Maybe not stores though, I dunno.|||chosan|||AngryZealot is right, I already have Warcraft III and I'd like a new, fresh game!
The last thing KnC needs are creeps randomly dropping items. I thought after the whole weather debate we were finally all on the same page:
Randomness in RTS doesn't make for good gameplay.|||Also not a huge fan of having a store and creeps.|||I think it would be better if capturing neutral objects/areas on the map like civilian towns would give bonus items/boosts. It would add to the strategic feel of the game, like "I shall seize this town and its superior plows, then occupy that mining town and take the mining pickaxes. This third village is where good battle helmets are made, I plan to take it to obtain those helmets" rather than "I'm going to kill random things around the map and then stuff will pop out of them for me to collect."|||AngryZealot|||Spooky|||I didn't mean literally
That can only apply to items and such if you pick up several hundred each match. Projectiles are on a grand scale because you fire thousands of them, items will only number in the few.|||What BM said. The inherit randomness in a simulation engine is not comparable to an item system that gives you randomized buffs. Either the differences between items are insignificant - which makes the whole game mechanic useless - or they will screw up multiplayer. It was a bad game mechanic in Warcraft III and it will be a bad game mechanic in KnC multiplayer.
Besides, I don't want to be forced into one strategy because I found a certain item by random chance. The decision which strategy a player wants to use to fight his enemy should be his.|||Col. Jessep|||chosan|||chosan|||i can only agree with chosan and spooky. you have absolutely no idea how items will be implemented and while we understand that you're just expressing your worst fears about the system, its too early to know anything for certain. until we do learn more, sit back, relax, and bite your nails off. :p
As for balance in multiplayer/skirmish, i specifically made this thread for that topic.|||Items will exponentially amplify how the state of the game determines the victor. For example, player 1 has 15000 gold. Player 2 has 14500 gold. Player 1 buys Uber Sword of the Gods +5000 damage and wins. Player 2 was only behind in gold by 3%. Item systems turn minor differences into catastrophic turning points, which only adds to the frustration experienced by players. The alternative is that items have only minor effects on gameplay, in which case GPG should divert their development time elsewhere.|||Col. Jessep|||re1wind|||Pfff, i made the first item-related thread, being all sensible, and nobody bites. it even includes a permutation of the concept of sub-races and more multiplayer options!
:'[
I don't mind enemy units in mp games as they offer some unit xp anyways (Ta, supcom, FA) and reclaimable/capturable wreaks/buildings.|||re1wind
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