But why are a lot of abilities deactivated by the users (at least, most of the time)...for instance: assault class, grenade and rocket Launcher for the soldier. If the game is extremely balanced, why do the gamers feel that they have to adjust the balance by removing abilities? In fact it seems that GG could have saved the time and cost to design the assault class...that is why I suggest a point system which is not focused on killing but on all different things and different abilities, which would automatically relativize the Assault class.
To be honest, the Assault class was dumbed down in one of the updates making them go down a lot quicker. I guess the reason why a lot of people turn off the Assault class is to make the game more enjoyable. I don't mind if there are Assaults in the game as long as the rocket-launchers don't get overused. When there are two teams of similar size and one team only plays as assault class, they might do well in the body count missions, but I doubt they'd have a chance in securing the rest of the mission objectives (not enough ammo). At least from my experience.
Also, I played a lot of matches with unequal amount of people in the different fractions. Naturally the fraction with the most players overrun the other team...
Yeah, that's true - and that has gotten worse since you can join friends, since you can join a team that's already has a majority by joining a friend in that team. On the other hand, a 16 player game will only allow a max of 8 players in each team. Of course you can still have a 8 vs 2 game going in that game if some of the others leave, but that's a problem you can't really solve since there isn't any match-making at all....
Billy Idol said:
Come on, of course a smart guy aka 'gamedesigner' is needed to tweak and balance this stuff. I basically proposed to refine the point system with the emphasize to increase the feeling of reward while playing KZ2 MP :smile:
Yeah, I know - I just wanted to mention a few flaws I see when going that route, that's all. Sometimes, I think the best solution at times is simplicity. If more points are awarded, I think it may cause other problems like the ones I mentioned. Maybe you could give "personal points" that would make one level-up quicker that wouldn't count towards the match result... then again, you already get that by fullfilling mission objectives and leveling-up already happens quicker than in any other game. At least the unlocking of classes. The 2nd abilities still have to be unlocked by using the classes first ability.
Billy Idol said:
It maybe not your fault, but I represent the position that the Tactician is responsible for his spawn point (you know: responsibility goes hand in hand with power/force...I refer you to 'Spiderman' and 'Star Wars'
)
I know what you mean, but as I said - a good tactician knows where to set his spawn points and if they are inline with the mission objectives, team members will use them. The award there isn't to simply have other team-members spawn from your points, but to fullfill the mission objective which is the greater goal beyond just using your abilities.
Of course, strategic placed spawn points are always in danger to be overrun by the enemy which is an integral part of the game and its strategic element.
And if your spawn point is essential to winning the mission objective, it's in everyones interest to keep the enemy away from it.
Billy Idol said:
I experienced that it really depends, and can drastically differ from game to game...but basically you are right, it often works surprisingly good.
I think it works as great as it does, because the game is built around these mission objectives. If you had it like other FPS where you would either chose to play a "body count" or a "search & destroy" game, you would probably have way more body-count games. Because you can have all 5 different mission objectives in the same game though, a lot more people tend to play it and form a strategic sense in what is needed to win.
Billy Idol said:
Just a question to you Phil, it seems that you played a lot KZ2 MP...what would you change for KZ3 MP, or are you completely satisfied with KZ2 MP (I only ask about gameplay related stuff, of course it would be great to have dedicated servers ...)
To be honest, I wouldn't change much with its core gameplay. I like the way it moves and plays and how the mission-objectives are set up. I also generally like the weapons and how much damage they do. What I would add is definately some better party-system that would make it easier for just friends to play together and find games they can join, rather than to have them join "the same game" and hope all will fit in.
I think its biggest strength though, is that you can effectively start playing as a beginner and you are at no disadvantage with the weapons. I've been playing a lot of KZ2 and I still always use the standard rifle which I think is most effective and is at no disadvantage to the other weapons you first have to unlock.