![]() It kicked him out of it randomly but by then I had died and there were no forges left :(Īrbalest needs a quicker fire rate. My duo partner experienced a bug where he could not mount, shoot, or reload. It happened to someone I play with in a different game session. There has been a few instances where I land in Fungal Forest and it sounds crazy windy in game. However, I don't mind the basically nonexistent drop now. ![]() I also liked when the sniper had a drop because it took more skill. I'm okay with the logic of being shotgunned or quick scoped when the accuracy is down, not so much when it is really accurate. Sniper rifle needs less accuracy out of scope. The third partying that made this game infuriating and so SO much fun is finally back. Human to bot ratio maximum needs to be increased to AT LEAST 50:50 rather than the current 32:68. More Balance before introducing new mechanics (!!!) If you are rlly listening to the community then pls hear us: Runes are way to overpowered, making skills useless no communication with the community, although this here might be a good first step as long as you are lucky enough if you can use a skill 1 time in an actualīattle, because of overpowered weapons and long cooldown. why do they even exist, when everyone can use every item/skill. unbalanced weapons, especially hitscan weapons. Render distance is insufficient especially for sniper. Sound of Weapon-shooting wont stop after defeating the player. Sound of Chickens wont stop after defeating them. Those are probably my main two issues right now.ĭont even know where to begin. These issues actually come in when you put artificial barriers on things, which tricks you into thinking you can walk up that rock, or that area, and then cant. If it LOOKS like you can walk on it, you should be able to, which I would lean towards letting players go anywhere they want. So simply "fine tuning" the terrain/objects in the game. This actually cost me a match since now my opponent just peaked over the edge and picked me off, with no cover to escape to. Other times, I see a patch of grass next to a rock, try walking on it, and fall off the side of the rockface I was next to. to get ontop of places you arent "supposed" to be, and then can shoot down on you from a place you cannot get unless you swap out for a Soar as well. Sometimes I see Rocks/ground that looks like you should be able to walk up it, but cant. Issue #2 for me - I would like the Terrain to be fine tuned more. Now this wont solve EVERYTHING, but its a huge issue in the game atm IMO. But now YOU get it, since you did the most work. You will hear stuff like "Finished that one off for ya!" and feel GOOD about it, because that was your kill and your ally came in at the last second and shot the chicken once. ![]() Scenario #2 - Duo/Squads - Now you have teams working together. Its less of a "guaranteed 2 free kills" scenario. Do I kill the chicken simply to remove that player from the game? Though I dont get a kill? Or do I chase after the still ALIVE player to kill him, and then come back for the other chicken, who will likely be respawned now. Scenario #1 - Solos - Now the vulture must decide. Modifying this, so that the person who DOWNS the enemy player (who turned them into the chicken) is the one awarded the kill once the chicken dies, is a better method. My ally comes up and shoots it once while I am reloading, gets the kill. If I used 4 bullets from my slug rifle to turn someone INTO a chicken, I dont have enough bullets to finish the chicken. I have played with people who will literally wait to start shooting at a player, until they a chickened. In Duos/Squads it promotes kill stealing amongst your team. You pop over the kill and shoot 1 shot and boom, its your kill now. In Solos it promotes "vulturing" where you wait till two people are fighting, then you engage at the last second to kill steal the other player who may have already chickened someone but is trying to reload. The gameplay we have now, where killing the chicken awards the kill promotes toxic play. NOT the player who finishes off the chicken. Issue #1 for me: The player who DOWNS the enemy should get the kill.
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