Dokujisan wrote:This is a flawed approach. I explained this pretty well in IRC yesterday in the dev channel. The reason why this is a flawed approach is that the goal should be to have EVERY player become an advanced player (someday). However, if the game is not setup with very much depth of gameplay, then there is nothing of interest for advanced players.
But how is depth of gameplay being undermined? The HLAC and Fireball can't be powerful enough to do that, some folks have even said they find the HLAC underpowered.
Plus when did Nex have more gameplay depth? When it was dominated by MG, NEX and RL back in 2.3? When you could circle jump faster? Where's the depth in that?
What I'm getting at is the new weapons aren't necessary evidence that the gameplay depth and balance is degrading. IMO, it actually seems to be improving, though the havoc balance might change this come 2.6, if it does not go through some heavy changes before then.
So the theory of lowering the ceiling to make it fun for new players will eventually result in those people being disinterested in the game over the longterm (much like a lot of Nexuiz regulars have started to become recently).
What might look like lowering the ceiling might only be lowering the floor. The default crylink people said was spammy, but you'll still be at a severe disadvantage if you wield it against an experience player and you can't accurately lead him and guess his moves. This applies to all the spammiest weapons in my experience, if they can't be wielded accurately they won't do enough damage to save your ass against an opponent with moderate skill.
Instead, the goal should to properly develop the gameplay so it does have depth to it, but also work on ways to more quickly bring new players up to intermediate skill level so they can actually enjoy the game for its depth.
Well it should also be the kind of depth that is fun, and there's nothing wrong with a self described "simple shooter" being "easy to learn" (while hard to master) either, methinks.