Originally Posted by Arcador
This /signed stuff is silly.
Monitor of other 8 players will be cool also ability to chat with them The ability to allow 1-3 people to join however will affect the whole mechanism. This will need reworking on the monitoring stuff. So everyone agrees on the monitoring and chat stuff, so it comes actually to the random join thing: The good sides - you don't need to wait or find a party, you just join in the fray. Also when you are not put in a party you may freelance for good...or for bad. The bad sides - Many users posted most of those reasons - too much randomness, big lack of coordination, "everyone for himself" style of play and so on. My prediction:But if you ask me the biggest problem will show itself after a month of play (when the game is fully shipped, finished, alliances formed, people familiar with the new stuff). THEN it will become to absolutelly opposite to what people want it - the chaos and charisma of the FPE 12vs12 will be pierced by top Korean (and not so many non Korean guilds) which will totally dominate the field with their 12vs12 builds and will stand almost no chance by the "fun searching" random joining players. Remember when the korean guilds were using mass war's builds with blackout? Everyone screamed out loud of frustation that they cheated and so on...but actually they were one of the first that showed specialized Tombs (now HA) build that did EXACTLY what it was made to - to kick unorganized pug's butts. Later on other guilds began to made their builds and thus it become more stable. (There are many excemptions, so please do get offended). I fear it will become worse with the 12vs12, when the organized 12 or 8 players team will just wipeout and take control of the map in 5 mins. And it will happen because one of the teams will be by 4+4+4 fully self supported squads that have purposes (like defenders, skirmishers, and act as one whole 12 on the field) and the other side will be made of 12 single or most 2 persons squads (1+1+1+1+1+1+.... or 1+2+1+2+3+1+...)who play for themselves. So focusing on 4 team forced squads will maybe make it worse for some in the beggining but later, it will be become a way better. Some players fear that the 4+4+4 will force players to stay only by 4, but I think they will quickly adapt to split by 2's or even 1's if needed (GvG splits are still active and ofter work good). Also when (I know they will) implent the other parties monitoring and with the last update Radar players range indicator it will be pretty easy to see if some other party member is near you (so you can support him if you see he needs a hand) or you don't need to worry for him, (if he is far to away from your party). |
Monitoring of the other Eight players as well as using that new dim effect when player is out of compass range can be useful for more strategy so long AS theres a way to communicate with the other players. I had though Team tab would do just that but the other 8 players count as separate albeit allied teams. So perhaps another tab called Allies or something. Perhaps give at least some time for players to settle down a strategy before the 12 vs 12 breaks out. Such as twenty seconds or less tops to discuss brief strategy.
Team 1: We roxors so well kick arse
Team 2: Cool well distract then
Team 3: We got most of the monies here will heal.
Or some crap like that.