I know this has been stated dozens of times already about the maps and how we want more ways to create our own strategies and apply them. But I actually wanted to talk about this on a more fundamental level. And since I am making this all up, I would like to know your guys opinion on it, maybe there is some science that agrees on that or denies it?
I think that the ONLY thing that makes you play a game for a long time and actually really like it, is actually some kind of a “sandbox” factor in it. I don´t know if the therm sandbox is right, but what I mean by that, is that you have a seemingly endless variety of stuff you can do and by that you are able to develop your own unique playstyle. This variety however isn´t achieved by multiple possibilities on ONE level, but by having those multiple possibilities on multiple levels that apply across all the levels to then form a whole universe of things you can do in a certain game.
So why am I actually making an own thread about this? I am making this because I think that outside all the topics that we have discussed right there, and that are currently in progress or not, there are way more stuff that could actually give DB this kind of “sandbox” feeling.
For example right now in DB I see only the mercs as a real variety. Because of that the game, even tho great in potential, looses most of it´s fun after playing it for couple of hours. And I know that the following example will just be an argument for game mechanics that were removed some time ago, but I want to remember that I see them just as an example and think that there are many other ways to give us a better experience.
So back in the good old ET:QW days, we had a member on our team that had a terrible PC - on close combat he had bellow 30 FPS. On larger distance his FPS increased to a level where he could play quiet nicely. The situation was still bad, but because he was better then most of the other players that could have replaced him I decided to just work around the issue.
And it worked out nicely. We found on most of the maps positions where he could stay way back but still remain usefull setting up a deadly crossfire quiet often. Usually he was our last man at the objective - quiet often securing the objective by taking out the objective guy and gibing him. And at the same time he often did the objective class for us since he couldn’t´t fight properly in close combat anyways. After some time we didn´t experience him being mostly able to fight over larger distances as a handy cap but as a huge benefit to our team play.
This is just an example for how you can work around individual weaknesses if the game allows you to do so, providing enough variety. Sadly I don´t see this being anywhere close to being the case in DB. And that is sad, because if you would implement the mercs into the objective classes we had back then, it would have been pretty much an additional “free” layer of variety that we player could have experienced. Sadly that´s not the case and the developers decided to remove some, if not most of those mechanics that actually allowed everyone to play in his own individual style that could then again been put into a team that has unique teamplay like no other. But that´s ok as long as we get some other things INSTEAD. And I hope that we get them in which ether way the devs see suited…
