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Thread: Website Update: Items and Loot

  1. #11
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    Quote Originally Posted by Kelathin View Post
    This point balance system reminds me of Command and Conquer 4, look at that game, it was a flop among RTS players. The point loadout system simply does not work because 1.) You can never justify really expensive units over generalised weaker units. They are always too cost efficient or too ineffcient, CnC4 was a case of inefficiency.. 2.) If a player has fewer more powerful units, it is easier to be "defeated' in this case, get sent back to start and then you are a weak link in the group.A defense might be you have players covering your back but if you're a weak link, there are problems. It be nice to say, PG and TRION could not make the same mistakes as EA did with CnC4, as an RTS player, I just believe point systems are flawed, specially when one player has an advantage because they played more.
    This is where I kinda completly disagree with you. I think a point balance system is excellent for this kind of implementation of RTS. Look at all the tabletop games, Warhammer, Warhammer 40K, LOTRO, and many , many , MANY others. They all use a point balance system and that is what makes the game fun for them.

    Now about the grinding, this is where I do agree, people with jobs don't have time to grind. However what if you grind WHILE doing pvp ? Make it possible to gain the resources you need for that one 40 point supertank by winning pvp missions along the way. Make it so that PvE and PvP players gain the same super tank in the same amount of time. For example after launch there is one super tank ingame that everyone wants. Let the pve and pvp players both get that after a month of playing. And not the pve's in a week and the pvp's in 2 months like most games (aka warhammer online).

    Now using c&c4 as comparison just doesn't fly, it's comparing apples with pears. Forget about that game they killed their franchise with money grabbing intentions. Focus on what we have now and how we can improve the point system to make it fair balanced and fun.

  2. #12
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    Its fine to collect all the mega loot u can carry as long as it can be destroyed. The problem with games like WOW and loot is that it never goes away and becomes a perma advantage, even to the point to where it makes it easier to gain even more prema advantages. I really do hope that there are serious costs for taking super valuble units out. They should either be lost completely or take so long to repair that it would be easier to go out and gain another one by grinding with lower tier units.

  3. #13
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    I like the idea of EMP artillary

  4. #14
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    There has to be rewards for your time. Its an MMO, its how they make money. If no lifers can't grind for hours and get super stuff to instapawn your face with they wont play the game. As long as most of the good stuff that will keep you competitive doesn't take too much of a time investment to get it will be fine.

    After all what would be the point of never getting stuff that gives you a true advantage? Why would you even play the game in the first place? It would just be like WIC but with a persistent world and it would get boring quick.

    A better example would be to picture WoW before arena/resilience gear was introduced. Now picture if all the gear you could acquire from the the hard raids was basically just to make your char look pretty and wasn't actually any better than the random greens you could get anywhere. How would doing those raids even be worth your time? Would you even bother to play?

    Rewarding people's time spent on the game is a necessary evil of all MMO's, it's what drives you to complete the content and keep paying and playing for months and years. We just have to hope they get the balance of carrot and stick right.
    TL/DR=Buy an attention span or DIAF kthnx.
    Everyone judges everyone around them, and is judged by those same people.

  5. #15
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    Quote Originally Posted by Kelathin View Post
    This point balance system reminds me of Command and Conquer 4, look at that game, it was a flop among RTS players. The point loadout system simply does not work because 1.) You can never justify really expensive units over generalised weaker units. They are always too cost efficient or too ineffcient, CnC4 was a case of inefficiency.. 2.) If a player has fewer more powerful units, it is easier to be "defeated' in this case, get sent back to start and then you are a weak link in the group.A defense might be you have players covering your back but if you're a weak link, there are problems. It be nice to say, PG and TRION could not make the same mistakes as EA did with CnC4, as an RTS player, I just believe point systems are flawed, specially when one player has an advantage because they played more.
    C&C 4's system failed because when a unit dies, its point cost is instantly refunded, making the unit instantly repurchaseable. You don't get that with games like WiC.

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