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Pretty much this.
Once the banishing started people would want to go to it because they know they have a more balanced chance at winning the battle. If they win the battle they have a better chance to reap the rewards. They know they won't have constant stress while trying to escape after already winning the battle and picking up the bounty.
Slowing and changing the color of the banishing would offset the travel time for outside players and add balance to being able to more easily escape with the bounty. It would offer the team that killed the boss an early warning system so they know how long they have to prep defenses. Outside teams would know there are enemies nearby but have no other information other than what they collect through the gameplay and their own skill at the game.
I'm confident it would make the game more enjoyable because it's more skill-based and rewards skill directly while being much more balanced for everyone.
if you want farm money and save equipment all you need to do to pray RNGesus and get the boss in first location kill it with melee weapons start banishing and leave map you will get 150-200 or so
I'm okay with a few seconds of DSB to allow you to avoid a shotgun in the face at the compound exit. Because that is cheap. DSB still ruins the challenge of the original game. Which was the most fun I've ever had in a game.
There are "campers" in every game. Its a cute name for someone who got somewhere before you did and shot you first and you didn't like it.
enjoyable? rewards skill? it rewards coming to the end of the party and sitting in the corner with a shotgun while not caring about killing boss at all. it will revert the game backwards, where everyone was complaining that everybody camps the boss lair instead of going for the boss and waits till somebody kills and banishes the boss. the only problem was that whole ♥♥♥♥♥♥♥ map was waiting for somebody to kill the boss. all 10 players. and these are those players who were complaining about the stuff written above
"Boss now banishes so ♥♥♥♥♥♥♥ long. Enemy now can come here slightly farming XP by killing mobs and choose whatever position he wants. What am I stupid or something? I will do the same"
you think that you are so clever and fresh minded calling stuff you don't like (which made this game hyped on E3 before it failed with unoptimised alpha start and brought here the majority of hunts community) "bad gamedesign" and suggest some BS shallow obvious stuff which most likely was raised among devs and players and rejected because it cures current problems by creating dozen of new (in your case even old, lol) ones
Nothing I suggested is training wheel feature. I suggested the opposite which is skill-based gameplay.
The original designs for the game are bad. When a team overcomes all the odds and loots the bounty, they've won. The problem in this game is that, for some reason, those players are continued to be punished with an incredibly unbalanced system despite them having won. Then to help balance it they finally gave the bounty carriers 5 seconds of even more overpowered ESP instead of improving the system. That is terrible game design.
My suggestions would correct it and other poorly designed systems while also countering things like camping.
You can't just camp in a corner with a shotgun when other players know you're nearby which they would because the banishing changed color. You can't camp an extract if you don't know where the bounty carrier is going to extract.
I don't see any problems the suggestions would create either, other than potentially being too unbalanced in favor of the bounty carriers chances of extracting. Which I also gave a suggestion on how to counter if it were an issue.
Couldn't agree more. I hate that developers with a love for creating an awesome game will give in to these types of people.