Gaan Cathal, on 14 March 2013 - 05:34 AM, said:
There is already proof posted in this thread, and the thread linked in the OP with evidence that the effect being discussed does occur in live play. To say nothing of the fact that 'keep this bug because that bug' is the worst design ethos it is possible to feasibly invent.
Agreed. The only time you keep a bug (turn it into a "feature" instead of a bug) is when it demonstrably improves gameplay without a significant downside.
Case in point: the original Tribes. Skiing was a
bug. The only real downside to it was the learning curve associated with learning how to do it. The decision to turn skiing from bug to feature turned what would have been a pretty damned mediocre FPS, (Seriously. Does anyone else actually
remember what it was like playing the original Tribes without knowing how to ski? Blech.) into what Tribes turned into, a shooter that rewarded skill, tactics, twitch, planning, teamwork, and luck
all at the same time.
Well... at least Tribes and Tribes II.
The sequel that shall not be named managed to take the formula for Tribes and Tribes II which made competitive games so much fun, gutted it, stuffed it, and handed it to the casual player and told them it was a fluffy teddy bear, while discarding the essence of that formula. Tribes: Ascend, from what I've played of it is a lot closer to what the originals were than TSTSNBN, but the changes made to turn it into a F2P title ruined it for me. For the record, when I played competitively, I played Farmer, HD, and HoF almost to the exclusion of all the offensive roles. Not to say that I couldn't cap or play HO... but I played with guys that
excelled at those. They played what they were good at, I played what I was good at.
A maximum of two turrets? Puh-
leeeeeeeze. As a competitive Farmer/HD I was responsible for the most, if not the
entire initial turret and sensor deployment for the whole BASE, not to mention upkeep and replacement of the deployable defenses, upkeep of the static base defenses, as well as most of the base itself (inventory stations and sensors), not to mention little things like disrupting enemy MO/HO and spotting inbound enemy cappers in my spare time.
Just knowing where the turrets were deployed and keeping them repaired/replaced was a full time job.
...
Ah, nostalgia...