edit: deleted the fluff of the original post
it needs to be fast paced(cs is an anamoly. a slow paced game like that will never be the most popular fps game EVER again)
not difficult to score frags in
no practice needed for movement
If reborn were to come out today and be just like quakelive, except with an extra jump or two, it would fail HARD.
quakelive is too balanced for the casual to enjoy and casuals will never learn the movement system.
my suggestion is to make reborn closer to quakeworld than to quakelive. balanced games take longer to get kills in, you have to chip away damage to get a lot of kills. that is extremely boring to casuals, they want faster gratification. plus, only the hardcore will learn how to use these balanced guns to their fullest potential(i.e. know exactly when someone is railable, shotgunnable, etc).
"if frags come easier in reborn than in quakelive. how will reborn ever be considered a pro worthy game?"
movement system of course
it would need to be much deeper than quakelive's for instance.
that will be one way to separate the good from the bad.
"then how will reborn attract casuals if it's difficult to move around in?"
autojump settings
doesn't need much explanation. if newbies can move around quickly without any practice, they will be much more likely to keep playing your game.
one 'mistake' reborn could learn from quakelive is with the weaponlist/powerup system.
i believe there are 12 weapons that you can bind in quakelive.
plus, there are a lot of powerups in ctf that you have to deal with.
talk about confusing.
reborn needs to stick to 5-8 weapons max
if reborn were to follow this list, i believe it would have a good chance of succeeding with both the casual and the hardcore crowds.
- fast paced
- autojumps settings or servers
- hard movement
- unbalanced weapons
- keep the weaponlist/powerup system simple
the only negative i could see coming from following this system would be a slight devaluation of aim in reborn. however, if reborn could save fast fps gaming, it would be more than worth it.
thoughts?
edit:
this is what reborn is going up against.
the goal is create a funner game than this. i just don't see a leveling up system or tutorial system being enough.
some core changes need to be made.
expecting people to have to learn movement before they can start having fun is one of them. that type of thinking needs to be a thing of the past.
you guys have to realize that there are people who have grown up without ever learning movement skills for fps games. millions of players.
you can't expect them to change just for quake/reborn, quake/reborn needs to change for them. evolve or die.
it needs to be fast paced(cs is an anamoly. a slow paced game like that will never be the most popular fps game EVER again)
not difficult to score frags in
no practice needed for movement
If reborn were to come out today and be just like quakelive, except with an extra jump or two, it would fail HARD.
quakelive is too balanced for the casual to enjoy and casuals will never learn the movement system.
my suggestion is to make reborn closer to quakeworld than to quakelive. balanced games take longer to get kills in, you have to chip away damage to get a lot of kills. that is extremely boring to casuals, they want faster gratification. plus, only the hardcore will learn how to use these balanced guns to their fullest potential(i.e. know exactly when someone is railable, shotgunnable, etc).
"if frags come easier in reborn than in quakelive. how will reborn ever be considered a pro worthy game?"
movement system of course
it would need to be much deeper than quakelive's for instance.
that will be one way to separate the good from the bad.
"then how will reborn attract casuals if it's difficult to move around in?"
autojump settings
doesn't need much explanation. if newbies can move around quickly without any practice, they will be much more likely to keep playing your game.
one 'mistake' reborn could learn from quakelive is with the weaponlist/powerup system.
i believe there are 12 weapons that you can bind in quakelive.
plus, there are a lot of powerups in ctf that you have to deal with.
talk about confusing.
reborn needs to stick to 5-8 weapons max
if reborn were to follow this list, i believe it would have a good chance of succeeding with both the casual and the hardcore crowds.
- fast paced
- autojumps settings or servers
- hard movement
- unbalanced weapons
- keep the weaponlist/powerup system simple
the only negative i could see coming from following this system would be a slight devaluation of aim in reborn. however, if reborn could save fast fps gaming, it would be more than worth it.
thoughts?
edit:
this is what reborn is going up against.
the goal is create a funner game than this. i just don't see a leveling up system or tutorial system being enough.
some core changes need to be made.
expecting people to have to learn movement before they can start having fun is one of them. that type of thinking needs to be a thing of the past.
you guys have to realize that there are people who have grown up without ever learning movement skills for fps games. millions of players.
you can't expect them to change just for quake/reborn, quake/reborn needs to change for them. evolve or die.
Edited by Musicofmelkor at 01:07 CST, 22 November 2012 - 30163 Hits