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Post by johndramey on Jun 14, 2015 2:12:57 GMT -5
I'll give it a go!
Strong points: *Customization - I love the, for lack of a better term, HoS styled skill tree for each class. Really allows us to build Templars how we want them
*Pick up and play - Just like all of your games, easy to shut down and come back anytime.
*Depth - The game is very deep, lots of stats and the like that the player should know about, however....
*Ease of play - Even with the depth, it is very simple to understand and play. Transparency is always good.
Weakness:
*Heat generation - This is really small (in my consideration) but it might be worth a thought. Some classes (engineers in particular) seem to be pressure cookers. It might be worthwhile to slightly drop the heat cost of necessary actions (like capture) in order to make the player feel less frantic about heat. I've yet to lose any Templars to heat but when that red bar turns pink I do start to feel the pinch. Some players could see that as "this game is stupid" not "this game is challenging." Maybe reduce heat cost of frequent use abilities while raising special actions (like sentry gun deployment or healing)? Or, making it harder to overheat in general but having the damage from it be heavier?
*Speed emphasis - every mission has a turn target. Thus is fine and good, but it makes the player unconciously play towards speed. I'd really like some maps or campaigns where the team is on the defensive or is otherwise able to not play against the clock. Always having that "fast = more reward" causes players to rush the game and get more frustrated when they can't succeed.
Hope they're helpful. I'm already hopelessly in love with BF, haha.
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Post by fallen on Jun 15, 2015 14:54:06 GMT -5
The big thing for me has been taking damage especially heavy damage and the lack of healing, I appreciate the design decisions there but maybe we could include more in the tutorial about advancing cautiously and not having opportunity to rest or heal without a paladin. Early in my experience I felt like I was doing something wrong if I got hit big or ended on my last few hit points. I think players should play cautiously but not be put off if they take 80 points of damage in a round. Thx for pointing this out - I have added to our list to be sure it is covered in the tutorial -- "There is no healing, so be careful."
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Post by fallen on Jun 15, 2015 14:59:29 GMT -5
Thanks to everyone for the continued feedback.
A couple of notes -- * SP will never carry over to the next level. That would completely remove the author's ability to control balance and pacing of a level. * Heat: we'll keep looking at it. It is featured as an active part of the game and should be pushing to make heat-base decisions. That is a good thing, imho. We'll keep working on improving. * Play for turns - there are definitely levels (just finished on yesterday) that cannot be played for speed. The level objective is to hold for 8 turns.
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Post by contributor on Jun 15, 2015 15:06:28 GMT -5
The big thing for me has been taking damage especially heavy damage and the lack of healing, I appreciate the design decisions there but maybe we could include more in the tutorial about advancing cautiously and not having opportunity to rest or heal without a paladin. Early in my experience I felt like I was doing something wrong if I got hit big or ended on my last few hit points. I think players should play cautiously but not be put off if they take 80 points of damage in a round. Thx for pointing this out - I have added to our list to be sure it is covered in the tutorial -- "There is no healing, so be careful." I don't know why I always have an eye for realism, (I know, it's not supposed to be real, stupid. Play a sim if you want realism), but there is always something about the healing mechanic in most games that is so incredibly unrealistic, even in games that aren't meant to be silly/completely unrealistic, that it's almost distracting to play. In one turn your character goes from full health to almost dead (but loses no abilities for being on death's door-step) and then is brought back up to full health by the end of the same turn. I don't know what this means for BF exactly, but there is potential to break a few molds by a somewhat more realistic approach to damage taken that can't be waved away by constantly drinking red juice. In some ways the more explicit this is made as a design decision (i.e. in tutorial talk/library entries) the more chance it has to be seen by people as a feature and not an annoying limitation.
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Post by fallen on Jun 15, 2015 15:34:35 GMT -5
contributor - agreed. Max uses on healing talents, and only one class carrying them, I think should continue to push this unique part of BF. The SP cost on healing ordnance will also stay hi. All that said, the tutorial should be really clear and upfront about this unique feature
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