martin wrote:...about 50% of people loved it, the other 50% hated it with a passion...
Don't you think you are being a bit generous there? :P
xander
Moderators: jelco, bert_the_turtle
martin wrote:not really, some people really did like it. Anyway my point was that a large percentage hated it, if it was a bigger percentage then that just reinforces my point :P
xander wrote:martin wrote:not really, some people really did like it. Anyway my point was that a large percentage hated it, if it was a bigger percentage then that just reinforces my point
That was exactly my point. By assuming that as many as 50% of players enjoyed it, I think you were being a bit generous.
xander
martin wrote:As for the other idea, I don't really like it, I don't think there would be enough motivation to fight for crates if everyone got the powerup
Crates would be mostly disabled, due to the chances of them landing somewhere that you just *can't* leave, and the spectrum of crates' power still comes into play as a lot of the time the average usefulness of the power up doesn't justify the time spent noticing the crate. Polarising the good and bad isn't much use either, unless you REALLY want to play like that (OK, I might once in a while, because it's clearly funny for a couple of one-off games).I think the easiest way to combat this and make people actually pause on taking crates is to up the percentage chance of a bad crate. If the odds were say 70/30 or maybe 65/35 in favor of a bad crate. I think everyone would reconsider crates. Simply, then it's a true gamble for that uber power-up that will put you over the top of your competitors. I do know that if the general consensus was that more than likely you will get a bad crate.... It would totally change the dynamics of the game.
TomCat39 wrote:I saw a post talking about the strength of the power ups pretty much negates the "caution" concerning negative/bad crates. And I tend to agree. When playing I don't hesitate to fight over a crate and I don't even remotely think about the possible bad outcome. All because the power-ups available make you super strong unless your opponent has powerups to combat yours. So not going for crates is pretty much suicide.
I think the easiest way to combat this and make people actually pause on taking crates is to up the percentage chance of a bad crate. If the odds were say 70/30 or maybe 65/35 in favor of a bad crate. I think everyone would reconsider crates. Simply, then it's a true gamble for that uber power-up that will put you over the top of your competitors. I do know that if the general consensus was that more than likely you will get a bad crate.... It would totally change the dynamics of the game.
As it stands now, yeah you can get a bad crate or two, but it's not often enough to make one even slightly pause or reconsider grabbing that crate within reach.
Major Cooke wrote:Crate X-ray mode:
Allows the person who opened the crate to look at other crates for 60 seconds to view the content's icon (i.e. a normal crate would have it's image replaced with a gun turret's icon until the powerup expired).
Mas Tnega wrote:Crates would be mostly disabled, due to the chances of them landing somewhere that you just *can't* leave, and the spectrum of crates' power still comes into play as a lot of the time the average usefulness of the power up doesn't justify the time spent noticing the crate. Polarising the good and bad isn't much use either, unless you REALLY want to play like that (OK, I might once in a while, because it's clearly funny for a couple of one-off games).I think the easiest way to combat this and make people actually pause on taking crates is to up the percentage chance of a bad crate. If the odds were say 70/30 or maybe 65/35 in favor of a bad crate. I think everyone would reconsider crates. Simply, then it's a true gamble for that uber power-up that will put you over the top of your competitors. I do know that if the general consensus was that more than likely you will get a bad crate.... It would totally change the dynamics of the game.
RabidZombie wrote:Major Cooke wrote:Crate X-ray mode:
Allows the person who opened the crate to look at other crates for 60 seconds to view the content's icon (i.e. a normal crate would have it's image replaced with a gun turret's icon until the powerup expired).
That sounds... familier...
Oh yes, because it's already been suggested.
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