Post by hypevosa on Dec 14, 2012 6:39:41 GMT -5
I know it's customary to start off with the good, but there's something that bugs the hell out of me I need to talk about first.
Making the game 100% mouse only is, quite frankly, cruel. I can only maneuver with maybe 50% fidelity to what I actually want the tank to do (it enjoys doing loops and showing its but to the enemy if I click somewhere and it bumps into an enemy when it gets there), and I see no reason to not at least have WASD integrated as well as an option for control, AD just rotating the tank in place and WS moving forwards and backwards. GRID12 is set up to work well with tablets, something I'm guessing is important, but that's no reason to shaft those of us with a keyboard we'd like to use instead, and those of us using laptop mice. (and, yes, I tried the other control scheme, it's still a pain in the arse do to simple things like straight forward and reverse)
Now for some of the good stuff.
~ I really enjoy the aesthetics.
~ I enjoy the co-op aspect of the game, though I can't help but feel I'm not getting the full experience since so few people are ever on at once.
~ I like the interesting tank designs and how the shielding makes maneuvering important for many tanks (though this would be much better if I could use my keyboard to actually maneuver accurately)
~ I love getting victory points in partial for making towns, makes things more fun.
Some of the negatives aside from poor control with just the mouse:
I. When no one else is on, you may as well not play - enemies are too powerful to really handle without at least one other player.
~~Suggested fix: Give bonuses to people when there's very few players on the server so that they can still play and enjoy themselves. Peoples' ability to enjoy the game shouldn't be limited to the hour(s) when there's some people on to play with.
II. Enemies spawning right next to town borders (especially drilling platforms) are just experience grinds due to the safety of the town. I just grinded until I could get all the tanks, and it took about 2 hours once I unlocked and abused the hell out of the scorpion and the no aggro barrier of the town.
~~Suggested fix: make it so a tank cannot shoot while on a town square.
III. Missiles do not collide with enemies, but have to hit them in the middle - this is more just an annoyance for when missiles are shot at targets no longer there.
~~Suggested fix: Putting hit boxes that aren't just the middle of a target on enemies would be appreciated, but I realize this would cause a performance hit while fighting some enemies.
IV. There needs to be a penalty for using teleportation to escape from enemies who are about to kill you - it's just way to easy as it is, and entirely negates death for all but the least experienced players or those who are having some severe performance issue.
~~Suggested fix: Charge the player a % of the experience (gridshards) they collected to use for teleportation based on the current health damage of their vehicle. So if a player has 50% health when they teleport, they lose 25% of their experience they collected, if they teleport with 80% of their health gone, they lose 40% of the experience gathered. This is to give the game some semblance of difficulty.
V. Lack of diversity in enemy weaponry AKA Ooooo a bigger laser....
~~Suggested Fix: Enemies with scatter shots would be interesting, I think the drilling platform itself should be toting one instead of *bore* a big laser to deal with teams of players. Enemies that also afflict you with some kind of debuffs would make things a little more interesting as well.
VI. Tanks that feel useless. Even with the tank augmentations, many of them just feel like they have no place. After you've unlocked later tanks, and others just feel useless period.
~Example: The damage output, turret laser, AND shielding of the scorpion make it vastly superior to the hornet, even if the hornet has slightly longer range. The hornet's cannon needs to either fire more frequently or do more damage to justify the lack of forward facing shields. Obviously balance takes time, I cannot suggest more than looking at what exactly we want the tanks to do and trying to ensure we don't have tanks that obviously outclass one another.
That's all for now, hope to see the game grow and evolve overtime
Making the game 100% mouse only is, quite frankly, cruel. I can only maneuver with maybe 50% fidelity to what I actually want the tank to do (it enjoys doing loops and showing its but to the enemy if I click somewhere and it bumps into an enemy when it gets there), and I see no reason to not at least have WASD integrated as well as an option for control, AD just rotating the tank in place and WS moving forwards and backwards. GRID12 is set up to work well with tablets, something I'm guessing is important, but that's no reason to shaft those of us with a keyboard we'd like to use instead, and those of us using laptop mice. (and, yes, I tried the other control scheme, it's still a pain in the arse do to simple things like straight forward and reverse)
Now for some of the good stuff.
~ I really enjoy the aesthetics.
~ I enjoy the co-op aspect of the game, though I can't help but feel I'm not getting the full experience since so few people are ever on at once.
~ I like the interesting tank designs and how the shielding makes maneuvering important for many tanks (though this would be much better if I could use my keyboard to actually maneuver accurately)
~ I love getting victory points in partial for making towns, makes things more fun.
Some of the negatives aside from poor control with just the mouse:
I. When no one else is on, you may as well not play - enemies are too powerful to really handle without at least one other player.
~~Suggested fix: Give bonuses to people when there's very few players on the server so that they can still play and enjoy themselves. Peoples' ability to enjoy the game shouldn't be limited to the hour(s) when there's some people on to play with.
II. Enemies spawning right next to town borders (especially drilling platforms) are just experience grinds due to the safety of the town. I just grinded until I could get all the tanks, and it took about 2 hours once I unlocked and abused the hell out of the scorpion and the no aggro barrier of the town.
~~Suggested fix: make it so a tank cannot shoot while on a town square.
III. Missiles do not collide with enemies, but have to hit them in the middle - this is more just an annoyance for when missiles are shot at targets no longer there.
~~Suggested fix: Putting hit boxes that aren't just the middle of a target on enemies would be appreciated, but I realize this would cause a performance hit while fighting some enemies.
IV. There needs to be a penalty for using teleportation to escape from enemies who are about to kill you - it's just way to easy as it is, and entirely negates death for all but the least experienced players or those who are having some severe performance issue.
~~Suggested fix: Charge the player a % of the experience (gridshards) they collected to use for teleportation based on the current health damage of their vehicle. So if a player has 50% health when they teleport, they lose 25% of their experience they collected, if they teleport with 80% of their health gone, they lose 40% of the experience gathered. This is to give the game some semblance of difficulty.
V. Lack of diversity in enemy weaponry AKA Ooooo a bigger laser....
~~Suggested Fix: Enemies with scatter shots would be interesting, I think the drilling platform itself should be toting one instead of *bore* a big laser to deal with teams of players. Enemies that also afflict you with some kind of debuffs would make things a little more interesting as well.
VI. Tanks that feel useless. Even with the tank augmentations, many of them just feel like they have no place. After you've unlocked later tanks, and others just feel useless period.
~Example: The damage output, turret laser, AND shielding of the scorpion make it vastly superior to the hornet, even if the hornet has slightly longer range. The hornet's cannon needs to either fire more frequently or do more damage to justify the lack of forward facing shields. Obviously balance takes time, I cannot suggest more than looking at what exactly we want the tanks to do and trying to ensure we don't have tanks that obviously outclass one another.
That's all for now, hope to see the game grow and evolve overtime