Strange, but it seems to me that the worst moments (in my opinion) in the development of the MP are connected:
1) Leaving @mexxico with the addition of perks to MP
2) @NIN3 departure with hard Rambo nerfing
And if the departure of these wonderful people from the team is definitely bad, then we can’t say the same about the changes associated with this. After all, the ideas of both these changes were quite reasonable and appropriate. A good idea to diversify the game a bit in terms of the class system gave rise to perks, and the desire to specialize the captain mode, supported by the request of the majority of the gaming community, led to the nerfing of Rambo.
And if everything is in order with the ideas of changes, then I consider the chosen ways of translating them into gameplay in both cases completely unsuccessful.
Instead of perks that somehow magically endow the character (and his squad in captain mode) with some hidden (and this is important) combat advantages, it would probably be possible to increase the variety of weapons and armor that give similar (but visible) privileges. Additionally, this would further expand the potential for player progress (and hence the period of passion for the game) due to the possibility of mastering all aspects of new weapons/equipment, and would also not negatively affect the perception of gameplay in terms of its realism.
Although we have yet to objectively evaluate Rambo nerfing, the preliminary change log already allows us to form an idea of what it will be like.
And it will be BS, IMHO. Yes, because of the leash, the Rambo Captain will need to more quickly (often) command his squad to carry out his Rambo plan. But will that stop the "true Rambo"? However, this will definitely harm such realistic and skill-dependent captain tactics as creating ambushes and baits, reconnaissance and distraction, etc. I'm not even talking about how badly throwing a squad of cav-bots around the battle will affect the visual perception of the game and, accordingly, the player's ability to be immersed in it.
Why not listen to that part of the gaming community here, which suggested increasing the player's respawn time depending on the distance from their squad, or choose another less destructive way to nerf Rambo from 100+ suggested by the community? Idk.
In my opinion, in both cases, the game mechanics lose their realism in favor of casualness, and, therefore, their attractiveness for enough serious players. I agree that the interests of gameplay should take some precedence over the task of recreating realism. But the problem is that in both cases, the interests of the gameplay could be satisfied without compromising (even beneficially) realism.
It seems that with the departure of development veterans, the paradigm of the game, which I once fell in love with, is also changing ???
1) Leaving @mexxico with the addition of perks to MP
2) @NIN3 departure with hard Rambo nerfing
And if the departure of these wonderful people from the team is definitely bad, then we can’t say the same about the changes associated with this. After all, the ideas of both these changes were quite reasonable and appropriate. A good idea to diversify the game a bit in terms of the class system gave rise to perks, and the desire to specialize the captain mode, supported by the request of the majority of the gaming community, led to the nerfing of Rambo.
And if everything is in order with the ideas of changes, then I consider the chosen ways of translating them into gameplay in both cases completely unsuccessful.
Instead of perks that somehow magically endow the character (and his squad in captain mode) with some hidden (and this is important) combat advantages, it would probably be possible to increase the variety of weapons and armor that give similar (but visible) privileges. Additionally, this would further expand the potential for player progress (and hence the period of passion for the game) due to the possibility of mastering all aspects of new weapons/equipment, and would also not negatively affect the perception of gameplay in terms of its realism.
Although we have yet to objectively evaluate Rambo nerfing, the preliminary change log already allows us to form an idea of what it will be like.
And it will be BS, IMHO. Yes, because of the leash, the Rambo Captain will need to more quickly (often) command his squad to carry out his Rambo plan. But will that stop the "true Rambo"? However, this will definitely harm such realistic and skill-dependent captain tactics as creating ambushes and baits, reconnaissance and distraction, etc. I'm not even talking about how badly throwing a squad of cav-bots around the battle will affect the visual perception of the game and, accordingly, the player's ability to be immersed in it.
Why not listen to that part of the gaming community here, which suggested increasing the player's respawn time depending on the distance from their squad, or choose another less destructive way to nerf Rambo from 100+ suggested by the community? Idk.
In my opinion, in both cases, the game mechanics lose their realism in favor of casualness, and, therefore, their attractiveness for enough serious players. I agree that the interests of gameplay should take some precedence over the task of recreating realism. But the problem is that in both cases, the interests of the gameplay could be satisfied without compromising (even beneficially) realism.
It seems that with the departure of development veterans, the paradigm of the game, which I once fell in love with, is also changing ???
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