Megakoresh Posted March 5, 2014 Share Posted March 5, 2014 (edited) First off: If THIS is what free games are these days, why the hell are we still paying for games?! Amazing job. Let me introduce myself: I am a Tribes veteran, played shooters since I was a little kid. I always liked shooters which combined large-scale strategy with small-scale shooting fun. Tribes Ascend was the last game to really drag me into the PvP MP in a big way. I study game development and plan to become a game designer once I graduate, with combat design being my area of focus, as I find that the most interesting. I did not release games yet, though working on one, but as someone who has studied them professionally for a very long time (almost 5 years no, since I went to high school), I can see how remarkable and achievement this game is. I enjoyed what I have played of it so far more than I ever enjoyed the recent BF games or gods forbid: CoD. I am currently (and forever) inside a pretty unique clan called Tex, which started in Firefall, but that game has been suffering a slow and painful death by grind for longer than a year now. It's time for us to start focusing on a better game. We are considering migrating a full clan to this game. There is a possibility for it to become very popular indeed. There are couple of things I noticed right off the bat while evaluating the game for the clan, that might help you make the game better: Destroying the refinery makes the matches dull. All of them. I have so far been in 2 matches with very good teams on both sides, and yet as soon as refineries went down for one and then for another, it became boring and grindy. I am all for meaningful actions, and after some analysis, permadeath of other buildings seems like a good design choice: but not the refinery. I would really consider either upping passive credit gain and making refinery responsible for other actions (like some of the vehicles, for example Flamers on NOD and the Mammoths on GDI seem too easy to get IMO) or making it just invulnerable and only harvesters destructible/capturable (so they can respawn). As it stands though, refinery just limits the team's options and the combat becomes less varied. Considering how damn long the match can stretch out for after that, killable refinery is not really expanding the game's depth, more than it is hurting it. Visibility is a problem. Players/Vehicles and all that blend it with the environment. I think the armour needs more glowing bits, because actually I found that stuff in camouflage is easier to see than the standard units (I play on Ultra). Engineers seem to me like pure gods. There is NOTHING that other classes can do towards the objective. All they are good for is carrying a C4 or planting a beacon and of course killing, which engineers can do from inside a vehcile, they can then repair. Healing/Repairing Vehicles/Fixing buildings/Capturing tech points, all that is a task of Engineers. I think this is unbalanced. I think all classes should be able to cap tech points, and I think some other class should be given player medication rights. So there you go. Those things really pop right into my mind very quickly after I started playing. Hopefully that can be helpful to you as feedback. I think the refinery bit should at least be a server setup option. If it was me, I'd probably make all buildings able to recover, but only after a cooldown and at a cost for players. And I'd combine that with the refinery thing, as I don't see that as any enhancement to the game (since it still drags out for a very long time even if they are destroyed). As for the rest of the game it seems like a very good multiplayer experience. The vehicles are especially amazing. I frigging love them. So much C&C vibe! Edited March 5, 2014 by Guest Quote Link to comment Share on other sites More sharing options...
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