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A Dangerous Tendency


Woody

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I'm very concerned about the fact that devs appear to be intentionally nerfing the fun out of the strategy under the pretense of "people will abuse this mechanic". So what. Let it be abused.

I heard this logic with full auto conversation about how the "meta" became to run up to enemies point blank and blast them (sounds like a perfectly fine risk-reward scenario where if you do that in a crowd of enemies they'll attack you)

And I heard this logic with removing chance to hit, because apparently people are "not playing like jagged alliance they are playing like xcom" (and I think that has more to do with other things, like how spread out or dense the levels and buildings and architecture are, how far your merc can move and other things).

I am deeply worried that, when balancing things, developers have often this huge tendency to go like "aha an OP ability" or "aha an OP meta? TAKE IT OUT!" well the ENTIRE POINT OF AN RPG I'm sorry BUT THE ENTIRE POINT OF IT is to figure out ways to make your character so ridiculously OP (without being too OP, you don't want to make things too easy, and I mean completely easy, like having infinite health pools, being an infinite bullet sponge is a great way to make yourself feel angry and uncaring because it doesn't matter what you do you'll still win (eventually)) that you can one-shot people, or just be ridiculously more powerful than what you're supposed to be, or expected to be.

Being OP isn't a bug, it should be a DESIGN FEATURE.

Having metas, if you have all your stats maxed out, and you have the best gear, and you are also very smart about the plan, WELL, then it's completely expected for you to do well.

BUT EVEN IF NOT, you should still reward clever people who have figured out some way to take average gear and items, and be able to fight at a level 2x or 4x above what they're supposed to.

That's not a design flaw, that's a design feature.

Preformance, and a ability to fight better should be rewarded to: people who are very clever and understand the systems in the strategy, and who have figured out some meta way to loophole and glass cannon these systems, the patient people who are willing to finish all tasks and complete everything and dot their is and cross their ts, and do things let's say, if you're attacking a sector on the map and you get +10% visibility bonus (just for example) from finding base plans to the sector in another sector, well a person who's very patient will do that, and do things correctly, and finally to people who have a high level. And sometimes preformance should be given as a reward to the lucky.

Edited by Woody
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Removing the chance to hit display, I am fine with as it is only removing the visible percentage, not the actually calculations 'under the hood/bonnet'. If you are able to run up to each enemy, turn on the giggle switch on your weapon and unload a magazine's worth of bullets into someone, without reprisal, there is something wrong.

That tactic might work in real life but life expectancy for the person that has just done it, might be short lived. The recently killed individual might have comrades nearby that will soon kill the shooter in turn.

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On 5/4/2023 at 11:04 PM, Solaris_Wave said:

Removing the chance to hit display, I am fine with as it is only removing the visible percentage, not the actually calculations 'under the hood/bonnet'. If you are able to run up to each enemy, turn on the giggle switch on your weapon and unload a magazine's worth of bullets into someone, without reprisal, there is something wrong.

That tactic might work in real life but life expectancy for the person that has just done it, might be short lived. The recently killed individual might have comrades nearby that will soon kill the shooter in turn.

i mean yes but if you remove the piece of information thats probably very important itd be bad no

for example what if we played the game with a black screen that covers the combat. all of the enemies are still there but how can you see them. or more accurately lets say you removed stats from all items you had and you had no idea if a weapon was good or terrible. itd just add annoyance. same principle. people want to know with which percent success their action will have. otherwise its inherently annoying. its like if i removed your fuel meter and youd have no idea if you were emoty half empty or full. like "have fun!" try to figure it out. not sure it'd be a great decision.

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