Megakoresh Posted March 16, 2014 Share Posted March 16, 2014 (edited) I managed to get our grand and glorious clan interested in this little gem of a game, just as we are changing focus and reformatting the clan for a new primary game, and yesterday we did a "Get to know" event for this game. We played quite a lot, almost 6 hours straight (not all and with some breaks, but still). I have been playing this game since it came out and since it's rings quite a few bells for me, I have assimilated rather well to it. I have been to many betas before and I am studying game design (focusing on gameplay/combat design) professionally, so I think after yesterday's extensive run, I have enough experience in this game give a reasonably extensive feedback from the "average gamer standpoint". This will be long, sorry, can't help myself. Please do NOT treat this feedback in regards to the "original Renegade" and whatnot. I am talking ONLY based on gameplay and will try to provide suggestions based on that without any bias towards the original (which I played so long ago I don't even remember much of how it was to begin with) or anything else. And because some people will think something which I rather not mention: I am Tribes and Quake veteran, played a lot of those games. I also played a fair bit of Nuclear Dawn and a little Natural Selection 2. I really dislike MMS with their grindy progression models and while I do not despise BF as much as I do CoD, I still can't find it fun for long. Also ALL people in our clan are hardcore gamers. None of them can be called "casuals" from any perspective. So from that standpoint, they are definitely the audience to aim for. Note that I focus on critical things in feedback. If it works fine, why write about it? I love this game, but praising it won't help to improve it, so I will write about it's problems, not what works well, like scale or variety of classes or graphics. Let's go! Gameplay Most in my clan complained HEAVILY about gun feedback. Being a veteran of Quake, I do not have as big a problem with it, but I see where my friends are coming from and I see how it can deter a larger audience. Let me explain: Gun's recoil/damage model is not balanced for feedback. In simple terms it just means: not enough recoil AND damage. In order for them to feel weighty they need to kick the enemy as much they kick the aim. That is when I shoot GDI gunner's bazooka it should kick like a horse, because it deals 50% of HP in one hit. Similarly weapons such as soldiers LMG should have around 50% greater muzzle climb AND 50% greater damage. The main point of recoil is that it allows you to have a very powerful weapon that kills fast, but takes more skill to control. Thus you compensate for that damage by making it so that projectiles are not easy to land on the target. The gun that i personally find the best in terms of recoil-damage ratio (although could certainly use more recoil) is Raveshaw's gun. That one hits like a truck, but kicks too. Suggestion? Buff damage across the board for most weapons and buff recoil just as much. Recoil should go hand in hand with damage. Better yet? Make varying recoil patterns. I know UDK allows for example these recoil X and Y axis biases. Vary those up for different weapons. Make it a skill to learn any weapons and make a skillful soldier always beat a not skillful Laser gunner just because one lands all hits to the head and another has trouble landing his hits at all. Look at how CS does it for example. Why is this important you may ask? Quake didn't need recoil... Painkiller didn't need it... Tribes doesn't have much of it either. Well you know what those games do have? Speed. When you fly around at 300kph or jump around like a maniac to gain momentum or fly around on jump pads, you do not have time for recoil, it's just annoying. But when combat is focused in choke points, when you stand beside a tank and are trying to lay suppressing fire on the engineers across the field, recoil WITH the proper damage DOES matter a lot. You need to feel that you are really putting effort into every burst, every shot. And THEY need to FEAR your bullets, they need to know that if you are good and you manage to hit, then it will HURT. As it stands the only bullet I fear and take cover from is Sakura's or GDI Sniper's oneHK bodyshots (which need a nerf, 1HK bodyshots are just BS). [*]That's not all about the guns. In addition to dealing low damage and having low recoil thus fighting condensing to the weird strafing around at low speeds, the gun's iron sights are practically useless. Unless you are playing as a sniper, there's literally no point trying to aim down sights: it slows you down and makes it impossible to dodge bullets, while not giving you any noticeable accuracy advantage. [*]Aiming down sights, coupled with proper recoil should reduce recoil on the weapon by around 30-50% depending on the weapon and reduce spread by 50-100% depending on the weapon. That is a real tradeoff to standing still. [*]Also try to match recoil with the gun's fire animations. Look at Patch. Aim down sights and fire. Warning: motion sickness might ensue. [*]Hit feedback is also a problem: When you are being hit, it the indicator should be more noticeable. I would reduce it's size, but make it brighter. Make the camera bob a liiitle bit down when you are hit by a bullet. Just a little bit. No screenshake. Just a smooth bob. You studied animation? Know about easing? Use a curve like this. You'd be surprised how big an effect it would have. When you hit someone there should an audio confirmation that is loud and satisfying. The BEST audio hit confirmation sound I have ever heard in games is probably in Tribes Ascend. I dunno how difficult it would be, but can we have a selection of sounds for kills? I