Why Was Res Tower Activation Time So Un-fun?
Twex
Join Date: 2002-11-02 Member: 4999Members
<div class="IPBDescription">A "post mortem" attempt</div> Flayra talks about a late, major feature change which affected both fun and balance <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=31&t=41193' target='_blank'>here</a>:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->this is due to a couple last minute changes we made at the end of our private beta. The game that had finally gotten balanced near the end, was no longer as fun as it should've been, so we took the risk and traded balance for fun. That's what 2.0 is. It's fun, but not balanced yet.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's logical to infer that he refers to the activation time of resource towers. This is the only feature major enough to have the impact which could be observed.
I wonder <i>why</i> this resource system, intended to encourage conflict over the resource nodes instead of the hives, was considered so "un-fun" that its removal was risked so close to release.
Did it not fulfill its purpose of encouraging a slow, carefully defended crawl from one node to the next? Or was this sort of crawl too boring for an FPS?
What went wrong?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->this is due to a couple last minute changes we made at the end of our private beta. The game that had finally gotten balanced near the end, was no longer as fun as it should've been, so we took the risk and traded balance for fun. That's what 2.0 is. It's fun, but not balanced yet.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's logical to infer that he refers to the activation time of resource towers. This is the only feature major enough to have the impact which could be observed.
I wonder <i>why</i> this resource system, intended to encourage conflict over the resource nodes instead of the hives, was considered so "un-fun" that its removal was risked so close to release.
Did it not fulfill its purpose of encouraging a slow, carefully defended crawl from one node to the next? Or was this sort of crawl too boring for an FPS?
What went wrong?
Comments
1.04....THAT was boring.....same fraking JP/HMG rush each time.......same chamber order.....same same same.
Believe me, it's still resources over hives. I've yet to see a marine win where they failed to focus on resources. The alien wins I've seen are simply the fact that their resource nodes rarely get killed.
Just some helpful strat ideas for you <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->