Forum Discussion

Pheesley's avatar
5 years ago

Core PVP gameplay issues: PvP is not finished; add Damage Dropoff!

Neglecting Damage Dropoff is holding back BFN's PVP experience. How is a game expected to compete in a market full of shooters, full of PVP shooters, without having this very important game mechanic? Damage Dropoff does more than help balance out damage numbers. It keeps classes in their intended ranges, and it encourage player to commit to pushes, and really engage in a fight. In BFN, a player doesn't have to really be engaged in a fight where they could have a higher chance of winning or losing the fight. Instead, players can shoot at a safe distance where it is easy to run away or get behind cover. Damage is fixed and there is no incentive to close the gap, so why takes risks and get close to enemies at all?

Neglecting damage dropoff is not some "unique" design choice. It is more like denying the PVP from functioning correctly. Most classes are aloud to snipe OUTSIDE of their intended ranges, which should NOT be possible. Classes with big Health pools or small hitboxes should not be able to snipe outside of their intended ranges. Allowing every class to deal max damage at any range has resulted in a very unfun meta where camping and sniping is the best strategy, especially with BFN's higher Time to Kill. Its very boring, and it makes classes feel less unique when they can all perform at similar ranges.

Adding drag distance and decreasing velocity is only solving half of the problem. Making players have to lead their shots just a little more does not stop them from camping and sniping. The Garden Warfare games had drag distance and decreased velocity, and Damage Dropoff was still very much needed. They are proof that BFN needs Damage Dropoff. This isn't a matter of BFN trying to be different, this is a matter of making BFN's PVP work properly. Without Damage Dropoff, balancing will be more difficult and the PVP will most likely never be close to balanced. 

6 Replies

  • I don't think we can stress this enough; damage attenuation (drop off) must be implemented in BfN for PvP to work well. It's a huge tool that let's you make some characters snipers, other close range knife fighters, and other decent at medium ranges. The ability to tweak characters damage values at various ranges is enormous in other shooters (including the GW games), and allows the devs to fine tune balancing characters so they fit the damage and range they want them to be best, mediocre, and poor at. 

    The velocity drag thing hasn't really affected my ability to hit things, if at all. I really don't notice all that much, but having my damage values be halved for trying to snipe with what should be a close/medium range automatic weapon certainly would.

  • @Pheesley DDO is essential.

    This game's overall TTK is still high, with DDO and nerfs to healing, in close range we can get a much lower TTK, wich makes it much more fun to play for everyone.

    I think Snipers should get nerfs with the DDO implementation, they need to be nerfed so they can only be good in long range and to don't have reliable escapes.
  • Gormey's avatar
    Gormey
    5 years ago

    If they ever put this in let me know as I have a lot of cowards to bash.

  • I've always seen this game as somewhat of an introduction to many shooters, especially Overwatch. I fear that not having damage drop-off might make kids who play this game become a player who uses shotguns at mid-range.
  • Pheesley's avatar
    Pheesley
    5 years ago

    @wp9isilpq8rExactly. Acorn too. They kept trying to nerf nightcap by giving her a bigger bullet spread, then they got rid of it and now she is too reliable at long range. It would be a lot simpler if they just made her deal less damage at longer ranges.

About Plants vs. Zombies™ Franchise Discussion

Zombies trying to enter your house? Keep them in check and discuss the best gardening techniques on the community forum.27,647 PostsLatest Activity: 58 minutes ago