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If it is, maybe a better solution would be to have sprint reduced/altered/removed JUST from those game modes? Rather than adjusting a game mechanic that is necessary in PvE, Ops & Turf Takeover.
I would actually be worried if people are getting so frustrated by losing a kill in this way in Turf that they are chasing people around the map after they "dared" to get away. I'm all for having a competitive game, but with turf, getting kills is a BONUS not the OBJECTIVE of the game. And while PvZ is played by a huge amount of adults, the games are rated PEGI-7, are supposed to be family-friendly & have an equally large number of children playing. Many of them would struggle to play in a way some adults want & may find some of these tactics intimidating.
As I said, would simply adjusting TV help? Just a thought. I know some of you have strong views - please don't bite my head off! 😂
@ToastedSarnie Many kids don't know how to make their characters sprint.
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- 6 years ago@GammaX6 Yes, I could almost feel the Snap Peas gathering! Great analysis as always!
@Iron_Guard8 That's a good point about the aim etc., I like the wait & see idea myself as the distances from spawn & respawn are generally so hideously big that I can't see how they could change sprinting by enough to make a difference without having to alter round times or spawn points. If this is causing so much frustration, I'd have thought there were other options that could be explored, like how quickly health regenerates for example
@spIash_damage 😂 Many adults don't either - my son sussed the ability was there for me during testing! - 6 years ago
My kids and their friends certainly know how to sprint 😂 I'm finding the argument of hold-still-and-let-me-kill-you largely unpersuasive anyway. If you are in a situation where you are at low health, especially in team vanquish or somewhere else where kills matter, you may owe it to your team to attempt to keep the other team from scoring by killing you. If that means strategic retreat, so be it. He-man-ing it out in an overwhelming encounter to die with dignity seems out of place. It is frustrating when you lose a kill to it; it's frustrating to lose kills to a variety of things, but that has to be part of the game. When frustrations > fun, time to turn it off for a bit. Maybe we should have He-man mode where all sprinting and any means of escape are turned off. I wouldn't play but it may be someone's cup of tea. I'm all about having choices to play the sort of round that you enjoy so I really hope a multiplayer portal with tons of great game customization options is on its way.
- 6 years ago
My only complaint with sprinting is that I dislike the mechanic of pressing down on my controller’s joystick to sprint. I have a tendency to engage sprint accidentally in heated combat (if you see an engineer pogo jumping on and off his jackhammer, it’s probably me), or struggle to engage sprint when I *am* trying to run away. But I’m getting used to it.
- 6 years ago
What if people simply get a "chaser boost" if they are sprinting after an enemy who is sprinting away from them, based on line of sight? This would allow people to catch up to someone who was sprinting away from a bad position, but if they were right next to cover, they could use the cover to break line of sight to the chaser, rewarding good positioning by denying someone getting a speed boost.
Resetting spring when getting shot is perhaps the most unfun thing I can imagine to play. Turf Takover alone is a 12v12 where you almost always will get shot by someone, especially when contesting the objective, so players would inadvertently get "trapped" on the objective. Worse yet, I would dislike it even more if I played PvE and needed to take cover to regen hp for once, but suddenly that aimbot AI hits me out of nowhere and I die because it resets my sprint. The only people profiting from this is whoever happens to chase as noone who gets their sprint reset will have an enjoyable experience. Less than 50% of the players actually will enjoy this (for each player sprinting away, there is one player shutting down their sprint), and it is less since even AI could reset the sprint, and the AI doesn't even have a concept of "fun" or "no fun".
And then even the one who chases after someone can get their sprint reset, which causes their target to escape yet again and we are back to square one.
I like the sound of stamina bars more as it is at least in the hands of the players to manage this and the ones managing it well (or in luck) will have enough stamina left to run away. However, I can't help but think that this is a lazy approach to this subject, as people with equally optimal stamina management will end up never chasing down the other, which is also the main problem of the whole story. Hence my suggestion above about adding a boost to the one who chases.
To me the inherent problem is that characters feel like they walk super slow. You can't really dodge someone that aims somewhat decently, your only saving graze being jumping around like a maniac or server/input lag on whoever is trying to shoot at you (or being near cover, which is not always a given). If characters simply walked reasonably fast then there would be more opportunities to take down a low hp target before they sprint behind a wall, and sprinting itself would then only be used to cover larger distances (like when running to the objective all the way from the spawn or quickly trying to go through a flanking route). Heck, with faster default movement speed, people may not feel like they need to sprint at all and instead shoot back while trying to walk behind cover, resulting in less "cheap" escapes.
But that's just my opinion on the whole thing.
- 6 years ago
I hate sprinting in this game with a passion and it made what was working perfectly well (movement in GW1+2) unnecessarily more painful.
With that being said, they should at least reduce the ridiculous high jumps with any character. Because while sprinting away is annoying, the real pain is that characters are able to jump 3 meters into the air in a wobbly, stuttering way and THAT makes them really hard to hit.
- 6 years ago
I think your chaser buff idea is great.
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