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  1. #1
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    Curious question about weapon leveling

    Why is it just one exp bar for individual weapons? In reality, the more you use a weapon, the more you learn the ins and outs of the weapon: the recoil, how much pressure to squeeze the trigger, reloading faster. In my eyes, the exp bars should've been flipped, with the continuous leveling bar on individual weapons (keep the low levels of "bonuses" to balance them out) and the overall weapon class bonuses single bar (or several smaller bars, because learning things about one weapon might translate to some things on another, but not all). This fits in with the idea of "special named weapons" from other NPCs in the game as well.

    While not ideal, but to facilitate trading "favorite weapons" (and the above mentioned NPC weapon), why not have a system that randomly chooses from the bonuses acquired on the weapon by the previous user (they have to be on there before trading, otherwise it'll be like trading for evolution pokemon using a dummy account all over again) still be applied to the weapon when transferred? This is translated in the real world as knowledge passed by word of mouth about the weapon ("Watch out, my baby has a mean kick to her" or "The clip has a tendency to jam if you shove it a certain way").

    I don't think this would've broken the game, and makes sense within lore/PVP. Also, to encourage "upgrading" to other weapons, stats would relatively scale so that it's semi balanced. You'd be comparing base stats in your head. Your levelled weapon might out dps the new weapon by a fourth or something (instant gratification), but in a couple levels time (for the new weapon) the new weapon would be stronger. Maybe the bonuses get weaker over time (ala Borderlands 2 Badass rank)?

    Maybe we'll see this in a future update. Probably not though *shrugs* Any thoughts about why a system like this wasn't implemented?

  2. #2
    Senior Member Azrael008uk's Avatar
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    Why not have Unicorns?

    The game has already been made.

    Rather than lament what 'could have been' you're best to get to grips with the system that the developers put in place.

    I don't mean this in a mean way.

    The developers have created the game to work a certain way for a reason so you're better off making the best of it.

    Az

  3. #3
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    I have accepted the current system, its just interesting that Trion has chosen to go this direction, instead of a different one. Why specifically this one? What were the design or programming limitations that caused them to use this form of leveling? Maybe it was time constraints? The thread began as a question, but kind of went into the suggestion route, which I didn't mean for it to go into, but that's what happens when I think as I type. I'm honestly just curious about the paths they chose and the whys.

  4. #4
    Senior Member Azrael008uk's Avatar
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    Quote Originally Posted by WeirdManBoy View Post
    I have accepted the current system, its just interesting that Trion has chosen to go this direction, instead of a different one. Why specifically this one? What were the design or programming limitations that caused them to use this form of leveling? Maybe it was time constraints? The thread began as a question, but kind of went into the suggestion route, which I didn't mean for it to go into, but that's what happens when I think as I type. I'm honestly just curious about the paths they chose and the whys.
    Really?

    You make a lot of games yourself or just presumptions?

    Just because something isn't to your personal taste does not mean that the developers were limited or constrained.

    Az

  5. #5
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    Less recoil, faster reload? You have got these. They are compiled on weapon type levels.

    The reason behind this extra bonus is that it adds more variety on guns. I like this system.

  6. #6
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    Quote Originally Posted by Azrael008uk View Post
    Really?

    You make a lot of games yourself or just presumptions?

    Just because something isn't to your personal taste does not mean that the developers were limited or constrained.

    Az
    By listing those choices, I didn't mean for them to be the only ones to chose from. Personal choices (as you stated) are on that list, along with a whole bunch of things that I'm sure you and I have overlooked. Those were merely examples. Also, I'm just naturally curious, I'm not attacking anyone in any sort of way, I'm just wondering why they chose to go with this system, instead of the other systems they probably came up with and tried in their development process. And no, I've never made any games, but am just interested in what goes into design choices of games nowadays. It's an amazing topic. =]


    Quote Originally Posted by Draugluin View Post
    Less recoil, faster reload? You have got these. They are compiled on weapon type levels.

    The reason behind this extra bonus is that it adds more variety on guns. I like this system.
    I know they're there, and this system definitely makes it easier for one to keep picking new weapons and still be able to use them efficiently, which is always a good thing. I somewhat like this system as well, but am just curious about why the loot and level system is this way instead of a different one (for example, the one I listed in my OP).

    And yes, while it does add a variety to the guns, It's a very slight one. I just find myself just buying/finding SAWs (I wanted to be an LMG user from the start) not to find the perfect bonus (in my opinion would be larger mag size), but just to level my LMG skill to the max. I figure that the lore of the game, the ark hunter would develop a "favorite weapon" to use (like the Detu Ara or the Assault Rifle Nolan gives you). Not a priority, but definitely interesting to learn about.

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