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I feel you didn't really understand the depth of what I proposed. I said difficulty could ramp up depending on the amount of increased player slots, stats, etc.
You're taking the suggestions more at face value than thinking more deeply about it all when contrasted with the current state of the game. The game could change in such ways that balance additional players.
Again, try to think more deeply about it all. You're taking this all at face value and this goes well beyond how you're understanding it.
My previous comment indicates that I have already put enough thought into this suggestion to understand why it is a bad idea.
I don't think you understand the depth of issues those extra player slots will bring and how difficult it will be to deal with the class-based power creep when you let players bring extra classes to the team. The total number of 6-8 player slots is A LOT. Many things in this game are balanced around 4 players. If the option of having more player slots is added to the base versions of Campaign and Horde, then each time developers decide to add something to the game, they will need to think about how it will perform in games with 6-8 players. Things designed for games with 4 players can end up being completely overpowered in games with 6-8 players, and vice versa. If the difficulty of the 8-player mode is increased, then things balanced around the 8-player mode can end up being underpowered in modes with 4 players.
Campaign maps like New York 2, New York 4, Moscow 4, Rome 3, and Kamchatka 2 will become significantly easier in games with more than 4 players. Maps like Moscow 2, Moscow 3, Tokyo 3, Marseille 3, and Kamchatka 3 have spaces already cramped enough for 4 players. Add more, and it's a recipe for an increase in friendly fire incidents and/or people overextending in front of each other and fighting over zombie kills.
Holdouts in the Horde mode will become easier if you add more players, and the earlier waves will be even more boring.
How do you suggest doing that without fundamentally reworking the game modes and the maps? Since the number of players can increase dynamically (for instance, 4 players start the game, 2 more players join mid-game, then 4 players leave before the end), the difficulty will also need to increase dynamically. This means that touching static entities that can only be changed before the game starts (classes and their perks; weapons, their stats and their perks) is highly undesirable. Otherwise, exceptions have to be programmed for the increased player count and the perk descriptions need to be bloated with exceptional scenarios.
"Add more zombies" isn't really an answer. Firstly, this game already spawns a lot more zombies at once (hundreds) than other games (where the zombie count is often capped at less than 100 so that the game doesn't become a slideshow by straining the hardware). Secondly, this game already gives players combinations of weapons and classes that let them eliminate from 200 to over 500 common zombies just by emptying the heavy weapon they spawn with. MGL Hellraiser, MRL 202 Hellraiser, MRL 202 Exterminator, and RPG Exterminator make it happen within a few clicks during horde sequences. Chainsaw Slashers and Vanguards can slash through multiple pyramids before they run out of fuel. Not to mention the combo with multiple Fixers for duplicating supply bags. Several hundreds of common zombies will need to be spawned to counter-balance just 1 player slot. Might be possible if you're looking at the Tokyo 3 finale or Rome 3. In Moscow 2, Moscow 3, the subways of Moscow 4, and the finale of Marseille 2, there's only so much space to work with.
You could add more special zombies (3 Bulls, for instance), but this would be countered by those extra slots that will let players have utility for dealing with specials. A Vanguard can just face-tank multiple Bulls without getting grabbed. A Prestige 3 Dronemaster and a Fixer can eliminate each Bull with one shot on Extreme difficulty. Each of them needs to carry a Payload Rifle buffed by "the Big Five 0" perk and be followed by a Quadrocopter to make it possible. A Hellraiser with C4s buffed by the "Hello Kitty" perk can stop the entire group of Bulls. 1 Slasher will have enough Stun Gun charges for all those Bulls, and 2 Slashers can split 4 Bulls between themselves without running out of charges.
The idea with RNG-based scenarios you have suggested significantly alters the flow of the game and will require a map rework.
This is why I am saying that if the option to increase the number of players is ever added, it should be limited to a mutator or a separate game mode.
Developers will have to make a difficult decision either way. If they remove what's easier, casual players will be pissed and review-bomb the game. If they remove what's harder, then the hardcore portion of the community will be outraged, and those are players who tend to stick with the game longer than others. Instead of taking a break from the game and then returning to it, they might leave for good. Either way, if you take something away from players, something bad is bound to happen. Either a wave of players will leave, or there will be a wave of review-bombing.
This is why it's extremely important to be careful with what you add. Simply not adding a controversial idea can be a better choice than adding it, seeing what kind of disaster it ended up causing, and then removing it or tweaking it in a twisted way.
Gotcha.
This is a classic example of the straw man fallacy. I have never said that absolutely all suggestions should be dismissed. It's this particular suggestion that is bound to do more harm than good. If you suggested a better idea (like adding a more precise way of tuning the mouse sensitivity on PC or nerfing Vanguard), I would agree with it.
The passive-aggressive tone of this remark aside, I have actually presented many facts. You have not done so yet.
At this stage of player progression, when you do not have even 100 hours in the game, have not played even 100 PvE matches, and have not played this game enough on the higher difficulties, it's not surprising that you do not understand why your idea is not as good as you might think. Play this game enough, and you might see why my concerns are valid.
I've actually played this game for many, many hours and ranked high. Steam isn't the only platform in existence. You do know this, right? I've played the game for years on EGS. You have all the facts and know everything though. You're right. I have no experience with this game. I'm just some lowly noob scrub who can't see the light of day. I must have been in a coma, dreaming all that time. I guess I have no choice, but to parallel with you. I don't have enough visible play time on Steam to stack up against the required criteria, to even talk about the game.
My feedback has been added to the players' wishlist. You can request Saber remove it if you desire. If you believe the ideas/suggestions will do extreme harm to the game and community, you should request they disregard that feedback and give them some better tips of your own that are far superior to anything I could ever think up. Maybe they'll see your higher wisdom and disregard my feedback and suggestions to favour yours. You definitely have the superior knowledge.
I can see why people don't make a lot of suggestions around here. Unfortunate.
Anyway, off to drink some coffee and blast some Zeke. Gotta rack up some game time hours to meet that experience level criteria. Then everybody will know I have my World War Z certification and meet the minimum play time requirements to be part of the cool kids club.
If it's true, then it's even more surprising that you don't understand why your idea is bad.
I have never said that, but if you wish to believe it, feel free to do so. By the way, instead of wasting screen space on all of those passive-aggressive paragraphs of salt, you could have addressed at least some of the points I've made so that members of Saber Support checking the forums could extract something constructive from your posts.
As I have already stated, we are discussing this particular suggestion of yours here, not suggestions in general. Besides, I have also submitted feedback that changed some things in the game for the better.
Implementation of bad suggestions can actually do harm to any game. The fact that players who really like a game voice their concerns about its general direction and bad suggestions isn't some concept from another planet in a parallel universe.
People suggest things all the time across different platforms, including the official Saber Support[support.saber.games] website. No need to be dramatic about it.
As I've stated many times, we are discussing this particular suggestion of yours, not feedback in general.
Exactly all of my posts here have been on-topic. I have not derailed anything.
All of my comments have been constructive so far.
No, this is not how it works. This is a public Internet forum. If people have something to say, they will say it. If you post an idea and they don't like it, they have the right to disagree with you and elaborate on why they think this way or that way.
Why would I need to make a separate topic when I am addressing your suggestions posted in this topic?
If you believe that I have broken the rules, report me to the moderators and move on. However, I doubt that anyone will ban me simply for disagreement.
Thank you.
But for real this would be great for people who have more then 3 friends who want to play all together, it could just be an option to select 4 or 6 player game i am not sure how this would be terrible, you could even have it set to a specific difficulty that cant be lowered at 6 players, if thats what people are concerned about.