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The Ills of Multiplayer: Fundamentally Imbalanced


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#1
Pyroninja42

Pyroninja42
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(It's time for Amateur Gameplay Designer Hour!)

Damage per second.


You see that term right there? Right there is the crux of most of multiplayer's balance woes. When it comes down to it, the formula of damage/time = total effectiveness. It pays to nuke spawns quickly.

I believe that in ME4, while I'm sure that the Devs are doing their own thing, this should be fundamentally rebalanced to create new niches and make some of the current ones more effective.

The tl;dr is this: make ways to reward more than just damage per second.

Remove "headshots", replace it with a unified "critical hit" system. A critical hit happens when damage is applied to a sensitive, important, and/or weak point upon an enemy. This exists in the game already, albeit in a form that's broken. Why? Because they're their own thing. Weapons that are supposed to be "Good at headshots" tend to be abandoned on gold and above because the mooks are few and far between and you're facing bosses. Bosses have weak points, yes, but these headshot multipliers don't effect them. So guns that are decent at mooksweeping due to headshot bonuses are absolutely terrible against everything else. With a unified Critical Hit system, these guns can become absolutely deadly against anything in the hands of a person who knows how to use them, and that means more than "lol I solo'd platinum with this gun" or "I topped the scoreboard with this gun!".

Just because you're a BSN Celebroty (intentional) who can score lots of points with a gun doesn't make it good.

Now just imagine if the CAR, all the burst fire weapons, the Locust and Hornet all benefitted from a 3.0 critical hit multiplier rather than just a headshot multiplier. Viable? Hell yes, I should think so.

Have all precision weapons, like sniper rifles, burstfire and semi-automatic assault rifles, and particular SMGs do bonus critical hit damage. A 3.0 multiplier, for instance. Weapons that are pure DPS can do more raw damage, but have a significantly reduced critical hit multiplier. Raw damage weapons would have a steadier "damage over time" whereas precision weapons provide damage in "spikes".

If a weapon has other strengths to warrant relatively (or, in the case of most assault rifles, terribly) low damage output, make them more noticable. Also, ramp-up times are awful. More often than not, they cripple player response time, which is unacceptable in a fast-paced game like Mass Effect 3, and it's often for little payoff.

An underused weapon-side mechanic, I think, is staggering ability. Frankly, when I stagger an enemy, it's hard to notice. Furthermore, staggering time is low. With weapons like the Falcon and Striker, you can stagger one group of enemies, yes, but the time that it takes to kill them makes you vulnerable to flanking. You can't really knock enemies on their feet with weapons. Giving the ability to do this, I think, would drastically improve staggering-support weapons.

In regards to staggering, in my Insurrection DLC Concept Pack I briefly discussed a gameplay mechanic I would like introduced: Suppression. Suppression would be a unified mechanic that applies to both staggering weapons and bullet hoses.

“Suppression” Mechanic for Typhoon, Revenant, and the new Slugger LMG. Basically, it makes it so each of
those guns has a very high chance of stagger.


I would like to expand on this concept so you get a suppression assist score bonus. Furthermore, shooting at enemies in cover would make them keep their head down, allowing your teammates to flank them or advance.

I'll add more later. This will have to do for now

#2
Pyroninja42

Pyroninja42
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Someone set the forums to ludicrous speed. Bump.