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MaxBaine

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  1. Some comments/suggestions: - The format is good, there's dynamic there, although you're doing reporting rather than having a roundtable discussion. Reporting about what's going on should happen in teaser trailers, which is a much better vehicle for that sort of thing, not a podcast. Having actual discussions between developers would be extremely interesting. - The idea of bringing in guests from different parts of the design team is very interesting, especially if the topic coincides with what they're working on. As long as there's a stable host (or hosts) throughout the life of the podcast. - Maybe include an e-mail address specifically for the podcast that people can give questions to. Mailbags are usually pretty dry most of the time, but with you guys being on the inside, the right kind of question could spark a good discussion if there's nothing big going on. - Responding to an earlier point, I wouldn't recommend adding videos. That's something people can look up in teasers.
  2. What I don't get is why people make these posts every time all the content has been beaten by someone. Isn't that indicative of their skill and experience rather than the difficulty of the game? Considering the amount of overall experience everyone has with MMOs nowadays, its no wonder that people can bring a character up to max level overnight and walk over all the content. If 10% can do that in a quick amount of time, it doesn't mean anything aside from those guys being good players who know their stuff. If 50 to 70% of the guilds out there pulled it off in the same amount of time, then I would agree that it's a problem with game difficulty and it should be tuned dramatically upwards. Of course, it would be fun to make challenging content the moment you the Covert to Ops button gets pushed. However, saying that the raiding is laughably easy because the best guilds in the game can finish the content really fast is a silly argument. They're going to finish stuff absurdly fast all the time, and it's not indicative of the larger player base.
  3. The current system of "holding to lock on to big targets" feels cumbersome at best. I get that it's expected that you're sticking your neck out on the line to blow out a ship's bridge, but having both the missiles and the PTT on the same click gets things tangled up (especially if you're showering the area with missiles and a hard target happens to cross the reticule, like shield generators.) Likewise, if you don't want to use a proton torpedo at that time, you have little choice in the matter if the target is eligible for a torpedo. Why not just add the 5 key to space missions. or even the middle mouse button, for its activation trigger? That way people who don't need the proton torpedo aren't forced to use it on hard targets, and the people that do want to use it don't get it tangled up with their normal missiles.
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