I'm sorry for my English
1. Foreword
So, at one time since the announcement of the class system in multiplayer, many swords were broken among our community in disputes and dissatisfaction with this system.
At first I didn’t pay attention to this system and played with it for many months, but in comparison with the old system I have to admit that it turned out to be unsuccessful in the long run.
2. Why is the class system not successful?
I will not scatter words here, when the class system in multiplayer was presented to us, the developers argued that the class system would avoid a snowball and also provide more arcade gameplay, and so on.
However, I believe that the developers went a little in the wrong direction - they took the gameplay aspect too literally (TOO), but completely forgot about the psychological aspect of the pleasure of playing with the equipment system, (there is no need to laugh or mock the developers because of this - this happens), CS with the same system is not just so popular, you yourself know about the advantages of this system.
The old system offered a flexible system for buying weapons - you clearly felt progress, there was a lot of equipment, the new system was very dry, and the snowball was, firstly, weakly expressed and the losing side with weaker equipment was visible, and secondly it motivated to play better to cash in on good gear and in the end it was fun.
3. What to do?
The old equipment system may need to be returned in some altered form, but I AM STRONGLY opposed to removing the perk system, on the contrary, I believe that in combination with the old old system with equipment, it can only develop and improve this system to obtain a hybrid system, which, if successfully implemented, will enrich the multiplayer.
4. How can the system of perks and classes be reconciled with the old system?
I thought for a very long time how it was possible to combine both systems, I think people here have much more imagination than me, but one idea came to me while playing a single.
As you know in the single equipment - weapons, armor, horses have different levels of quality, for example, worn, graceful, and so on.
I think you can bind the purchased equipment and also buy 2-3 perks for dinars for dinars - for example, you buy regular armor - by buying the same perk you get armor with slightly better characteristics - the armor becomes, for example, Exquisite. You can also bind some perks to the amount of equipment (for example, arrows).
And so on, how do you like the idea and what are your suggestions?
I hope TW to read this topic.
Gentlemen, please be polite.
1. Foreword
So, at one time since the announcement of the class system in multiplayer, many swords were broken among our community in disputes and dissatisfaction with this system.
At first I didn’t pay attention to this system and played with it for many months, but in comparison with the old system I have to admit that it turned out to be unsuccessful in the long run.
2. Why is the class system not successful?
I will not scatter words here, when the class system in multiplayer was presented to us, the developers argued that the class system would avoid a snowball and also provide more arcade gameplay, and so on.
However, I believe that the developers went a little in the wrong direction - they took the gameplay aspect too literally (TOO), but completely forgot about the psychological aspect of the pleasure of playing with the equipment system, (there is no need to laugh or mock the developers because of this - this happens), CS with the same system is not just so popular, you yourself know about the advantages of this system.
The old system offered a flexible system for buying weapons - you clearly felt progress, there was a lot of equipment, the new system was very dry, and the snowball was, firstly, weakly expressed and the losing side with weaker equipment was visible, and secondly it motivated to play better to cash in on good gear and in the end it was fun.
3. What to do?
The old equipment system may need to be returned in some altered form, but I AM STRONGLY opposed to removing the perk system, on the contrary, I believe that in combination with the old old system with equipment, it can only develop and improve this system to obtain a hybrid system, which, if successfully implemented, will enrich the multiplayer.
4. How can the system of perks and classes be reconciled with the old system?
I thought for a very long time how it was possible to combine both systems, I think people here have much more imagination than me, but one idea came to me while playing a single.
As you know in the single equipment - weapons, armor, horses have different levels of quality, for example, worn, graceful, and so on.
I think you can bind the purchased equipment and also buy 2-3 perks for dinars for dinars - for example, you buy regular armor - by buying the same perk you get armor with slightly better characteristics - the armor becomes, for example, Exquisite. You can also bind some perks to the amount of equipment (for example, arrows).
And so on, how do you like the idea and what are your suggestions?
I hope TW to read this topic.
Gentlemen, please be polite.