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Tribes: Ascend Passes 1M Downloads

Hi-Rez Studios announces that the client for Tribes: Ascend has been downloaded more than one million times since the launch of the multiplayer shooter sequel a bit over a month ago. "We’re thrilled that over 1 million gamers have discovered the fast-paced and skill-based gameplay of Tribes," said Todd Harris, Hi-Rez Studios Chief Operating Officer. "It is truly the player support of the title that has driven the population growth and fuels our team to deliver updates."

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73. Re: Tribes: Ascend Passes 1M Downloads May 16, 2012, 22:11 Jerykk
I think the biggest issue with the current system is that it doesn't really have longevity. Once you've unlocked everything for any given class, there's not much else you can do with that class. However, if they switched to a LoL-style upgrade system where you could mix and match upgrades as you saw fit, there would be a lot more flexibility and lot more variety in builds. They have the right idea with the perk system (except for the fact that you can upgrade perks) and they just need to extend that idea to the armor, weapon and item upgrades.

There are a lot of interesting builds that could be made if the following generic upgrades were available (and if each armor/weapon/item had three upgrade slots):

-10% Mass
+10% Mass
+10% Health
+10% Health Regen Speed
-10% Health Regen Delay
+10% Energy
+10% Energy Regen Speed
+10% Resistance to AoE Damage
+10% Resistance to Ballistic Damage
+10% Resistance to Melee Damage
+10% Resistance to Self-Damage
+10% Weapon Switch Speed

+10% Ammo Capacity
+10% Splash Radius
+5% Damage
+10% Firing Rate
+10% Projectile Speed

So if I wanted to be a light capper, I could upgrade my armor to -30% mass. Or +30% Resistance to Self-Damage if I like to disc/grenade jump a lot. Or +30% Energy. Or any combination of the above. The key is to offer players a wide variety of potential builds to try out, giving them incentive to unlock more upgrades.

This comment was edited on May 16, 2012, 22:20.
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