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GaryOak

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Posts posted by GaryOak

  1. 21 hours ago, oxi said:

    This is a very interesting point, and to repeat what I said in Discord, in the very last version of my APB stats system I removed deaths and the k/d ratio for this very reason. They were still recorded but not publicly visible, this led to more players changing their styles of play (not all, granted). I replaced this with a win ratio leading to people wanting to work to destroy the enemy base, not spend the whole game as an APC running people over (same thing, different game).

    I was thinking about this for a bit today, and some interesting thoughts popped up in my head. 
     

    Amongst them was the realization that alternate scoring *would* actually solve the issue I have with the GS / CC system. I think I can also finally summarize what my issue is;

    - Players buying a GhostStalker get to play as a unit that, whilst the unit is balanced and not unbeatable, gives them an advantage that can not be matched 1 on 1. 
    - The way the system works, said players will basically have all the say on who next has the right to make use of that advantage.

    - Making full use of their sense of social fairness and teamplay, said players will invariably confer the advantage on only 1 player for the entire game: Themselves.

    - As a reward for this behaviour, other players without advantage may watch as said players climb up to top all the score and stats lists.

    Now imagine the scenario where score and stats tracking works dynamically, and somehow any kill you make as a GhostStalker only adds 0,2 kills to your KD. Any points you get will count as 0,001 points in your score.

    As if the game says: “Sure you can play as this strong and important character. But that will give you an advantage that other players can’t match, so your score and stats will be compensated to reflect your gameplay more accurately.”

    I’m not saying this should be implemented, but it is a made-up scenario that would actually solve my issues with the current system.

    Because this is what bothers me about it all. It’s players reaping the rewards from having an advantage that other players can’t get because they said so.

    PS I do think GS and CC are balanced well and actually not that hard to kill. I might have overstated things a bit in order to make my point clear.

     

  2. First of all props for the impressive work! The game is a lot of fun, and even though it might not be inmediately apparent to everyone I think you've introduced some brilliant ideas and improvements for Reborn's gameplay. 

    I'll post my 2 cents concerning some things that stood out to me.

    A. GDI Juggernaut  / Nod Artillery
    Starting off with the biggest issue I see, the artillery units are simply way too good in straight up combat.
    I haven't tested all possible lineups extensively, but I'm pretty sure a deployed Juggernaut / Artillery beats any other unit save the Mammoth MKII in straight combat.

    Fortunately you managed to give both units just about exactly the same amount of raw combat power (which is impressive considering differences in weaponry), so there is no issue in terms of faction balance. I do believe though that the characteristics of both units should be reconsidered, else they might start dominating gameplay soon.

    Changes I would suggest:
    - Drastically reduce (splash) damage against infantry. If you have a juggernaut and see a cyborg commando coming you should want to be PACKED as you want to get the hell out of there! Instead as it is right now you'll want to be DEPLOYED as you will give the cyborg commando an ass-whooping.
    - Reduce splash damage against vehicles. In TibSun, any enemy vehicle was a threat to a deployed juggernaut. We don't want the juggernaut to be useless against vehicles though. So how about reducing splash damage, but keeping a good damage output for direct hits? Skilled players and players targeting stationary targets should still wreak havoc, but outright dominating enemy vehicles in 1on1 combat should be less common. 
    - Reduce weapon spread to offset the above mentioned effect and to give players the chance to deal good damage to targets if said targets are immobile or stationary.
    - Increase unit HP and / or armour. I remember that a deployed juggernaut was in trouble if enemy vehicles attacked it, but I also remember it being able to tank quite a few hits. That helped it survive until friendly reinforcements could arrive to protect it.

    B. GDI Disruptor 
    I should say the unit is balanced quite well already, but I do think that damage output is a tad bit too low as I think I saw a friendly Titan do about the same DPS to the Nod PP today. The Disruptor is more expensive and has to move into close range for it weapon to be effective - considering these characteristics I would expect the sonic emitter to really wreak havoc once it does get into firing position. The same DPS as a Titan is a bit underwhelming though.

