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It's not an open world, it's 3 zones.
The largest is the PvP zone in the desert, that's where everything is. The other zones are very small with some PvE and housing and a hub for players to trade with players on other servers.
If you like big zerg PvP like Planetside 2, then this game is for you.
And whatever it is now and whatever was spoken about it being now, is not criticizeable. Neither early now, neither later.
So you pr any potential critic of the game CANT SAY:
"I dont like it because its forced PVP"
"I dont like it because PVE yields less rewards and the PVP yields more rewards"
"I dont like it because there is no PVP"
"I dont like it because there is too much camping and griefing"
"I dont like it because I cant play with my friends"
"I dont like it because there isnt enough PVP"
"I dont like it because there is too much death penalty"
"I dont like it because its not meanigfull"
"I dont like it because there is no character/equipment progression that is rewarding/meaningfull to the point of actually affecting competition"
There are like so many complexities that cant even and shouldnt even be explained to players, so that competitor gaming companies dont copy what is going to be done for the actual gameplay experience of competition/challenge involving other players/AI/calamities/events in Dune: Awakening.
The end result is going to be DELICIOUS. Needs a lot of cooking skills, ingredients, seasoning, taste testing, to get every step/phase correct and knowing when to add this or that, mixing this or that and so on and so forth.
But a few things that are REASONABLE to be concerned with IN EVERY GAME with PVP:
THINGS THAT REALLY REQUIRE SOME SERIOUS BRAINIAC GAME DESIGN
"I dont like it because its full of cheaters" which is the "NUMBER 0 PROBLEM", without preventing this, there is no point doing anything PVP related or live service/online related.
"I dont like it because the PVP depends on who has more numbers of players at the time"
"I dont like it because there is some broken meta strats or some group that is monopolizing the weightier factors for the wins"
"I dont like it because the competitive gameplay skill ceiling is not high enough"
"I dont like it because there is not enough people playing the PVP areas in it after the first few weeks"
"I dont like it because the time to kill is not long enough to provide a rich branching of possibilities/strategies and building up emotions/adrenaline"
And one of the MOST IMPORTANT problems that need to be PERCEIVED and FIXED by game design: Target Audiencing on who is going to win depending on what game design is chosen. Every game is read by its game design and its winners are known to be chosen by the game design that is implemented:
"I dont like it because the no lifers have too much advantage" which is the opposite of the aforementioned problem: "I dont like it because there is no character/equipment progression that is rewarding/meaningfull to the point of actually affecting competition"
And here you cant make a game to last for the "sheep kids" who love power fantasy and chasing character progression and a game to last for the "goats kids" who want a no strings attached and have an adulterous lifestyle mindset of Fear of Missing Out things in life and other games to the point that they dont want to compromise the winning/being superior or atleast equal either, even if they will quit the game to go play Deadlock, Call of Duty, Valorant, Apex, PUBG, CounterStrike, and any other game or any other life activity.
He who choses to enter here, abandon all FEAR OF MISSING OUT.
Become faithful to this ONE GAME TO RULE THEM ALL. To Dune: Awakening. Therefore, PROGRESSION AND LONGEVITY ARE KING. And not casual, cheap thrills. There will be thrill all day long, every few minutes, but players have to earn their power/skills/game knowledge and humbly start expanding their activities/taking their choices and risks AND NOT BEING ENTITLED TO EVERYTHING EVERYTIME AGAINST EVERYONE. Make it require Maturity. Its time. We have had 20 years to get the previous batch of gamers to mature for this.
So my counsel is, ignore the "goat kids" crying for balance/nerfs/patches, and focus on meaningful and reward character progression AND
attack the problem by another angle: relativize/mitigation the frustration of the casual goat kids who may have more PVP shooting skills, and still experiencing inferiority/i.e. losing in PVP by mixing AI types/PVE content in the PVP to distract/vary/complexify, SandWorms, Calamities/Sandstorms, Co-ops and super high skill ceiling with high time to kill. Design for the "sheep kids" long term slow and steady progression: more skills, stats, better equips, armors, weapons, or the game will be abandoned by both target audiences.
Think the end from the beggining. Calculate thousands of hours to max power progression, and decide the acceptable power progression over time disparity from the beggining and stick with the plan, no changing afterwards to ruin everything, dishonoring the first chosen target audience to try to catter to potential new customers, this is against metaphysical law, will never work AND
the third aspect of attacking the problem: Communicate to people that is ok to be inferior, equal or superior, at different times, depending on circustances, which are dynamic, and it is ok, for those who love the game more and spend more time and effort to actually be rewarded meaningfully, thus teaching the "goat kids" to cope/accept reality (because progression exists in real life) and to learn the structure/ruleset of the game design and play according to the rules, without crying and whineing to change it to their benefit. So no changing the game into Counter Strike, Call of Duty, hero shooters, casual shooters, or any extraction shooters or mobas. Dune: Awakening is to be a MMORPG Shooter, with design that incentivizes, provides, viabilizes PVP amongst many other things, potentially all at the same time, and always with people's awareness and conscious consent "you are not entering a PVP area", "you are now entering a PVP event", "you are now flagged for PVP", so on and so forth.
Balance is an illusion. Allow everyone to max everything, and choose everything, if they can have the pre-requisites/pay the costs and invest enough time and effort into it. Then you have no balance problems, just problems of people who spend more or less time and making wrong choices and finding themselves in bad spots/predicaments, which for mature players, can be overcome by making adjustments, bitting smaller, colders bits that they can chew, before trying to take over the world in a PRIDE, Fury, Rage, Violent anger, Impetuosity, Vehemence, Haughtiness, Arrogance of ENTITLEMENT. Sorry "goat kids", I play true MMORPGs, everything else is not worth it.
I think Dune: Awakening is going to launch FAR AHEAD other games in their Game Design decisions to ward most, if not all (why not?) of these potential cause of game death.
anyways if you took the time to do a search on this you'll see there dozens if not 100's of post on this Q? endgame (open desert) zone will be the only pvp zone all other zones are not but like i said endgame zone is where all endgame story and content is. in DEV words in videos not mine.
i really wonder why some people always feel like spamming imaginary "facts" when we don't really know about that yet :D
Makes you wish we could start on different homeworlds depending who you pick to play as
It really is just a Dune skin, right down to the shops where players who don't want to PvP will be purchasing their spice and other gear they'll need for the PvE zones.