don't mind boink, but some of my friends are disturbed by it. [*]Vehicles are for the most part quite nice, but I am not keen on the "passenger" role. [*]Let the passenger do something. In transport helis I can shoot stuff. Why can't I shoot the LMG on APCs or tanks? The driver already has driving to worry about. Let passengers worry about shooting people. Otherwise sitting there chewing tiberium sandwiches is boring. And unhealthy. Balance Ohoho there's quite a few problems there... ENGINEERS This one is just insane. The more I play the more I am shocked by how EVERYTHING is done by engineers. Just REMOVE them. Remove engineers, techs, hotwires. Give ALL classes a repair tool. Make advanced repair tool a purchasable weapon upgrade. And make it so repair tools can't heal players. Instead add a "Support" class, to also solve another problem with balance/convenience in this game: Support class should be able to heal players. Support class should have resupply crates. This is a big issue in the game now, when you run out of ammo, you have to go back to the base or suicide. And unless you are carrying an item, you bought, of course you will just suicide. That is quite silly. Adding a class that would be able to resupply players in the field adds tactical depth to the game and allows pressured, tense fights to last longer. The Support class should have around 3 supply crates. One supply crate should be usable by 2 separate players (excluding Support class, which should just have unlimited ammo and no C4/grenades). [*]MINES! Indestructible mines that take like 10 seconds EACH to disarm using a repair gun mean you can basically permanently wall off a tunnel or an area from both sides. This is just silly. Mines should be tricky to SEE, not get rid of. Instead of making them indestructible, make them explode if shot and to balance out, make them not pop up on the visors when looked at. Give them a more neutral texture too. Make it a skill to place mines where they are less likely to be spotted, but more likely to be stepped on, like top of the hills or in shadows, around corners, etc. [*]Maps with obelisks/AGTs should not also have turrets in them, that's just too much. [*]PLEASE balance maps like Fields to give both teams a fair defence structure coverage. In the fields it's pretty much impossible to get to the NOD structures without getting fried by the obelisk, whereas you can easily without any harm both sneak in the back and blow up GDI refinery with a beacon without getting hit by the AGT at all AND you can easily just change in along the wall in the buggy straight to the AGT thanks to the huge opening and plant a C4/beacon in the tower. Very unbalanced map. So far it's the most unbalanced map. [*]Flame tanks should not do so much damage to buildings. They are supposed to be able to clear out fields from infantry and vehicles, and protect friendly NOD units, not be the most effective siege weapon in the game. That's what NOD artillery is for. [*]Please make some variations in movement speed for classes. Why is a shotgunner or flamethrower soldier moving at the same speed as a Heavy gunner or a Rocket soldier? They should move faster. [*]Flying vehicles don't seem to do much most rockets have lock on and there are no flairs. Dogfighting is effectively non-existent and I just don't see a reason to buy a helicopter aside for transportation purposes. Not to mention that most maps don't even allow flying vehicles (more on that in the last section). [*]Like I posted here, I think Refinery is not in a very good spot right now. Whenever Refinery or the Harvester+Vehicle structure get destroyed, the game becomes incredibly dull. [*]I am of the opinion that instead passive credit gain should always be the same and increase towards the end of the game (at the end people should never worry about money, to reduce match dragging out), and Refineries+Harvesters be responsible for getting additional resource required to buy advanced vehicles like Mammoths, Stealth tanks or Flame tanks and well as possible some infantry classes. Convenience/Usability/User Experience Please allow us to respawn with a selected class. So If I select flamer class, and die, I will respawn with the flamer class. Please allow purchase menu on death, so I can immediately spawn with desired loadout. Please let us rebind keys/change settings from within the match without usage of consoles. I dunno if it's possible, but if you can please allow joining through steam and adding servers to favourites. Please let us view server info for the server we are currently on. The invisible walls everywhere are just terrible. On some maps where I can clearly fit a small vehicle in some place, it wouldnt let me do that because there's a wall. The helicopter ceiling is super-low as well. In Islands I can't go into water and swim around. It's a GIANT bummer for me. "Out of bounds, respawn in..." type of soft boundaries is MUCH better. Please do something about these invisible walls. Half the time they should not even be there. Give players more room. Voice chat? Let us rebind voice command activation. For me it is physically impossible to press for example ctrl+v+8 with one hand. I would like to rebind all of these activator buttons and possibly change the method of activation from hold to toggle. Make radar more useful Make enemies and friendlies pop up on it and flash when they move or fire. Radar should be a tactical tool, but it's very bleak and inconvenient to use ATM. Well that is it for now. The game is great, we'll definitely be playing it, keep up the good work. I probably forgot something, but I will then add it later... Edited March 21, 2014 by Guest Quote Link to comment Share on other sites More sharing options...
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