Global Communications > Development Media
VC's Laboratory 110424: On Her Majesty's Secret Service
Entropy-Soldier:
What are you on about?
I'm not going to even bother responding to most of those posts because I don't need to. You already know almost every statement is wrong or taken out of context.
Look, you have a good level of ability but your attitude is really bringing it down. LALD is one of my favorite gamemodes, but this mode is absolutely atrocious. It has nothing to do with it being unique, it has nothing to do with it taking skill; it has to do with the fact that it's slow moving, frustrating, and generally impossible to win without sitting on top of the armor the entire match.
You have talent, but learn to recognize that everyone can be wrong and respecting the ability of others isn't a bad thing. We're trying to help you.
Of course, if you persist in defending the current state of this gamemode, I'll simply tell you the facts:
Every time it comes up in our servers, several people leave immediately.
Over the course of the match, server attendance drops anywhere from 25% to 75%.
It has a very low weight across nearly every server.
Almost everyone that plays it is constantly complaining and asking us to change the gamemode.
Now, if you want to tell me that your target audience is the small, small division of people who want an insurmountable challenge, or the ones who just love armor camping and don't want anyone else to have a chance of winning, then you've accomplished your goal. Just keep in mind that with a good deal of revision, maybe this could rival your earlier works and appeal to everyone.
Ruone Delacroix:
I personally don't see what the big deal is with the armor. Whether or not I (or who I was playing with) had it, it didn't seem to affect the balance that much.
Falko:
The reason games were actually way harder 15 years ago is because they were also very very small.
And it was an easy way for the developpers to increase the "life expectancy".
We don't mean the mode to be simple, we want it to be a little different.
I know people are usually complaining in an inappropriate way while they shouldn't.
It's like the minecraft creator who is told by the gamers "you have to work on the game, we paid you to do so" when he wants to travel.
I don't think it's the case here at all...
You're talking about Megaman... it's not a FPS and it's not a multiplayer game.
And we are not talking about level design either.
The issues on cradle, runway, etc. remain the same and are not especially increased by OHMSS.
Armor included. I don't know why it was removed from the server (not the case on the WNx server though).
I'm also stunted to read that you think good players play LTK while it's clearly the less favourite mode for us and the favourite one for the new players.
WNx usually leave the server or go spec.^^
Anyway, I don't want it to look like a big deal but you seem a little too much judgemental.
I also consider myself a good player and I am always looking for something new and innovative... that's actually all I can love for the moment.
I guess we all have a videogame history and I too don't like how most of the games look like nowadays.
That being said, your right to say I'm or we are wrong... I personnaly don't ask you to act like I want, I just gave my opinion, do whatever you want with it.
Falko:
Oh, I didn't see your message Kiihhu^^
"I understand your sympathy for beginners. But I also think you're exaggerating the difficulty of this mode a little. I've completed the round many times."
Yeah, I did a 12-0 just at the moment, I was with a +100% bonus damage at the ZMG level after 3 minutes and without even camping the armor (I only took it maybe 2 times and on different places).
My opponents didn't do any points for a big while then, surprisingly, someone managed to get to the rocket launcher level, he spawned near me,
had not the armor, I was ready to one shot him then he just lagged like crazy, almost teleported to an other spot!
And!
killed!
me!.
Otherwise, I'm pretty sure I could have done it without dieing once (though I just left the game after that =D ).
So if you only got in that kind of game, I can understand why you would say I was exaggerating the difficulty.
Before that one, all the others where I couldn't complete a single game was because I played the mode with more than 10 players on the server (who came and left... who started with the golden gun/pp7, yay). Those were decent and/or good players.
When I can't win, I just cry... Nah, come on, I don't play to WIN but being stuck with the same gun for 5 minutes is frustrating and not fun at all.
I was here to see if anyone had replied but apparently not =/
jjmusicnotes:
Considering that this mod doesn't really have a standalone offline game play element, one might reason that it specifically caters to participation in online play. After all, the multiplayer portion of this remake is the part that everyone is playing.
Keeping that in mind, I think it's important to remember your audience. If you think of your audience as unwashed masses of ungrateful hogs that just want to earn achievements, then you might be a little burned-out and may benefit from a break, because the work that would be done wouldn't be done with passion.
When writing music, you obviously have to keep in mind your audience. Just because someone writes a really cool piece of music doesn't necessarily mean that it would fit with a video game or movie. It doesn't make either of those things bad, they just don't fit.
Relative to this mod and the audience that it employs, perhaps there could be some revisions made so that VC feels as though it has the bread-and-butter-wholesome challenge that he is looking for while it being a little more accessible and rewarding for players.
One of my professors used to say "people do not like being set up to fail." And it's true. From reading these posts, it seems as though you already need a certain level of proficiency in order to reap success from the game. I don't know if it's the fact that people are lazy and want something for nothing, perhaps it may be the case that for new players, it may not feel like it's worth putting more time into in order to become proficient at it.
I'm not saying that there should be compromise in a way that panders to UT-style gameplay, but perhaps just broadening the focus of this gameplay element will help attract and retain players. After all, that is your market, and if you're not doing it for others to enjoy it, and you're not really enjoying it yourself, what are you doing it for?
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