Re: operation redspot. The final debriefing.
I know I mentioned this topic got derailed earlier, but now it's off the rails and impacted against an explosive tanker, sending it's remains skywards and out into the distant sea.
Kind of not interested on who did what to change this topic from problems some people had with the current direction and balance of the game to maturity levels of the people, but since the Dev seems more adamant on addressing that over ignoring it and continuing a discussion on changes and possible blaances (and the diction used) that's kind of giving credit for whoever started that.
Ignoring that massive shit show, I feel like we needed more balancing with movement and weapons before releasing this base building stuff from what I've seen recordings of. We didn't even have set clips for weapons before for crying out loud, one of the things that balances out a game's firearms to be less silly. The fact I can gather a bunch of shotgun ammo and rapid blast someone while chasing them is really dumb. RTR had a shotgun that could two shot people, but had only one shot before reloading. Considering the game consists of spam the strongest weapon with lots of ammo behind it, setting clip sizes and varying reload speeds may actually have people switching to other weapons in a firefight. (also requiring one to stand still or reload slower/move slower while reloading could help in this too).
I'm not going to comment much on the base stuff again, I already displayed my displeasure of its current form. The few defenses of the system I noted involved someone having to wait for the other team to be off line, to then spend 2-3 hours locked down in that spot as 5 people kept attacking their base with what sounded like him defending it on his own. That honestly sounds far from the definition of fun being forced to sit the re and continuously fend off people because no one else i know was active and my base isn't protected while I'm off line.
Admittedly, base building/defending could be a fun game match mode with people shoved into teams and having two bases, and everyone either set to gather materials and other supplies on the field, defend the base, or kill the other teams for cash rewards. Would not need to cap the hp and other supplies of bases as this mode has an end to it, and the other team is sucking if they cannot breach your base when everyone started at the same point on match's start. Considering someone mentioning there was an account and password system being setup, maybe we could actually implement actual game modes and match making along with upgrades and other rewards for winning?
....Or people will end up pushing for items and hp to be saved on log off and everyone's complaints about this game would continue. Not my decision to make.
And because the other crowd needs to be addressed, starting a silly discussion on maturity levels and attacking the dev randomly isn't the way to go. neither is complaining and continuing to play the game. If you really want the dev to be spurred into action for change, the easiest thing to do is to stop playing the game if you have complaints that are not being addressed by other players. A bit counter productive to your argument if you say this game has worsening problems, but still play the game. if you're not happy how things are, just delete Red Spot and let the server be dropped down to just the RTU and the rare random person who logs in. A situation like that would forward a stronger message.
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