I enjoyed warlords of new york, but i am still confused as to why holster talents, secondary talents and talents on everythign beyond chest and backpack were removed?
Was someone saying the game was to complex? Did the devs just want some super simplified game because balance was becoming to complicated for them to manage? Are they coming back? Or is this is? Stack weapon damage, weapon specific damage, crit chance, crit damage, and then press left click. Is this the depth of skill complexity?
Im having trouble figuring out how to make an interesting build when theres nothing interesting to build with.
Why dont kneepads have movement and cover specific talents?
Gloves have skill/handling/grenade utility related talents?
Masks have resistance/accuracy/ debuff related talents?
Holsters have weapon swap/reload/ utility related talents?
I just dont understand why an effort wasnt made to make sure add more complexity instead of removing it.
While we are on the subject, why dont guns roll yellow stats? Why cant skill players create a weapon that functions as a stat stick? or why dont tech weapons drop? I want the ability to roll skill damage, burn damage, bleed damage, status effect on weapons.
They used gears stat rolls making it hard to tell if its good or not as an excuse to gut the game. They havent addressed the obliteration of choice and loot diversity due to current bullet sponge smoke screen. I thought the stats would get bars so we could tell good from bad rolls and get fun new talents. We got Anthem'd.
Basically a lot of people said the game was too easy and I sort of agree. So the devs have increased TTK added new skills to NPCS and taken away almost all the RPG element of the game by removing a dozen talants. We are back at the DPS is king stage. The only new RPG element is team work with different builds which is fine but they seem to have forgotten solo players.
The reason for the gear rework, was mostly because the old system was flawed. Almost everything you picked up was unworkable, because it had either the illogical talents, more than 2 attributes, the wrong mod slot type, or really poor armour if it had 2 good attribute rolls.
Imo we really needed the gear overhaul. It might be a bit simplified with the talents, but at least now when you loot an item, you can instantly tell how useful it is and what you can do with it. That was my biggest issue with the old system. I still think there's enough diversity to be made, although I'm not overly enthusiastic about the fixed skill tiers yet.
As for the yellow stats on guns, there are a couple of very useful talents for skill builds. Take Spike for example, extra skill dmg or healing when hitting headshots.
As far as I remember, they have offered three reasons during the "State of the Game" streams:
1. The old system was too convoluted for many players. As someone who never follows build guides (it's just more fun for me to figure things out on my own), I can relate to that. I found it pretty hard to create and optimize a build in the old system. It wasn't always clear whether an item had good rolls or not, or how certain talents or attributes worked exactly. I kept tons of items for potential recalibration but never actually used them except in a handful of cases. The multitude of stats and talents on items made it hard to discern whether a new item would actually be an upgrade or not. I _did_ always feel that there was a lot a lot of potential in a system that allowed so many different talents to be active, but I never really got into a position to make use of that potential. I remained stuck at the "find something that works and stick with it" stage and never felt comfortable experimenting with gear. The new system changed this.
2. Due to the new recalibration library (which is a massive improvement imho) it has become fairly easy for players to spot good gear and improve it with exactly the stat or talent they want. This makes it easier for players to become powerful - but the game _was_ already too easy before the changes. So, in order to provide more of a challenge, the enemies were buffed and the number of talents and attributes on gear was reduced.
3. They didn't explicitly say this, but my impression is that Massive added so many different mechanics to the game that it became impossible for them to balance it properly. The reduction of talents and attributes may also be an attempt to make the game easier to balance for the developers.
Piss poor game designers & unexperienced game producers. That's what usually makes video games bad. But what do I know... 2 decades of playing games is not enough compared to 4 years as a Game Designer experience.Originally Posted by SakariFoxx Go to original post
I've been a driver for 20 years, but don't ask me how to build a car. I could do some minor fixes, but actually making a car from scratch, even with another 20 years of having a driver license won't help me.Originally Posted by Ranger_Logan Go to original post![]()
Ha been playing games since Pong Circa 1977, do I know how to do a developers or designers job, NOPE!Originally Posted by SevenNVD Go to original post
PS: i'll probably be dead in another 20 yearsor i'll be one of those old fuddy duddies at 72.