MadBoris wrote on May 16, 2012, 20:13:
shihonage wrote on May 16, 2012, 20:01:
MadBoris wrote on May 16, 2012, 17:47:
shihonage wrote on May 16, 2012, 17:36:
A Juggernaut with a 100000-XP chaingun is much more dangerous than Juggernaut without one. The 100000-XP plasma gun remains overpowered. They keep adding new more powerful shit to sell with each patch, and they single out one class, instead of adding new stuff to all classes at once.
The weapon balance constantly keeps being shifted, instead of finding better equilibrium with each consequent patch, as would be true for a "static", non-F2P game.
But then I wonder...How would they be able to make any money? People's good will doesn't seem to work. I don't want any of the usual enticements, maybe changing the balance is the way to keep it fresh. granted, from time to time the OP weapons are a pain. The Plasma gun was a joke, that stuff they can't do anymore.
But they must find ways to generate revenue and a person has to have something tangible in game for spending real money. It's that problem of f2p, they don't make money on the front end, but can't really do it all for free.
I applaud them for not allowing gold to allow for upgrades, but instead, as you say xp. That is not where to make their money. Play more, get rewarded is the way it works, that's the f2p model. They need better matchmaking, level 40 shouldn't be playing with level 4, that would eliminate alot of these OP weapon niggles we have.
I don't have any of the OP weapons in the game, nor am I an XP hound, doesn't excite me.
I think you are hitting your head up against the f2p model, the removal of the price of admission has to make it up elsewhere. It does bug me too, but it's still one of the better implementations of f2p I have seen.
I can't wait until a "medium turret" is available.
My MAIN problem is that they all should be SIDEgrades, not upgrades. Jugg chaingun should be far weaker. Plasma gun should be weaker. Etc etc. They should be mostly cosmetic, trading benefits for other problems, like increased damage for increased reload time.
The fact that they're UPGRADES, biases the game toward non-XP-grinders/non-payers, and also makes the balance shift whenever a new shiny piece of metal comes out.
Nothing prevents a F2P game with SIDEgrades from being profitable.
No tangible benefit = No incentive to buy in my book.
I haven't bought any of the secondary weapons for any class (except tech maybe), that's how much I need them.
There should be certain weapons that only unlock at level 20.
There should be certain weapons that only unlock at level 30.
Right now level means nothing.
There is alot that can be done with this game, but it looks like they are trying to keep it to some Tribes tradition instead of advancing with the persistent online env. They should get to work quick on alot of stuff cause people will tire of the same old, most do.
If they had tiered matchmaking then everything would be fine.
No no no. Unlockables should never be level-specific. You should be able to unlock anything at any time. Ideally, there wouldn't be unlockables at all, as those are inherently unbalanced in a competitive multiplayer shooter, but if you must have them, make sure they aren't level-specific. Being level-specific means that some weapons/items will be better than others and that should never be the case in a multiplayer shooter.
As for upgrades, they need to be redone. The linear progression of upgrades is dumb. Weapons/items should have a limited number of upgrade slots, into which you could put any combination of upgrades. So, if you wanted to put three +5% damage upgrades into your spinfusor, you could, or you could put three +10% ammo or three +10% reload speed or any combination thereof. It would be like the rune system in LoL, allowing for different builds that specialize in different areas, rather than everyone using the same build and fully-upgraded players being inherently superior.
This comment was edited on May 16, 2012, 20:49.