How to make Extraction more appealing


(.FROST.) #121

The thing is, that XT might have a more streamlined gameplay and everything that’s there actually works quite well; or at least works(as opposed to the single button for SMART and running thing, in Brink). But for a AAA shooter in 2014, it’s staying way too much on the safe side of things and doesn’t try to do anything that wasn’t already posible 10 years ago. The movement on the other hand still has this clunkyness/delay to it, that kinda swapped over from console gaming into the realm of PC gaming. I hate it and I’ll never understand it and I’ll never embrace it.

With other words, Brink wasn’t perfect, but it at least tried something very different in the MP-FPS genre, whereas XT is a massive step backwards; it has nothing you can’t find in another shooter. There’s no unique game-selling mechanic you can only find in XT and the objective gameplay is something you could easily mod into any mod-friendly shooter-game.

If someone has to decide between all the current and soon to be released shooters out there, what would you say is THE thing in XT, that seperates it enough to pick it, instead of one of the other FPS-games? Every popular FPS game atm has at least one specific mechanic going for it, that is unique to this game; it’s hard to say the same about XT.


(stealth6) #122

Mercs. :stroggtapir:


(.FROST.) #123

Mercs = class. Not so unique I’d say. I mean it’s cool, that there are classes, but when I was talking about a gameplay defining mechanics I meant something like the jet-packs in Tribes, the Mechs in Blacklight, the Titans and the jet-pack/freerunning stuff in Titanfall, the SMART system in Brink, the teleport and trickjump stuff in the Quake Arena games and in stuff like Warsaw, the vehicles and aircrafts in ArmA and Battlefield; I was talking about asymmetrical warfare, like in the AvP games, NS2, L4D, B:AO and the upcoming Dying Light and so on and so forth.

I’m not saying I’m happy with all the games above, neither have I played all of them, but they at least had something, that is very specific to them and defines their whole gameplay. Most of the time it’s movement related stuff; even in the asymmetrical games, where you can cling to walls as a Xenomorph.


(Glottis-3D) #124

ETQW had spawns for stroggs in the corpses <333 that was fun and unique!


(.FROST.) #125

I never played ETQW, but that’s exactly what I’m talking about.


(Breo) #126

Well that was actually one of the things that gave Stroggs a huge advantage (spawn at object/frontline/switching class at object).


(RasteRayzeR) #127

The medics had a very important role : health, ammo, and great at pushing … but at the expense of a long reviving time


(Seiniyta) #128

I haven’t played in a while and the reason is simple: The last time I played it wasn’t simply as much fun, I really dislike the change to the ‘classless’ design. Although on paper it sounds like a reasonable change since it eliminates some of the helplessness when being a particular class it made the game a lot less tactical in which player to kill first.

There are some other things that irk me still, maps, the feel of movement not feeling great. But mostly maps really.Another thing that’s really lacking is ‘character’. Brink at least had a very distinctive art style and had a lot of character. But this game feels a bit drab, uninteresting in it’s universe. I had considered asking for a refund since the game strayed so far of what it was initially advertized as but I I’ll stick around for a while more and see what the next couple of patches do.

In the meantime I’m playing Hawken which is pretty great, and also shows how pretty maps can look in the UE3 engine still. Especially the newest Wreckage map is gorgeous.


(stealth6) #129

Well with Dota & LoL being so popular recently and the change from classes to mercs, I’m just waiting for XT to go full Dota. Ditch classes, make the mercs more unique and give them some character.


(Rex) #130

In the future I would say:

[ul]
[li]Tracking based aim (where you don’t die when you took a headshot to the knee and the principle of ‘who sees first kills first’ doesn’t work, because only the better aim decides)[/li]

[li]Fast paced movement with a lot of freedom[/li]

[li]Objective based gameplay, Stopwatch[/li]

[li]True teamwork due to true and useful classes[/li]

[li]A game where everything is based on timing (Respawn time, overall map time, nade timings, ability timings, …)[/li]

[li]Mercs[/li][/ul]

Beside the mercs these elements aren’t new at all, but they would be already more than enough to set Xt apart from today’s shooters and there are so many players out there which haven’t experienced this yet.
You don’t need the ‘pink pony’ aka e.g. Titans, when you can offer a whole unique but also forgotten FPS genre.


(aowblacky) #131

[QUOTE=attack;485649]i agree with you about nearly all :).same frustration.
but the point above, they gave the refund option which was a nice step!(activison would laugh on you :D,if you would ask them).

it feels like moving in a never ending circle, its like there is no goal behin all. i rly like the decision to get with LB more too our wishes,b8ut there comes the problem which i see that often,they simply dont speak enough with the peopl.,lets look on london Bridge,we have a Nationscup et player which lives in england (potty),why you not simply ask him to look over the planed mapchanges.this would be so much more effective,all the mapschanges must cost a high amount of time and money.potty is a realy nice guy with englisch as his motherlanguage ,so damn why not let him, look for errors before change smth.

the best would anyway be to show all alpha players the planned changes.
damn we need communication.[/QUOTE]

refund? where? how?


(warbie) #132

[QUOTE=Rex;486460][ul]
[li]Tracking based aim (where you don’t die when you took a headshot to the knee and the principle of ‘who sees first kills first’ doesn’t work, because only the better aim decides)[/li]

[li]Fast paced movement with a lot of freedom[/li]

[li]Objective based gameplay, Stopwatch[/li]

[li]True teamwork due to true and useful classes[/li]

[li]A game where everything is based on timing (Respawn time, overall map time, nade timings, ability timings, …)[/li]

[li]Mercs[/li][/ul][/QUOTE]

That’s just crazy talk!


(attack) #133

maybe its time to create our own game :smiley:


(shaftz0r) #134

it wasnt really that large of an advantage. stroy up/down was the massive advantage imo


(ailmanki) #135

[QUOTE=Rex;486460]

[ul]
[li]True teamwork due to true and useful classes
[/li][li]A game where everything is based on timing (Respawn time, overall map time, nade timings, ability timings, …)
[/li][/ul][/quote]
Aren’t the classes now based on timing?
Your contradicting yourself I think… lol.


(Rex) #136

How are classes based on timing?

Huh?


(ailmanki) #137

[QUOTE=Rex;486537]How are classes based on timing?
Huh?[/QUOTE]
Since every merc can do basically everything, it is now solely based on timing.
Just as you wish.


(Protekt1) #138

I’m in. I want none of the work. All the benefits. My slice of the profits. Did I mention I’ll contribute nothing.


(Nail) #139

was tried, failed miserably


(attack) #140

i still ask myself why etxreal was a fail.
there was so much potential!