    C. GDI Orca
    As other people have mentioned, having only 1 load of 8 missiles feels...strange. I must say that the way the orca can hit and run feels very good, and it does just about the right amount of DPS too. It's just that I keep waiting for more missiles to load every single time im back at the helipad, lol.

    D. GDI Ghoststalker  / Nod Cyborg Commando
    I'm really impressed with how you've managed to balance these units! It feel almost perfect; they are powerful units, but not as dominating as they used to be.
    People who know me will already have guessed what I'm about to complain about though. It's about the fact that there can be only one of each, and about the way in which players consistently hug them for the entirety of the game - sometimes for many games in a row (* cough * Silverlight * cough *).

    IMO it's too easy to keep hugging the GS / CC once you've acquired one, as the unit's combat power is more than enough to have a steady income of $, and if the enemy manages to kill you you can respawn and re-buy the unit in like..5 seconds? That's the only window of opportunity for other players to try and have a go at using the best infantry class around.

    Players using the GS / CC will tend to refrain from participating in aggresive gameplay strats though, and they usually use every lame tactic they can come up with to make sure they stay alive so as to reduce that window of opportunity for other players to run the GS / CC to 0. That bothers me, whether said GS / CC is friend or foe.

    Moreover, you might recognize the feeling of friendly competition that sometimes comes with the struggle for the MVP title, or the drive to achieve a K/D on which you can look back with some pride. Yeah, it's all point-whoring and kill-whoring anyway and no one really cares etc. etc. Still, I'm sometimes not sure what to feel about GS / CC users topping the game's lists. That's because if the GS / CC was hugged for the entire game by the same player, there simply was no way to compete with them on fair terms.

    I wish I could come up with a solution for this. I do support the build limit on the CC / GS, because having multiple copies of them running around would also be weird. Meh so yeah idk.

  3. 3 hours ago, Killing_You said:

    Honestly, maybe it's just because I'm too focused on "shoot it until it dies," but I haven't noticed it make that much of an impact. The difference almost feels negligible to me. Most people do try to go for the rear if possible anyway, though, either because that's not where the enemy is looking (thereby maximising the time it takes for the target to respond to you), or because many vehicles have turret restrictions preventing them from shooting behind them.

    Exactly this. I've tried looking to see the effect so many times that I've gone wondering if its not actually bugged, because I just never got the impression it made a single hit point of a difference.

    Even worse, trying to hit the rear instead of the side has ended up in me missing quite a few shots. And that just feels bad - if you can't even see the difference between a side hit and a rear hit, you realise that you would need like 50 succesful "Rear hit instead of side hit"s just to make up for missing that one shot.

    Today, whenever I get the choice between targeting front, side or rear, I know exactly what to go for. The side that's most likely to land my shot on.

     

  4. 8 hours ago, Testament said:

    Griever reported me for sending him a message to get him playing games with us again and now myaccount is banned for life "FOR MULTIPLE RULE VIOLATIONS"

    Chris, come on bro.. not gonna help you on tinder

    2aa.jpg

    Nice post testy

  5. To be honest, I find it strange that a big one is an orbit on his middle all the time.  The weird thing is, I'm from afar notice and they fire at me while I am invisible. 

    So, in conclusion; my vitality and armour are a centurion with 1 shooting take. 

  6. On 10/1/2020 at 9:10 AM, AZ-Stalker said:

    It's multi-layered in meaning, but simple in execution on screen. You can take it as you understand it through your own perspective.

    How so? I'm curious. I've gotten a few people telling me they understand the video each in different ways, but luckily with similar conclusions that were intended.

    I was mostly just wondering if there was one, I didn't directly see one in it, I guess. 

     

    On 10/2/2020 at 1:48 AM, Raptor29aa said:

    That video just inspired me to create something, not sure what. Keep up the good work 👍🏻.

    On a side note: I Strangely find myself relating to the fictional lone medic. Existentially speaking, A created being wanting to create.

    @GaryOak The only political message I could see is possibly the dream of a utopian society (although I am too cynical from my retail experience to believe the general public could reach the progressivist goal of utopia)

     

    Well said raptor!

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