12-18-2014, 12:12 PM
Obviously I'm with Fuiba on this one, tho the balance must be kept in mind, without any kind of feedback the mission can be prolonged for a no real reason too much for a MP experience where there are people joining only for a mission or two, 1-2 hours.
As he said, i think the center of weight should be moved on players in co-op MP at least (didn't think about PvP yet), that's why i prefer players reporting/spotting enemies, objectives and not the AI, i don't want to see tags on enemies or markers for them on the map, and definitely i don't want aimbots or auto-aiming not that this has been an issue until now but it represents the extreme we want to stay away from it.
...That's why i'm not a big fun for guided rockets.
The hard part in this approach is that you have to test the mission very well to make sure everything works, and you have to keep it simple and give hints visual/txt chat/sound without breaking the mission/immersion, we are all here for fun after all and i personally don't like puzzle games
For instance in my missions i use campfires, radio/chat message, vehicles or whatever comes to mind to "signal" the targets, waypoints or important area. The sense of accomplishment is higher when a player does something well without hand holding even with the help of some subtle hints.
For instance in OFP i remember a SP mission where i was lost, had to use the compass and map?(not sure i had a map tho) and the surprise and reward was big for me when i discovered that i can actually navigate and find the exfil point without a waypoint marker.
As he said, i think the center of weight should be moved on players in co-op MP at least (didn't think about PvP yet), that's why i prefer players reporting/spotting enemies, objectives and not the AI, i don't want to see tags on enemies or markers for them on the map, and definitely i don't want aimbots or auto-aiming not that this has been an issue until now but it represents the extreme we want to stay away from it.
...That's why i'm not a big fun for guided rockets.
The hard part in this approach is that you have to test the mission very well to make sure everything works, and you have to keep it simple and give hints visual/txt chat/sound without breaking the mission/immersion, we are all here for fun after all and i personally don't like puzzle games
For instance in my missions i use campfires, radio/chat message, vehicles or whatever comes to mind to "signal" the targets, waypoints or important area. The sense of accomplishment is higher when a player does something well without hand holding even with the help of some subtle hints.
For instance in OFP i remember a SP mission where i was lost, had to use the compass and map?(not sure i had a map tho) and the surprise and reward was big for me when i discovered that i can actually navigate and find the exfil point without a waypoint marker.