![]() Being able to experience the game in different ways by changing a few variables is often all that's needed to keep the experience fresh and bring players back. I've been all over and explored nearly every nook and cranny of Auroa in my time with it over the last two years and whilst the world has its issues I would do it all again given the right reasons or incentive. Add a custom mission creator to that and in all honesty you have a game that the community will play for year after year. ![]() We need a strong story sure, built on deep, dynamic and well constructed systems but once the story is finished then what remains is the underlying systems and simulation - a sandbox essentially, and making that sandbox dynamic with responsive factions and territory and highly customisable preferences is one of the key factors to ensure longevity and a consistent player base. or even one off content such as the episodes and events. I watched an interesting video last night talking about how GRB might not be a great example of a GR game but it has indeed become the go to third person tactical game for many gamers of all ages based largely on the ability to customise the experience to suit a range of tastes and preferences.Įxpanding on this and offering more choice is highly likely to grow the player base much more than trying to target segments of the market with marketing and offerings such as raid etc. The best outcome would be to give the players more granularity and options when it comes to customising their experience. Most of this is as you say down to personal preference. If I feel 300m for snipers is just too much at any point, I'd like to be able to reduce the distances to get a good balance of more realism but the game still fun. I just want to have using a suppressed weapon alert more than it currently does but not overkill so a slider to dial that in would be awesome. If the values make it so using a suppressed weapon on 1 side of a base alerts pretty much the entire base, then that would not be for me however realistic that may be. Give the player sliders to adjust each of those vahndaar has shown to their own liking rather than just changing the values to a set value that could do wonders for 1 group but not so much for everyone else. just And this is exactly what Ubi need to do if they intend to put these options into the game. the rural spaces in between missions just feel so much more entertaining now. even though it's not realistic.Īnd the way the game behaves in the wilderness is pure magic now - how enemies can often detect me before I detect them makes for a lot of surprising fights while im travelling on foot, and how enemies converge on my location from all around if I get into such a fire fight. I like it.Īnd for the sake of balance and purpose, I even brought back the original damage output (so enemies have 100hp and and my weapons do 25-32 damage (4-5 hits to kill) and this brings purpose to removing the suppressor and more purpose to aim for the head. and if there are a few enemies really close, I switch to the sidearm. This way, I can use carbines in stealth where enemies are scarce or a bit far from each other, but SMGs are superior to them in stealth. So I tweaked my game so supersonic ammo makes sound for about 40-50 meters, SMGs for about 20-30, and pistols are 15 or less. I do like stealthing with a carbine but I also love balance and purpose to every tool. ![]() And the small sizes of the bases\compounds compared to reality mean that making weapons behave very realistically might not really work with how the game is designed.Īnd on tope of that, i feel like game balance trumps realism.īut to each his own, and it's absolutely awesome what did and the fact every player can tweak the values to his liking. The AI doesn't react realistically - not to sound (as there is no sound occlusion or echo or ambient sound masking the player's sound) and not to visual (not longer detection time according to distance, no confusion done according to player silhouette or camo, no difficulty to recognize direction of fire due to the player using flash hiders or suppressors, no difficulty seeing players through shubbery) etc etc etc. ![]() ![]() What Im thinking is that the way the AI and game are designed, we can't expect realism settings to just work, i think. ![]()
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