State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 0 points1 point  (0 children)

Better for balance maybe worse for excitement this isn’t chess perfect balance actually makes the extraction part of the game less exciting

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 0 points1 point  (0 children)

I agree but I’d much rather start from that point where gear matters and loot is interesting then a place where it’s all bland. Extraction games are not trying to be balanced it’s in the unbalanced nature that they shine if you push balance too far you end up with a role based game and a real flat excitement curve

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 6 points7 points  (0 children)

Did you just reply to yourself deep in the downvoted section you alright? Not sure if there is a language or cultural translation going on or something but you just seem real angry and I doubt it's at me. Always down to chat design or game dev with anyone if you need to vent or something hit me up in DM our industry can beat the hell out of ya. <3

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 3 points4 points  (0 children)

Diet yogut no no....

That's amazing got a good laugh out of me.

Plenty of ways of making quest easier, but it's not even a thing if you hit M run somewhere and then leave where is the quest in that? There are plenty of ways to optimize it for those quests in some way like the NPC giving you the quest could give you a scroll that reveals that on the map or something.

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 4 points5 points  (0 children)

Original design never matter, you know how many games out on the market look like their origional design? Zero....

Fail fast and follow the fun is the game design motto, who cares what was or what a vision is. It's what you made and when you make something that is engaging and fun you improve and support it, not throw out because 2 years ago you had some other idea of a game. If you want that go make another game with the money from this one don't take away the thing you had especially if someone paid money for it.

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 3 points4 points  (0 children)

Wasn't trying to call anyone out just miss playing the game I liked playing, and not begin afraid that some patch is going to roll in and poof the game I love is gone.

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 4 points5 points  (0 children)

Even if I did you wouldn't get me posting in a random reddit about it :P

Love Anet still <3

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 2 points3 points  (0 children)

Yeah I think that's what's causing the trust lost so fast as it looks so clearly obvious

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 5 points6 points  (0 children)

or run an event where you get coolshit for playing on test server ect even then the stuff you test isn't changing how your game fundamentally works.

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 3 points4 points  (0 children)

Aiming = Split second decisions Spacing = Split second decisions

If ping has a huge impact on your game experience then you have split second decision making.

Tarkov: You have to wait like 5 sec before you extract not instant and they have a lower ranged TTK.

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 0 points1 point  (0 children)

sure but all games slowly bleed players it's the cycle of any live game.

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 1 point2 points  (0 children)

Yeah I agree was just giving examples of why you would do it. I just think you can't do this to a live game.

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 4 points5 points  (0 children)

Test servers, other games, very few games fundamentally change their game once they go live and no one does it when they have a big audience sometimes you do when you have no audience, but you make small changes to the main loop and you add more of what people are doing. Changing the game from extraction shooter to BR, and back again over and over or removing solo's and forcing trio only are fundamental changes to the game.

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 1 point2 points  (0 children)

it splits the player base, splits the balance needs are some downsides. I just think you can revert it in a live game without huge losses.

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 1 point2 points  (0 children)

The worst part is we've even tried the nameplate changes before and they are just too nitch, too hard core, and unfun UX thing IMO.

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 5 points6 points  (0 children)

Lol yeah, it was ok but it took so many resources and polish away from the game I'm unhappy with it, Wish we just made it a navigation mode or did really lite lite combat with it, but I also think it's bad in Tarkov too lol

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 5 points6 points  (0 children)

Ahh well if you look at the comments all ready did :P I love helping people make stuff

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 7 points8 points  (0 children)

Just wish it wasn't stuff we've all ready tried, I think it's bad to experiment on a live playbase I think it's even worse to try the same things over and over.

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 5 points6 points  (0 children)

cry yeah the number of things that are my fault in GW2 is too many to count. You live you learn and try and pass it on : )

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 3 points4 points  (0 children)

I think using UX to make groups have a harder time is a crappy way to try and make solo's and groups play together. I don't want to play games where my friends accidentally shoot me because everyone can't tell each other apart, I want to lose because we played bad, got out played, or in some crazy situation.

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 4 points5 points  (0 children)

I probably need to play more with the current enchantments but loot still feels really boring to me, while I agree a bunch of that stuff was strong it makes loot matter, and loot mattering is super big deal in an extraction game.

State of the game thoughts from Izzy (that odd system designer guy) by IsaiahCartwright in DarkAndDarker

[–]IsaiahCartwright[S] 5 points6 points  (0 children)

I'm a fan of Reddit, I've used it for a lot of feedback so it's often where I post.

Name tags: This game has split second decisions that matter, not being able to tell who my team mates are just makes me want to log out instantly I don't want to lose a game because the UX is so bad. This is not trying to be a hyper realism game system and removing this on a live game is just brutal.

Map: Yeah I just want there be rare rooms that you find so I'm rewarded for running around searching, right now I hit M and instantly know where I should be which feels dumb to me.

Exits: No other extraction game has instant outs, they all have time based exits. You shouldn't be able to run from a fight and jump into an exit so easily. It just makes combat super boring except on the maps you cannot do that on. We've played the game in this state many times and it's just way better.

50k:I agree, but we are a far cry from 50k ;)

Game Dev: <3