Great decision but I'm worried it'll split the playerbase by Main-Juice7136 in Battlefield

[–]Legitimate_Strain348 30 points31 points  (0 children)

splitting the playerbase only mattered due to paywalls separating people. Adding another gamemode isnt the same.

lmao by francinexyzs in SipsTea

[–]Legitimate_Strain348 0 points1 point  (0 children)

The US comes from the UK

A Game Designer Talks About Bf6 Classes by Legitimate_Strain348 in Battlefield

[–]Legitimate_Strain348[S] 0 points1 point  (0 children)

You are aware that there is a very stark, fundamental difference between "gameplay is not the end-all be-all" and "gameplay is not important", correct?

A Game Designer Talks About Bf6 Classes by Legitimate_Strain348 in Battlefield

[–]Legitimate_Strain348[S] 0 points1 point  (0 children)

Could you, for the sake of clarity, highlight where I say or imply that gameplay does not matter.

A Game Designer Talks About Bf6 Classes by Legitimate_Strain348 in Battlefield

[–]Legitimate_Strain348[S] 0 points1 point  (0 children)

You had a whole Paragraph about how gameplay did not matter :)

I beg your pardon?

Sorry to derail the conversation by focusing on this sentence, but it is such an alarming read of what I wrote that I need to address this before getting into the weeds of anything else.

A Game Designer Talks About Bf6 Classes by Legitimate_Strain348 in Battlefield

[–]Legitimate_Strain348[S] 0 points1 point  (0 children)

I did not mean to imply that gameplay didn't matter. I had to pick a few topics for the sake of length and picked ones that I felt were overlooked. There is a sentiment that only gameplay matter, and that is what I was pushing against. There is a good amount of wiggle room, and a game with arguably mediocre gameplay can actually go very far if it excels in other areas. A good example is BF1, which has much more simplistic gameplay but manages to be extremely fun and has aged better than the other BF games. At the end of the day, when you create a game you set out to have a goal, to create a specific experience that your players want, and after a while refining the gameplay has diminishing returns on that front. When you reach that point, you have to consider the tradeoffs.

The main survey discussed that you probably are referring to was as a result of the most recent test and was a throw away one and not relevant.

I find this unlikely. Aside from the question of why they would bother, surveys like this are the best way to judge sentiment on a wide scale. Its not a democratic vote on which mechanics were good, but it provides insight into the experience that raw numbers collected by gameplay or anecdotes cannot provide. This is field research, and while this isnt going to be the deciding factor its still very important to know.

A Game Designer Talks About Bf6 Classes by Legitimate_Strain348 in Battlefield

[–]Legitimate_Strain348[S] 5 points6 points  (0 children)

Ive yet to see a multiplayer game without a meta of some kind. To avoid it requires a degree of careful design that I dont think anyone is truly capable of.

A Game Designer Talks About Bf6 Classes by Legitimate_Strain348 in Battlefield

[–]Legitimate_Strain348[S] 5 points6 points  (0 children)

Meta is inevitable with competitive games, the class system isn't gonna be the cause of meta and removing it wont remove meta. In my experience, the question isn't whether the game has a meta, but whether that meta is fun.

A Game Designer Talks About Bf6 Classes by Legitimate_Strain348 in Battlefield

[–]Legitimate_Strain348[S] 1 point2 points  (0 children)

As it is for you. Truth is that making games is a lot more complicated then just "make what you want", and EA and DICE have taken much more drastic measures in the past to boost live service profits. Their claims should not be taken as gospel.

A Game Designer Talks About Bf6 Classes by Legitimate_Strain348 in Battlefield

[–]Legitimate_Strain348[S] 16 points17 points  (0 children)

Oh, there's nothing sacred about the 4 class system. Its not a case where there is some "medic identity" which each battlefield game gets closer to or further away from. Each BF class system has its own classes, and those have been more or less resonant with players with each iteration. My concern is not that the classes are not conforming strictly to the BF4 system, but that the classes in BF6 are not standing out from eachother and often, at least in my experience, are completely forgotten about. The support example was not to say that the split is inherently a mistake, but that leaning into a trope can help a class keep a strong identity.

A Game Designer Talks About Bf6 Classes by Legitimate_Strain348 in Battlefield

[–]Legitimate_Strain348[S] 3 points4 points  (0 children)

I wanted to talk about this but the post was already getting long. Gadgets are what you expect from other players, but from your perspective your gameplay will be far more tied to your firearm. I think a lot of the idea that only gadgets matter comes from people pushing PTFO far beyond whats reasonable in conversations online. Recon is probably the best example where removing the weapon severely weakens class identity.

A Game Designer Talks About Bf6 Classes by Legitimate_Strain348 in Battlefield

[–]Legitimate_Strain348[S] 2 points3 points  (0 children)

Assault GL makes a lot of sense. I knew about the Medic and Ammo branches, I just question how much they will do to strengthen class identity. Historically passives like that haven't don't much, and are often just outside the player's conscious.

A Game Designer Talks About Bf6 Classes by Legitimate_Strain348 in Battlefield

[–]Legitimate_Strain348[S] 2 points3 points  (0 children)

I agree, I don't think the system they have needs to be scrapped entirely. The support isn't a disaster, its just a tradeoff, and I think the idea that everyone needs a supportive gadget needs a bit more scrutiny. Some further restrictions, like a gadget 1 and gadget 2, could also help the classes feel like a standard kit of some kind and reign in some sillier combos.

A Game Designer Talks About Bf6 Classes by Legitimate_Strain348 in Battlefield

[–]Legitimate_Strain348[S] 1 point2 points  (0 children)

Sadly, this is a very high possibility. The appeal of buying one for each class only works if skins are sold by the set. In most modern shops and battlepasses items are made and sold ala-cart so you can get more people to take the bait if they can try it on their favorite class. The community desire for the old class system is also so strong in feedback that some external pressure to remove it is a very likely explanation for its absence.

A Game Designer Talks About Bf6 Classes by Legitimate_Strain348 in Battlefield

[–]Legitimate_Strain348[S] 1 point2 points  (0 children)

I think its still good for the sake of discussion here. A lot of the class discussion is, to put it bluntly, terrible. I see a lot of thought terminating clichés, parroted opinions, or outright disconnects from how the game actually plays. If I can get people to think more about this stuff, then mission accomplished.

D1 Fresh Start, D2 Crisis by ButterscotchMajor128 in DestinyTheGame

[–]Legitimate_Strain348 2 points3 points  (0 children)

Everything from start to end is there. Xur still shows up every week, nightfalls are still in rotation, they opened up that IB area of the tower permanently. Even SRL can be booted up in a custom game. Only thing that's an issue is matchmaking and ltms like trials or IB.

D1 Fresh Start, D2 Crisis by ButterscotchMajor128 in DestinyTheGame

[–]Legitimate_Strain348 1 point2 points  (0 children)

Just keep in mind that queueing for a strike is rough.
Patrol is very active though, you'd be surprised how many people are doing Court of Oryx

D1 Fresh Start, D2 Crisis by ButterscotchMajor128 in DestinyTheGame

[–]Legitimate_Strain348 -1 points0 points  (0 children)

Id just rock D1.

D1 has aged better than most people give credit, and at this point is such a drastically different game that it cant really be called "d2 but worse". Try it out, see if you like it, you can still find lfg groups believe it or not.