Wouldn’t that leave us with lots of jacks of all trades? If every class could do a bit of everything + something special then I’m seeing roles disappear entirely.
If you could change 3 things...
Er no the opposite would be true. You would have to way up which 3 mercs you would want to take on the map based on their strengths. Would add an interesting depth to merc choice instead of picking the merc for what gun they have.
- Better spread mechanics
- Better movement( i.e. ability to reload while running, no slow down while running and jumping, running and knifing)
- Switch to Valve (no offence Nexon)
honorable mentions: I appreciate the Merc system, and see the direction SD wants to take. Just needs more refinement. I believe adding a skill tree that every Merc would have, could relieve some of the concerns that Mercs are too confined.
For example, you would have a branch for hacking faster, healing, ammo refill, c4 planting, and etc. The catch, they aren’t as strong as a specialized Merc and you can only choose one of the branch’s to work on for each Merc.
- Switch to a decent engine with raw mouse input support
- Remove the mercs and replace them with 5 solid classes instead (thus eliminating the ridiculous pick 3 thing)
- Way more customizations in UI/GFX (smother graphics, less bad cross hairs)
- Full merc list in a quick access menu ingame
- GUI designed by someone who really cares for usability
- Movement speed lowered a little bit
- Maps/objectives/spawntime as in ET (big maps, not classless obj!)
- Sprint + reload
- Trickjumps.
-
spawn system, proper waves, longer spawn times in general, longer spawn times for defenders in particular
-
side objectives / forward spawns as an integral game mechanic (i.e. every map, not just one, and done properly)
“something” needs to be done with the gun play, personally I feel the guns are too weak and the TTK too long (body shot damage is way too low and fall-off way too severe), I know a majority here hold the opposite opinion, but either way gun play is unsatisfying and inconsistent at the moment IMO
[QUOTE=Kendle;502666]* spawn system, proper waves, longer spawn times in general, longer spawn times for defenders in particular
- side objectives / forward spawns as an integral game mechanic (i.e. every map, not just one, and done properly)
“something” needs to be done with the gun play, personally I feel the guns are too weak and the TTK too long (body shot damage is way too low and fall-off way too severe), I know a majority here hold the opposite opinion, but either way gun play is unsatisfying and inconsistent at the moment IMO[/QUOTE]
I echo everything here!!!
[QUOTE=Kendle;502666]* spawn system, proper waves, longer spawn times in general, longer spawn times for defenders in particular
- side objectives / forward spawns as an integral game mechanic (i.e. every map, not just one, and done properly)[/QUOTE]
Agreed. Pair forward spawns with longer spawn timers and you got a lot more consistency to the matches.
I am trying to log into nexon forums yet the forums keep saying wrong account or password. I already reset password and am logged into the main site. Still doesn’t work and I had the info right the first time. Logging into the site to view the servers works… but not the forums.
Anyway…
- steam support
- less impact from spread from movement
- performance optimization
In no particular order.
edit:
And now it just randomly lets me log in.
qfusion, spark, cryengine, tech 3, reborn, tesseract… quite a few of them out there that don’t suck donkey balls to play around in
They all have faults and strengths… But none of them is as bad as current engine
Sorry about off topic… But I really despise the unreal engine
#1) The concept of killing classes and support classes - Mine-while everyone can do objectives.
- I hate how the classes are not balanced and you almost need to change your class mid round to counter people.
#2) Smoother or slower game player? (Also Spotting Players)
- People literally teleport around my screen and I have a 144hz monitor. It is so hard on the spot the players and track them as they zoom around and even through you… (Its like Snap Snap Snap wtf!, where they go!)
#3) Longer TTK and greater penalty for Deaths.
- Good you are embracing the modern shooter with Iron sights and a high ROF now Balance it!
[QUOTE=FireWorks;502661]1. Full merc list in a quick access menu ingame
2. GUI designed by someone who really cares for usability
3. Movement speed lowered a little bit[/QUOTE]
Agree… Nice list!
Most people have awesome lists!
I probably answer in a wrong way:
- Prioritise your work on the core gameplay aspects (no need to repeat myself here again)
- Rethink made decissions (such as the lack of capturable spawn points) and think about game elements which made sense in the past and could fit in DB as well
- Clear communication how you want the game to be in all aspects
- Fix the wall/water bug on CW
- Add back non-SW game modes.
- Be able to aim again.
Maybe have the game run on UE4, assuming the engine turns out pretty well for fps. I only know of 1 game that has released for it though… daylight.
OveraL: change aproach in desision making.
Small changes fix things, big changes break things. Map-cuts, gunplay (dmg falloff, spread, diversity), object mechanics - some realy crucial things were broke by drastic changes.
SOme obvious mistakes could be easily avoided, buy communication.
-Like 1map on 1 server.
-Like focus test on imba map that 90% hate and that everyone knows will be changed.
-Like nexon old-forums force-switch.
-update-
-Like nades removal. >8((((
[QUOTE=Finko;502622]1. Ofc region lock!
2. Less broken/buged maps as possible.
3. Free beer for testers
[/QUOTE]
I want change free beer(!!!) for nades, yesterday i completely understand how game bore wihout them.