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PVP balance - problem(s) and solution(s)? - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: PVP balance - problem(s) and solution(s)? (/showthread.php?tid=203109) |
RE: PVP balance - problem(s) and solution(s)? - Wesker - 05-22-2024 (05-22-2024, 04:10 AM)darkwind Wrote:(05-21-2024, 09:31 PM)Czechmate Wrote:(05-21-2024, 09:17 PM)Levenna Wrote:Removing luck = less chance for weaker people to get the good old win from time to time and have an incentive to enter fights vs stronger players and bigger numbers(05-21-2024, 08:59 PM)Czechmate Wrote: Entire balance is moving away from rock paper scissors and luck/instakill to drawn out chip damage and everything viable It's funny to me you put it this way. In 2016 on my terrible 60hz laptop that would overheat, I could win over 1v4's. I even once won over a 1v6 from the same mechanics you guys are claiming enable newer players. Fights like these are why people started telling others that I was an "Ace". I had only been playing for two years in at this point and was nowhere near as good as I am now. Currently (10 years in), I play on a full-blown rig with a 240hz monitor. Despite having worse internet I can't take on more than 1 person at a time. Even then loadouts now have a much heavier impact compared to previously. It's infinitely harder now to do the things I did in 2016 as a much more experienced player with a superior rig. I'm pretty sure every veteran player on the server will tell you that this way of thinking is totally backward. Re-adding instakill weapons and mechanics will only benefit veteran players who know how to use them - I promise you. RE: PVP balance - problem(s) and solution(s)? - darkwind - 05-22-2024 (05-22-2024, 04:37 AM)Wesker Wrote: ... Sure. as i said i can see the merit of turning everything to Chip Damage. With having sufficient ways to deal some damage and no way to replenish nanobots, or doing tricks with insta kills. I can see that potentially today even just two newbie players stand a good chance against one ace just from their number. If this theory indeed stands true, then it is a life changer ^_^. RE: PVP balance - problem(s) and solution(s)? - Jayenbee - 05-22-2024 (05-21-2024, 09:32 PM)Karidon Wrote:(05-21-2024, 09:31 PM)Czechmate Wrote: Removing luck = less chance for weaker people to get the good old win from time to time and have an incentive to enter fights vs stronger players If people had the ability to get straight back into the fight, then 'instakills' wouldn't be an issue at all. While I don't necessarily agree we need them, I do believe some thought should be put into snubs having the ability to get back into the fight in certain scenarios. I like that we've Carrier docking and all that, but what if we could take it a step further? Crazy idea. Add the ability to scan a carrier to see who they have docked aboard/attached (is that possible?), enable snubs to respawn from their Carrier provided it's still alive. /dockscan (or however it would be) could help with determining who should be allowed to respawn and add an additional layer of being able to scan a vessel's hangar for RP reasons. Hate, expand, deconstruct, excommunicate. Go for it. |