that are quantifiably better than others. There's more out there in the wilds if you are willing to search around a lot and explore. But more often than not you will find that just going agi cellar and bunker and doing missions is about half the game if not more. This is sad and well... needs to be improved. It is being talked about in other threads. We gave some ideas, we made clear what areas are definitely broken (like doy units cluttering the certain zones) and we didn't get any positive or negative feedback. It is imho not enough just to state that: "Yes we know those need fixing and they will be fixed eventually." Those threads are ages old and the issues have all been ignored equally as long. Which brings me back to communication.

    I guess we can all agree that the mission system needs SOME revamp to make all missions more viable. Atm I think there's like 2 different useful mission types for any given level and I usually only click through the mission randomizer to get exactly those missions.

    - End game - Rare farming: That's my personal gripe. I do this ... almost exclusively. I've stated the issues many times now... even with possible solutions. All this ties directly into...

    - End game - Crafting and the market: Those are intertwined and both are... broken imho. Of course this again is partly due to the balancing issues, but those are also user interface and user experience issues. But it is also an issue of rampant inflation. Not to mention the hoops you have to jump through to level certain skills and required attributes. Aka 24/7 afk macro res missions... I am NOT saying it should be EASIER to level those things... just more thematic and not as soul crushingly boring.

    - End game - PvP: Well... it's core game but I don't have much to say other than certain mechanics in the game are broken so that even I can tell with my limited experience. At least when I last played there were huge issues with LOS in certain (all of them) outpost terminals. Which lead to glitches and exploitation. This is definitely not my area of expertise though.

    I hope you do have an idea what I mean by core game and that we basically talk about the same things?


    The new player experience is neat and all... but just like other developers did this before (I remember Age of Conan doing this) you will just create a wrong impression of the real game. If you start players out with certain expectations they will leave the instance they realize that the rest of the game will be nothing like that. With the current start players will at least see the current sate of the game.
    Last edited by eNTi; 22-04-16 at 14:43.

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