"...skill-based, diverse and atmospheric"
I'll quote it here so everyone knows what I am talking about...
â€œYou should remove XYZ because it obscures my view or removes control from the playerâ€
We generally agree that abilities that prevent players from doing things by blocking their vision, making their camera shake, stunning them, slow them down, lose control etc. should be used judiciously. However, this is a strategy game and an asymmetric one. We donâ€™t want a whole bunch of simple numeric changes where everyone is shooting a slight variant of the same weapon. We want every unit to have a purity of purpose (see above) so this means we need different roles for each alien, ability, weapon, etc. The Fade isnâ€™t a big Skulk, nor should the Onos be a killing machine that obsoletes Fades. Thatâ€™s not us and thatâ€™s not NS.
We also want a game where itâ€™s possible for marines to go flying when an Onos gores them, or to really feel like youâ€™re vulnerable when youâ€™re on infestation. We want players to exclaim â€œOh %*#(&â€, the first time they see the power go out and realize they are alone in the dark. We want this flavor and immersion and we think you ultimately do too.
So weâ€™re all ears for suggestions here, but we will certainly need to have some disruption/slowing effects in the game. Every time we add something like this, we will try to remove or tone down another effect to compensate.
Just tell us when itâ€™s too much and weâ€™ll do our best to keep the game simultaneously skill-based, diverse and atmospheric.
I appreciate the atmosphere UWE is trying to create. I can just imagine the amount of poop-my-pants moments that new players will experience. The first time an onos came at me in NS2 and stomped/gored I had to immediately dry my tears and change my tighty whiteys. Probably the 10th time also. What about the 100th time? I don't know. My guess will be it won't be anything more than an annoyance to have my view locked and unable to move or shoot. It already is getting tedious.
NS2 teters between being a skill-based shooter and an immersive and atmospheric shooter. They overlap in the wrong places. Leave the atmospherics and immersion up to the art directors and mappers. The gameplay mechanics should focus on being skill-based. The first few hours for a new player will be incredibly immersive. After that, what's left? Irritating gameplay mechanics that wrestle the control from the player? I don't think so.
No one is going to CONTINUE to play NS2 because of the atmosphere the game creates. People WILL play if there gameplay is skill-based and diverse. This isn't a single player game. That's really where immersive gameplay really shines. A multiplayer game is about different things (DON'T BRING UP MMOs!).
NS2 is diverse and it will be that way until we are playing NS3. The game is built that way from the core. For NS2s sake and all the players, I hope UWE decides they want longevity out of their game instead of a quick romp through an atmospheric multiplayer game. UWE deserves to have people playing the new NS for the next ten years.