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| Huxley PvP Discussion regarding PvP in Huxley. |
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#1 (permalink) |
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Member
![]() Join Date: Apr 2007
Location: im a dolphin bitch
Posts: 77
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...orginaly posted in huxley>general>pc but i thought i would repost here...
hey everyone, im new to the forums. i can't wait for this game. everything i hear about it leads me to believe this game will friggin rock. here are a few things that i would like to see in the game. agility in the players. every FPS i have ever played that has been fun has had a good movement system. i hate fps that feel like i am controlling a mini tank or something like a guy in a wheelchair. people are very agile things, espically people who are getting shot at. jump/sprint/straife/crouch are all mandatory, if all of those arent in the game in some form or another i will look elsewhere for fun gameplay. also, you should be able to do any combination of those at the same time. nothing is worse than a game where my gun dissapears when i am jumping. some other movement device like lean or dive or roll would be nice, just to add something to gameplay. obviously the lighter classes will be more agile. diversity in weapons. i am expecting a good variety in weapons, and i dont mean 12 kinds of shotguns. obviously there will be rockets, shotguns, single shot/semi/full auto rifles. it would be nice to have melee weapons, some non-line of sight flak cannon would be cool. use your imagination, if it can be balanced into the game i want it. the more unique and different the better. it would be nice if the close quarters submachinegun had a higher sensativity than the 50 lbs 1 hit kill sniper rifle. gives each gun a different feel. no uber items. the problem i have with every MMO is items. its not fun to go camp up a named boss for 5 hours in the hope that he will drop the god item that makes my weapon do 50% more damage. the winner of a firefight should be the one with the most skill and teamwork, not the least amount of a life. hopefully they wont ruin the game with overpowered items. skill based gameplay. this is kind of hard to define. a good game is fun when you pick it up. a great game gets more fun the better you get at it. the good players will always be better, they will do things that everyone else calls cheap. "exploiting" bugs in a game is very subjective. every game i have ever played people have called me cheap or not realistic or whatever. anything you do to give yourself an advatage in a game, someone will think is 'not in the spirit of the game'. the spirit of the game is to win. a good game (which i am hoping this will be) makes it so that the best way to play the game is also the most fun. it can be tempting to try to tweak the game so that the best players arent THAT much better than the begginers. this will kill a game. there are many ways to try to cap the skill of players. some of these include inaccurate, unpowerful weapons, slower and simpler player movement, bungie cord gameplay (thats where the side that is loosing, get an advantage). all of these lead to a shallow gameplay experience. guns should be as accurate as the player who is firing them, if you need to balance some guns to be less effective long or short range, then have the damage drop off with range. obviously a shotgun should not be the best weapon to take on the sniper at the end of the ally. the more accurate and powerful the weapons, the steeper the learning curve. a game with 1 hit kill perfectly accurate semi auto rifles will allow a good player to kill dozens of lesser opponents if he is good enough. in a game with innacurate single shot 3 hit kill weapons, luck plays a bigger roll in deciding the winner and even the best players will rarely be able to kill more than 1 opponent in a life. i prefer the latter, a steep learing curve is brutal to new players but in the end it delivers a better, deeper gameplay experience that keeps you coming back for more. nothing is lamer than 2 guys in the same room jumping around emptying multipul clips at each other before someone dies because the guns take 20 hits to kill. if the game is like that i will find another game to play. here are a few pitfalls that i hope this game will avoid. rock/paper/scissors effect. a little difficult to explain. if team A brings uses strategy we will call ROCK, and team B doesnt use strat PAPER, they should still have a chance to adapt and win. with dozens of skills and dozens of players on a team, this is unlikely to happen, but you can never tell how gameplay is going to evolve. the game Guild Wars sometimes has this problem, there are 2 teams of 8 players with 8 skills each but the match is often over before it has even begun because one team is using ROCK and the other is using PAPER. they just got lucky and brought the counter on that day. sometimes the skill of the teams is not the most important factor in determining the winner. overpowered vehicles. infantry should not be 'guys who havent gotten in vehicles yet'. games where infantry are ineffective against vehicles are not fun. the best application for vehicles are mobility and firepower. if it doesnt bring your squad somewhere faster or bring a big gun with it, it should not be in the game. if its a tank that few weapons can do anything to, its not good for gameplay. its a bad sign if you have to bring a anti vehicle specialists who stays in the back until the APC starts to wipe out your team. overly simplified gameplay. if i feel like i have mastered the game after the first month i will stop playing. deep multiplayer gameplay doesnt require super complicated controls, but it helps. mandatory boring pve. i am playing to play against other people, not a stupid bug ridden AI npc. i find most single player games boring, thats why i dont play them. i hope i dont have to spend endless hours getting random squads together to frag zerglings. i just want to compete against other players. i hope there is NO mandatory PVE, you should be able to unlock everything and advance thru the game while only playing multiplayer. playing pve doesnt make you a better pvp player, only playing against other players is even relevant. thinking enemies guarantee that. xbox players on the same servers as pc players. i know this is flamebait but generally speaking, console people are more immature. it will be tough enough to find competant teammates as it is and i dont want to have to deal with someone who doesnt have a mouse and keyboard. there is no way any FPS i would want to play would allow someone with a handheld controller be as good as someone with a mouse and keyboard. i know for a fact that if i played against the best halo player in the world, him with a controller and me with a mouse and keyboard, i would own him over and over at a game i never play. it is a fact, mouse and keyboard >>> controller. if they are on the same servers, then i know they wont be on my team. so it will be just easy and unrewarding kills for me. i hope to hear some response and input from people. feel free to critize my ideas, hopefully we can have an intelligent discussion about what the game should be. its not unreasonable to expect that the game creators will read some of the forums from time to time so tell them what you want in a game, how else will they know? |
