[QUOTE=lakersforce;410043]
Skilltrees and more character customization then Brink had? Seriously? I say no thank you, leave it out completely![/QUOTE]
It is very likely that the game will feature some sort of character customization, if it plans on following a F2P business model, since cosmetic items are one of the easiest (and popular) items to charge money for. That being said, if they follow that path, I would like to see it done right.
I also find it odd how you don’t want health regen removed. If I remember correctly, neither W:ET or QW had it, other than as an XP reward. I don’t remember if Medics always had it.
Yes, it does sound nice. I had a lot more fun with Brink than with ETQW - Brink just needed more time in the oven. My rankings would go:
- W:ET
- Brink
- QW
The reality is that players come in a huge variance of skill and the game should reward one player for being good.
There are other ways to “reward” them. A skilled lone wolf, is not necessarily a skilled team player. This is what I would like SD to try and focus on - designing a game that focuses on the teamplay bit, while lessening the likelihood and/or effectiveness of lone wolf players.
Sure a one-man-carry isn’t very ideal, but somewhere close to it lies the perfect zone.
I don’t see how allowing one player to carry a team, or anywhere close it, in a team-based objective game, is anywhere close to the “perfect zone.”
In etqw for example, i had one 12v12 pub game where my team was pounded badly on sewer, but i did manage to do every objective myself. Stuff like hammering the obj, quickly swapping to engi etc. Later i was sneaky and trickplanted and held on my own. My heart was pounding the whole time and i must say it was the best etqw gaming experience i have ever had. Well maybe the dogfighting tourneys beat that.
And this is where I’d like to see if SD can change some mechanics. If one team is, as you said it, “getting pounded badly,” yet one player is not only able to win the match, but do so by completing every objective on his own, then I see something broken with that system. From what I read, the enemy team was clearly winning, thus, your team should have had to work as a team to overcome defeat - but not only did that not happen, it wasn’t even necessary.
Some ideas that could be implemented would be locked classes per match, objectives that require more than one class to complete, or synergy between class skills. If things like this were implemented, the most skilled shooter on the planet could still rack up an ungodly amount of kills, but he could never single-handedly win the game. That being said, if he is racking up those kills, he is either helping by keeping attackers at bay and defending the obj, or clearing a path so his team can complete the obj. In either case, he is still contributing without being a one-man-army. Maybe what I propose could be toggle-able options, so players like yourself won’t need to worry about them, while players like myself will enable them.
I’d like to see DB perhaps stray from the norm, and focus on teamplay in a unique way. Now, I know this would come with its own challenges, perhaps running into the thre problem of making it too team focused even from what I propose, but that’s not to say it can’t be done, and if done, that people wouldn’t play it.