You guys are having the same debate we constantly have on the dev team
I’m not sure there is any easy solution though.
With Dirty Bomb we want to make a true PC FPS with all the fluidity, tempo and skill of our previous titles, something that will really appeal to our existing fans.
However, we also realise it’s not 2007 anymore
We want to ensure the game is equally fun for the many many PC FPS players who have only started playing in the last five years or so, folks who have not been exposed to strafe-jumping, ‘dancing’, low damage weapons and the need to track targets for an extended period.
We believe we can make something that is the essence of the former and that will bring something new and exciting to the latter. That may mean we don’t end up having a set of mechanics that entirely matches some of our previous games, especially if we don’t feel we can get the balance right with them.
As an example I think strafe-jumping and dancing will be very hard to get right for everybody, but on the flip side I agree with many of your comments that we can do more with evasion, survivability and making movement feel more skillful, as well as perhaps reducing weapon fire rates and lethality.
These aren’t quick things to balance properly, it takes a lot of trial and error, lots of iteration, but hopefully you guys can appreciate the approach we’re trying to take. Certainly seeing you guys split on the issue, and having the same debate, gives me lots of confidence that you can see just how tough a task this is 