P
Yes Chazz, I made a forum post
I'll just categorize stuff in here with its own headline to sort things out. And, I'm not looking for discussions or conversations... This is for Grummz and the devs to read and process mainly, if anyone else wants to make some comments that's fine but know that I probably won't care to reply, this is my draft and my thoughts.
Crosshair Behavior
So, after playing some games and coming back to Em8er every once in a while, I feel there's something off with how the aiming system works. It feels, slippery and uncontrollable.
I've come to the conclusion that a static crosshair with recoil in the camera feels much better and user-controllable than the current way of having the recoil in both camera and crosshair. My muscle memory protests playing Em8er and that's not a good thing, I like to be in charge of my aim.
If there's one thing I've learned about action games, it's that if combat is bad, people just won't play it regardless of how good the rest is. Combat is king, and I don't think moving both camera and crosshair when gunning is king.
Ammo Count and Ammo Counter
With a lot of things going on on the screen it can very easily grow into a clutter/mess. I'd suggest making the ammo counter for most weapons displayed on the actual weapon instead of having it showing up as a screen floating ontop of the weapon as the current ammo counter does. Dead Space does this extremely well, even the health bar is placed on the characters back.
Accuracy vs Distance
Been playing Planetside 2 for a while too, mostly in fact, and I can feel they've put some serious effort into categorizing the guns for various ranges. If I use an Assault Rifle, I find myself naturally positioning myself at a realistic distance for hitting my targets. But I can't say the same about Em8er...
If I'm to use current Assault Rifle in Em8er I feel like I'd naturally be in shotgun range for hits to land on targets, and the damage penalty over distance takes place way too early. This in addition to the wild crosshair behavior makes the combat in Em8er feel bad. What Planetside 2 does for example is using a damage curve, "TRAC-5" which is a TR Carbine deals maximum damage up to 20 meters, then gradually goes down and stabilizes at 30-40% of that maximum damage at 60 meters until the end of that bullets lifespan, which is 100 meters. I know there's a similar system in Em8er already, but for whatever reason it feels like the punishment of distance happens too early and too drastic. I expect an Assault Rifle to feel like an Assault Rifle at proper Assault Rifle range.
Buy 2 Play vs Free 2 Play
Controversial topic, I know... If nobody had anything to say prior to this one there will be people triggered here. But again, this is for the devs most importantly, couldn't care less what others think, I'm here to talk about what I think.
Now, imagine Em8er not gaining traction because the Buy2Play model just isn't flying. Sure, there has been plenty of games made by some big companies which has been successful with this type of marketing strategy but most of them are made by big studios, an even lesser number of games that's been successful longterm, lesser still that has been longterm successful as an MMO, and we can shrink that list even further for longterm successful indie MMOs. And by successful, I mean to the point where the game feels alive with thousands of players and the company is thriving with updates and content for the game. I think I can count those games on one hand alone. Is Em8er going to be one of those games? I wish it would be but if I have to be realistic, I don't think so.
In one hand, Em8er is developed by an indie studio which means investment could be unstable. On the other hand, what reference does Em8er have? A dead game (Firefall)... Which has been a reasoning factor when ppl say "no thanks" when I've suggested they'd check out Em8er because Grummz has a dead game in his history. Why'd people spend money on a new game when the last one made by the same person failed?
Personally, I wouldn't be upset about the game going Free2Play at this stage to remove the "paywall of entry" allowing more people to join in, more players equals more fun right?! But, I'd be very upset if the game went this road after release because that'd be the day I say "told you so".
Please consider going Free2Play before it's too late.
Hotkeys and Camera Angle
I'm thinking All Points Bulletin, where you just press V to switch between right/left shoulder camera. Implementing the option to make switching customized in the settings is good, now let's make it perfect with a single-button switch where the character also switches hands on the weapon as the camera gets changed, exactly as it did in APB.
What would also be nice is a hotkey to switch between main and secondary weapons, as I can imagine we'll get a handgun as a reserve weapon in the future. In addition, like in Planetside 2, switching to secondary weapon is always faster than reloading your main main weapon.
Game Introduction and Obstacle Courses
Revisiting an older video from TheLazyPeon playing Firefall, it's not a pleasant nor memorable opening... You just spawn in a random obstacle course and is expected to just do as being told. Don't repeat this kind of tutorial !
I can finally share the perfect game opening for reference, Crysis 1. It goes from cinematic straight into gameplay with a hidden tutorial that DOES NOT feel like an obstacle course. It feels, seamless and natural, as a part of the story.
Thumping
Idk about anyone else, but I prefer the stationary thumping as was in Firefall. Additionally, I just figured, why don't we change the idea of aliens being triggered through thumping on the planet which makes the aliens open a rift where they spawn through, to something else... How about, we intentionally place a piece of tech down that opens a rift transforming an area around the device into the actual alien planet, a temporary dimensional transformation from which the aliens gets triggered by. The destination for transformation could be based on material rarity, more rare equals more difficult rifts.
Let's say, you call a THMPR down, it lands, it unfolds and when ready makes a discharge that transform an area around the thumper that changes dimensional space to the alien planet... As if you were the alien, you'd suddenly see a circle in the middle of nowhere changes terrain where humans walks through with big machines and heavy equipment making loud thumping noises. Now let's say you want to thump a high-value resource, we need to apply high risk factors... Perhaps the THMPR needs to create a bubble shield preventing anything from either entering or leaving the sphere, maybe because there's a vacuum, a gate to outer space because the transformational destination is on an alien moon... Kind of like how they transform ground in Kena: Bridge of Spirits.
Essentially, instead of them coming to us, we go to them for thumping.
