xxomegafaustxx
Member
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Well, I have to agree with gk365. I've been playing this since beta as a nonvar and ever since then, my interest of the game has gone downhill. The only reason I play it is to meet my old buddies and relieve my stress which involves clicking buttons a monotonous number of times. . .first malf..then gun..then... ED's a great way to grind time don't get me wrong, but in a sense it does get oddly repetitive and boring. In my perspective, it's M.C.PvP (Mindless cyclic PvP battling (1v1) and (2v2): encountering TLMs with oddly the same build, same weapon, same tactics (high smoke, high strength), or the unordinarily very common focus builds with gamma bot or the heal bot (Coincidence?!). There's strategies yes, but because there's a large gap between nonvars and vars, all the builds are literally condensed forcing players to adopt compressed oped builds which as a result, forces users to likewise do the same. "If you can't beat em', join them" so to say. But now, we're seeing a lot of strength abusers who abuse this gap privilege resulting into little or no creativity of unique builds. Of course there's going to be a "breadwinner" build in all classes, but it shouldn't be rock paper scissors. Add more diversity and variability in builds and you'll get something spontaneous, interesting and above all challenging: Like paper vs. rock, vs. stapler vs. scissor vs. paper airplane vs. sticky tack etc. (Hopefully you see where I'm getting here). I would have to argue that there's not enough incentive to play the game on an enjoyable level: What's there to do after reaching hero, warlord, commander, etc? There are no clearly defined objectives in the game, basically it's just mindless piping over and over and over again. There's up to nothing that players can work for other than getting or farming more credits to purchase stuff which sometimes have little to no significance (such as the bike, houses, etc), getting kills and wins for their factions (not many people band that well in faction and my faction is inactive at the moment), getting solo 1v1 or 2v2 achievements (which is pretty hard for nonvars and not many people can pull an overnighter--I need my sleep lol), or fighting NPCS to maintain a good-looking winning ratio (which oddly I do for the most part seeing that I don't want to be some rag doll to a lvl 34 OPED TLM but it's highly boring). How bout missions? You can only do them once which makes the value of missions a "one-timer", boring and not much of a challenge. [EDIT] Players should at least feel that they're working for something provided that there is a good incentive. Here are some juicy titbits I thought about: *yum yum yum on nom nom nom 1.) How bout some "EPIC uber SET" like the ones they have in AQ? If such a feature were implemented in the game, Users will not only be interested but compelled and challenged to play more because they'll spend and devote the time to work for that goal (getting an epic set, epic weapon, or something, that costs 100k credits with "epic" looks, epic special or something epic about it like an epic status? Idk.). It'll help pronounce the effects of those who cherish "elitism" and also cultivate a greater sense of interest for the game's already "repetitive" platform. People will have a greater incentive to play because they are trying to fulfill towards workable goal that they may find to be both challenging, interesting and fun. 2.) Faction missions with partners or with a group of people (expand the already 2v1 boss interface and also make missions a lot more feasible). Players and team up with their friends or their buddies and do missions together like kill two biohazards, etc. This can be extended further to include faction participation (the faction will compete head on with other factions by assigning missions to individual members of the faction into specialized squads (Credit: Wiseman, I read this a long time ago since the old ED forum was moved here). Squads can compete with Sqauds and do "Wanted Dead or Alive" missions where the objective is to hunt down other faction squads. The squads can play individually or as a group (3v3 anybody?) to earn wins and ranks. Of course there's gonna be some system that will ensure balance (like var vs. var or non var vs. non var). To ensure balance, a squad can only compete with another squad with equal faction influence, average group level, etc, (idk, but it's an idea lol). 3.) Missions in general can be improved. Something like a spinoff or a rendition of bludrut's dungeon (From AQworlds but I rarely play that game anymore, I retired :/), where you can go with a partner and battle a series of hazards or npcs. The lower you descend into the dungeon, the more stronger the monsters get. When you reach the bottom of the dungeon, the party (or group of members) receives special access to a limited shop with the dungeon rares (after completing the mission). This will bring a lot more colour to the already "Dull" mission interface where you can only do it once. Of course, such a feat will be proven difficult allowing users to experiment on builds as well as take up the challenge.
< Message edited by xxomegafaustxx -- 11/1/2011 4:41:32 >
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