Originally Posted by Mietz
Because there is a threshold in human capability, map design and TTK.
Giving a player the tools to reliably control his surroundings is key. Once you give the attacker too many avenues of attack and the player no reasonable and consistent way to actually counteract that, the threshold is crossed and you move from skill to luck.
PS2 swung the pendulum way past that threshold.
In a game that has 8 directional attack avenues and mobility with jetpacks, terrain, cloaks, aircraft, vehicles, etc. the tools for the player to consistently perform are not there.
Especially since you are so reliant on the performance of others in this game (you will not win the war by yourself), the ability to compensate is just not available, at all.
Situational awareness is good, I welcome it, but it needs to be controlled, like any other game design element.
Its not a panacea to everything.
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I agree that there's issues with things like base design, but overall base design issues are base design issues. TTK is a completely separate issue (and something that I don't even see as an issue).
It is something that's tied both into TTK and base design, but since this topic was only about TTK (and, hell knows, base design is something that's important, but that's been done to death about fifty times over with the same consensus), I mostly focused on that.