But people do not have the time to link up to discord all the time (rubbish system, just get lobbies ffs like every other game) trying to find randoms. We get it, it's for "hardcore players only". So 25 for 4 players.20 for 3, 15 for 2 etc. Scale the damage or number of enemies in each wave. Have dead bodies with tools in them in the initial capsule, so depending on the missing players, you get the missing tools. They're really crippling themselves in terms of sales and approachability by having these be core features of their game that they don't seem to intend on moving away from, and it's a real shame because this game has so much potential to be uniquely popular for everything else it does the barrier to entry is too high for a lot of people, though, especially if they're coming from a game like CoD or BF, or even L4D because it's technically possible to compare GTFO to these games, but it's definitely not the same and it's better for it.Ĭomplete lack of difficulty scaling is what will kill this game before it's done. I can't argue with any of these points, I dislike them as well but I enjoy the game in spite of these problems because it's a unique game, and when I get my other friends involved it's truly a fantastic experience just to complete one mission on a rundown. I have a friend who hates that content gets completely locked after a rundown is done with, and he also hates that there's no difficulty scaling to it unless you're a big tryhard, you basically have to play it with 4 people or you'll get overwhelmed at the alarmed doors. I need that jump scare to prevent rushing and bopping everything. This isn’t significant but we really need a monster that actively roams or just will grab you.I think recent rundowns improved this or I could be wrong. You sneak more your rewarded for your high risk decision. Rewards or forewarning to zones should make this more appetizing. This way people can toggle this on or off. That removes the big let down when you can’t win and have to restart. Honestly the simplest form I can think of is check points. There just needs to be an option or way to implement. I’ve had this happen with several siblings and friends. When trying to bring in new players they feel the grind & the difficulty not rewarding so they jump ship before knowing the ropes. I love hard games but the gaming industry spoils some players from no challenge. This post was more of what I think but I think contributors out there can trump my post and say something awesome: I really hope the developers can/will give the game the following and I hope others to contribute. Tell the Devs we love all of it - collectively. Too much of one thing I know gets people pissed at the game and with developers for siding too much with one style of gameplay. It has in some ways created it’s own path in gameplay but I fear with and for all players of different types: I don’t compare this game to the newest Aliens Fireteam, Back 4 Blood, or any other coop shooter. This is just a handful and honestly I think everyone could assign a value to the above with a number from best, needs work, or is awful. A team stealth game that is actually easy to understand.A cooperative game that needs to be cooperative.Flash lights done right and have a purpose.I say that because we have been waiting for a mixed or new game this is: Honestly it’s a game for a-lot of people that have been waiting to play. Been playing since the Alpha and was super excited about this game upon seeing the trailer.
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