I'll just categorize stuff in here with its own headline to sort things out. And, I'm not looking for discussions or conversations... This is for Grummz and the devs to read and process mainly, if anyone else wants to make some comments that's fine but know that I probably won't care to reply, this is my draft and my thoughts.
Crosshair Behavior
So, after playing some games and coming back to Em8er every once in a while, I feel there's something off with how the aiming system works. It feels, slippery and uncontrollable.
I've come to the conclusion that a static crosshair with recoil in the camera feels much better and user-controllable than the current way of having the recoil in both camera and crosshair. My muscle memory protests playing Em8er and that's not a good thing, I like to be in charge of my aim.
If there's one thing I've learned about action games, it's that if combat is bad, people just won't play it regardless of how good the rest is. Combat is king, and I don't think moving both camera and crosshair when gunning is king.
Ammo Count and Ammo Counter
With a lot of things going on on the screen it can very easily grow into a clutter/mess. I'd suggest making the ammo counter for most weapons displayed on the actual weapon instead of having it showing up as a screen floating ontop of the weapon as the current ammo counter does. Dead Space does this extremely well, even the health bar is placed on the characters back.
Accuracy vs Distance
Been playing Planetside 2 for a while too, mostly in fact, and I can feel they've put some serious effort into categorizing the guns for various ranges. If I use an Assault Rifle, I find myself naturally positioning myself at a realistic distance for hitting my targets. But I can't say the same about Em8er...
If I'm to use current Assault Rifle in Em8er I feel like I'd naturally be in shotgun range for hits to land on targets, and the damage penalty over distance takes place way too early. This in addition to the wild crosshair behavior makes the combat in Em8er feel bad. What Planetside 2 does for example is using a damage curve, "TRAC-5" which is a TR Carbine deals maximum damage up to 20 meters, then gradually goes down and stabilizes at 30-40% of that maximum damage at 60 meters until the end of that bullets lifespan, which is 100 meters. I know there's a similar system in Em8er already, but for whatever reason it feels like the punishment of distance happens too early and too drastic. I expect an Assault Rifle to feel like an Assault Rifle at proper Assault Rifle range.
Buy 2 Play vs Free 2 Play
Controversial topic, I know... If nobody had anything to say prior to this one there will be people triggered here. But again, this is for the devs most importantly, couldn't care less what others think, I'm here to talk about what I think.
Now, imagine Em8er not gaining traction because the Buy2Play model just isn't flying. Sure, there has been plenty of games made by some big companies which has been successful with this type of marketing strategy but most of them are made by big studios, an even lesser number of games that's been successful longterm, lesser still that has been longterm successful as an MMO, and we can shrink that list even further for longterm successful indie MMOs. And by successful, I mean to the point where the game feels alive with thousands of players and the company is thriving with updates and content for the game. I think I can count those games on one hand alone. Is Em8er going to be one of those games? I wish it would be but if I have to be realistic, I don't think so.
In one hand, Em8er is developed by an indie studio which means investment could be unstable. On the other hand, what reference does Em8er have? A dead game (Firefall)... Which has been a reasoning factor when ppl say "no thanks" when I've suggested they'd check out Em8er because Grummz has a dead game in his history. Why'd people spend money on a new game when the last one made by the same person failed?
Personally, I wouldn't be upset about the game going Free2Play at this stage to remove the "paywall of entry" allowing more people to join in, more players equals more fun right?! But, I'd be very upset if the game went this road after release because that'd be the day I say "told you so".
Please consider going Free2Play before it's too late.
Hotkeys and Camera Angle
I'm thinking All Points Bulletin, where you just press V to switch between right/left shoulder camera. Implementing the option to make switching customized in the settings is good, now let's make it perfect with a single-button switch where the character also switches hands on the weapon as the camera gets changed, exactly as it did in APB.
What would also be nice is a hotkey to switch between main and secondary weapons, as I can imagine we'll get a handgun as a reserve weapon in the future. In addition, like in Planetside 2, switching to secondary weapon is always faster than reloading your main main weapon.
Game Introduction and Obstacle Courses
Revisiting an older video from TheLazyPeon playing Firefall, it's not a pleasant nor memorable opening... You just spawn in a random obstacle course and is expected to just do as being told. Don't repeat this kind of tutorial !
I can finally share the perfect game opening for reference, Crysis 1. It goes from cinematic straight into gameplay with a hidden tutorial that DOES NOT feel like an obstacle course. It feels, seamless and natural, as a part of the story.
Thumping
Idk about anyone else, but I prefer the stationary thumping as was in Firefall. Additionally, I just figured, why don't we change the idea of aliens being triggered through thumping on the planet which makes the aliens open a rift where they spawn through, to something else... How about, we intentionally place a piece of tech down that opens a rift transforming an area around the device into the actual alien planet, a temporary dimensional transformation from which the aliens gets triggered by. The destination for transformation could be based on material rarity, more rare equals more difficult rifts.
Let's say, you call a THMPR down, it lands, it unfolds and when ready makes a discharge that transform an area around the thumper that changes dimensional space to the alien planet... As if you were the alien, you'd suddenly see a circle in the middle of nowhere changes terrain where humans walks through with big machines and heavy equipment making loud thumping noises. Now let's say you want to thump a high-value resource, we need to apply high risk factors... Perhaps the THMPR needs to create a bubble shield preventing anything from either entering or leaving the sphere, maybe because there's a vacuum, a gate to outer space because the transformational destination is on an alien moon... Kind of like how they transform ground in Kena: Bridge of Spirits.
Essentially, instead of them coming to us, we go to them for thumping.
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