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#2 (permalink) |
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Super Moderator
![]() Join Date: Mar 2007
Location: Scottsdale, AZ
Posts: 195
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ill make sure those guys in DEV get right on it
i dont mean to put u down but 'this game should be more like i think it should be' posts are generally useless as discussion topics because they tend to be way too broad. try being more specific for instance i posted something about the different gametypes in the PvP forum. i noticed u posted in it. many things here are fairly obvious, players are going to be agile (armor will be a big factor though), you can take ur pick from alot of different weapons, uber items depend on ur definition, the devs have said skill matters but not so much that new players have no chance, rock/paper/scissors is a good game, vehicles are in another thread and from what i gather, xbox players and pc players will be able to interact (probably in the cities), but will not be engaging each other in combat. and welcome to the forums. i got here last month |
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#3 (permalink) |
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Training Grounds
![]() Join Date: Apr 2007
Posts: 4
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that was basically pointless. sure ur suggesting ideas but we all have our own opioin (dam how do u spell that) plus if u read the website u would know that xbox and pc will not interact much if any at all. *BAM*
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#4 (permalink) | |
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Super Moderator
![]() Join Date: Mar 2007
Location: Scottsdale, AZ
Posts: 195
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its spelt 'opinion'
and yes, players will interact Quote:
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#5 (permalink) |
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Super Moderator
![]() Join Date: Feb 2007
Location: *Classified to protect agents in the field*
Posts: 449
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why did you need to repost?
__________________
Zeek Genateer - "I'm not hacking. I'm proactively checking your network security!" |
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#8 (permalink) |
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Member
![]() Join Date: Apr 2007
Posts: 37
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As far as pve goes, we know there will be PVE (in the form of quests etc), but we also know that you get experience from PVP, so I dont think you will have to worry a whole lot about it; "boring" is of course an objective function of the player, not the game.
Rock-paper-scissors... You wont have to worry about this. Almost no fast-paced shooter has this problem anyway, which is what Huxley is supposed to be. Besides, with each player able to carry a variety of weapons i dont think there will be a high degree of "specialization" that we see in other mmo's (hello shadowbane). What we might have to worry about are weapons that are simply overpowered. Most games have something which is just too powerful (AWP in counter-strike is the most famous, also the shock rifle in UT) in the hands of a skilled player, since not all weapons scale up in effectiveness with skill. I'd rather have a small number of overpowered vehicles than a large number of useless vehicles, but thats just my opinion. |
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#9 (permalink) |
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Emperor of the Forum
![]() Join Date: Mar 2007
Location: Over there!
Posts: 323
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I'd rather have as many vehicles as it takes to make a unique vehicle for every type of unique situation. Like the APC is for extraction and transportation, a dropship for going where a APC can't go. And a bomber for air support.
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#10 (permalink) |
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Member
![]() Join Date: Apr 2007
Location: im a dolphin bitch
Posts: 77
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if vehicles can go everywhere and do everything then there is no reason to be out of a vehicle.
"What we might have to worry about are weapons that are simply overpowered. Most games have something which is just too powerful (AWP in counter-strike is the most famous, also the shock rifle in UT) in the hands of a skilled player, since not all weapons scale up in effectiveness with skill." you nailed it there. weapon power does not scale up with skill, it is impossible to balance an FPS so that it works for both noob v noob and pro v pro. at some point it really changes to a whole new game when your able to consistently do things that the noobs wouldnt even attempt. |
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#11 (permalink) |
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Emperor of the Forum
![]() Join Date: Mar 2007
Location: Over there!
Posts: 323
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I didn't say that they had to be good at those unique situations, and i really doubt they would go inside buildings unless they are big wearhouses. Sometimes it might be easier to walk around as infantry, than be in a vehicle. Beside, everyone knows that people are the most manuevrable thing on a battlefield.
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