Under the "inventory" paragraph: http://community.defiance.com/en/201...e-game-update/
What does this mean? As a shooter the game is light on RPG elements; gear is much more significant than EGO. And that's fine. One of the best things this game has going for it is that there are literally none of the stereotypical bull **** barriers between newbs and vets that a traditional RPG has.Inventory
Our inventory interface needs serious improvement. Our current interface has a large number of loadouts and limited inventory space that makes it difficult to make decisions quickly and leap right back into the game. We’re making incremental improvements to this interface as we improve the significance of gear resulting in a much smoother process.
I kind of figured the charged blades were a harbinger of bad design choices as the rarity dictates the damage. No other weapon is like that. At first I attributed this choice to the lack of attached weapon skills but the above comment worries me. Then combine that with all starting, pre-order, and Ark Hunter Rewards weapons being nerfed.
Why was this gulf between newer and older characters even opened to begin with? Why force that into the game now?
We're not going to be moving down the path towards traditional RPG power scaling are we? Because, to be frank, that sucks and is just lazy game design. It's archaic. It would make me stop playing this game. It's fine that some people like it but I absolutely abhor it. It's the primary contributing factor to my absolute love of the idea of MMOs but my complete disdain for their execution thus far. I just can't enjoy games like that anymore.
Someone please reassure me that this is not what's implied by comments mentioning the significance of gear.


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