I have to say, I feel for the Trion team at times. I feel like they receive a lot of mixed messages from the community - people want to see more communication, then when it comes the "talk is cheap" lines come out. While I do understand this is a large community with many voices that hold their own opinions... there's a significant discord in what people seem to want.
My point is that regardless of your opinion on past transgressions, try to offer a quality response to what they are saying. I've read so many posts in this thread that make no attempt to address the subject matter discussed in the blog post, and some are just completely unrelated chest bumping between some members with some serious ego problems. Pun absolutely intended, if only to highlight the absurdity of this thread.
Anyhow, as for the message itself, this is mostly just echoing some key points from my blog post reply.
Trick F'in Dempsey
Trick Dempsey is a good face for the Defiance team at Redwood - he's personable and has retained his credibility throughout the game's lifespan. I think his presence on the Friday streams have been helpful, particularly with his willingness to provide relevant, concrete insight into game aspects. My hope is that he can become a developer fixture on these forums, similar to how Daglar functions on the RIFT forums. A consistent and visible presence from a developer would go a long way towards repairing people's perspectives on the development of Defiance.
Peashooters
Weapon balance, and equipment balance in general, is one of my chief interests in Defiance. This is mostly due to its significant impact on PvP, but that's another subject entirely. Balance is just something that needs to occur, I just hope the right details are applied in regards to addressing the overall direction of certain weapons. In particular, I feel like aim assisted weapons should not be emphasized, while skill dependent weapons are rewarded appropriately. Overall though, I would like to see a wider variety in weapon selection - that means more benefits and drawbacks, more modification options, and a wider array of combat situations.
Generally speaking, this is my opinion on what I would like to see from weapons moving forward:
- Infectors need to be revamped, period. The aim assisted needles are overwhelming, the infections take up too much screen real estate, and the amount of damage sources is just ridiculous. I personally believe the weapon should not have any homing on it unless you are using a scope, but that's just me.
- The emphasis on mobility in the competitive environment is negatively impacting weapons that require precision aim - Assault Rifles, Light Machine Guns, and Pistols are all poorly suited to that environment. While I am hesitant to assign blame to the accuracy penalties, I think that may be one of the key components holding them back. I believe the lack of bloom and accuracy penalties with Sub-Machine Guns may be playing a significant role in this regard.
- I find Rocket Launchers to be generally underwhelming, and often inferior weapons when compared to Grenade Launchers. I'm unsure how to further incentivize those weapons (other than the Sludge RL, which is great), but perhaps more rocket variants similar to the Sludge and Bonfire would help differentiate them.
- Let's be honest here, does anyone use Shotguns to hit multiple targets at once? The spread on those weapons is often unnecessarily large, further diminishing their impact in the competitive environment. I can also say I'm not particularly fond of the forced reload animation, I hope that's reverted back to allowing firing to break the reload animation.
- I adore the Charge Blades, but I feel like they are missing something. They lack any ability to gap close right now, which significantly weakens their competitive viability. Would there be any way to wrap the Volge Viscera's charge on to the right click function for blades? I think that would really help those weapons out.
Shields?
I'm really unsure how the Defiance team perceives shields right now, but I think you guys have a sheltered view of them. Why specifically mention the Ironclad as needing a buff? If anything, that is the most well balanced shield in the game. Ironclads are the de facto choice for PvP players - it provides a good balance between capacity and recharge. If anything, those are the shields that should be considered the baseline for every other shield. What really needs to be looked at are a few specifically unpopular shield variants. Specifically, take a peek at the Hurricane, Rebel, and Tachyon variants. I feel like Respark, Ironclad, and Rhino shields are just fine.
What I think could be useful would be offering more differentiation between the shields, specifically through more noteworthy bonuses and modifications. Right now shields just feel like sort of a necessary evil, rather than a fun part of your character you can customize.
That Inventory Thing
I really have nothing to say on the inventory. It's just something I've always worked around, and I do not really care about it. I'd rather see emphasis placed on more important aspects of the game.
Babbling
Another aspect I really do not have an opinion on. I think the chat system needs to be streamlined and improved, but I do not use the in-game voice options. I use my own third party solution (TeamSpeak 3), and I think this goes for most PC players. I guess this is more of a console issue?
Objectives, UI, Whatever
Three in a row! Another thing I just deal with.
Beeeeyooooonnnddd
I'm really unsure how to absorb all of this, I'm not really certain I like the direction the game is moving in.
For starters, why did you change the way Arkfalls work? I thought they were fine as content, they just need a more intuitive and better scaling rewards system. The biggest issue is that you are better off "tagging" it with a few bullets and just taking the keys, while letting the other suckers finish the whole event. If you literally just transferred to Siege rewards system to Arkfalls, it would be perfect. The interiors do not seem to bring anything new and exciting to the table, just another unnecessary layer. I saw nothing compelling or interesting with those interiors, it just seems like more of the same.
I'm very concerned about stims and spikes - in fact, I think these have the potential to be the biggest faux pas yet. The combat of Defiance is its strongest trait, hands down. I do not think it needs additional layers or content added to it, it just further complicates an already acceptable and sensible system.
Just based on casual observation and my own experience with the game, here's what I can foresee:
- That stim that automatically replenishes your health and shields? That is very poorly thought out. This almost exactly replicates the issue we had with syphon procs triggering constantly in PvP. This is going to give top tier players another huge edge in fights. It will be the de facto choice for PvP if it remains the way it is.
- The ammunition spike is going to do nothing more than invalidate weapon ammunition pools. One of the biggest drawbacks to the strongest PvP weapons right now (hint: Tachmags) is that it dumps ammo faster than anything else in the game. By giving us a spike that refills out ammo pool... you have just effectively negated the weapon's only weakness.
- Want to see what a damage stim does to a cloaked courier? I don't. If you thought players were upset with the Cloak power now, just you wait until we get our hands on that. That will almost certainly lead to one shot kills on most players.
I think there is some serious work that needs to be done on that idea if its going to make it live. Healing stims should not be an instantaneous effect, but perhaps an emergency "oh s**t" button to trigger a quicker regeneration effect. Ammunition spikes just have no reason to exist, it only serves as an invalidation of ammo boxes, which are a strategic point players can control in a fight. If anything, they should be something you have to interact with to gain their bonus. Damage stims really only seem like a secondary Overcharge, which to me seems redundant.
Just My Opinion, Man
I really, really hope Trion can work towards accepting player feedback a bit more, particularly when it comes to alpha feedback and gameplay from your higher tiers of competitive play. I think some design decisions are being made without considering the effects they have in the hands of a truly skilled player. I love the ideas behind some of the upcoming changes, but I worry about their execution and how they will impact the game in reality. The poor response time of the team in regards to major issues (shield glitching cheaters, PvP queues) has me concerned that we may be left with a poor competitive environment for quite a while since hotfixes seem to be all but gone from the development cycle.
I just want to see communication - similar to what we see now, but more specifics being conveyed. I feel like there is a bit of a disconnect between the way Trion plays the game, and how players play the game. Bridging that gap should be a priority.


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