Well it's a shooter. The difficulty is going to vary dramatically person to person. Also the game isn't out yet, relax, Kevin.
Well it's a shooter. The difficulty is going to vary dramatically person to person. Also the game isn't out yet, relax, Kevin.
I'm not saying it needs to be anything of the sort. That's an extreme - just as losing practically nothing (or nothing at all) is the other.
As is stands, you simply can not lose anything of consequence. You risk a minor amount of scrip and...thirty seconds (?) to run back to where you were if you get plastered twice in a five minute span. Really, you can't lose. You can just zerg back and beat your head against a wall until you break through.
Having a more reasonable risk/reward adds more weight to your actions which, in turn, makes the game harder. At the very least it makes you THINK about what you do before you do it.
Now let's put risk/reward aside for a moment. We have an aim assist that may as well be an aimbot with how accurate it is. Now throw poor AI on top of it. Each of these on its own is pretty bad.
Now combine all three. - No significance of death, the game essentially aims for you, and the AI is dumb as nails. I'm not even going to get in to the fact the game tells you exactly where to go with waypoints..
If that isn't a cupcake recipe, WHAT IS? What games do people find easy if one finds this difficult?
Ive suggested risk and reward kind of stuff to them, even some stuff against timer, hell even servers for only high level games (endgame server if you want to call them..) Global Agenda had pretty good ideas, I wouldnt mind if TW apes one or two of those. They had PVPVE dungeons too, 4 guys start to do dungeon and 2 guys try to stop them with limited deaths, that makes dungeon/instnce running 10 time more interesting.
You can suggest it, but the game is what it is. To appeal to the widest possible audience, developers want to make everyone feel like an invincible juggernaut. In the process, the game becomes simple. Showering players with constant gifts (loot) makes players feel like they've earned something. Many players can't get enough and would love a free Scrooge McDuck virtual money bin gifted to them instead of actually earning it.
I don't like it, but that's just how the industry is these days. Once in a while a game comes along requiring an IQ greater than that of a gnat to do well in, but it's a rare bird.
Missions, weapons, events, sure. The gameplay mechanics are what they are, though. Suddenly making the game remotely challenging would greatly affect their target audience. (And, by extension, sales.)
While it might bring in more players clamoring for an interesting game then people who would leave due to difficulty, Trion would never risk that. Most devs go with what they know will bring in the cash.