DLC level cap raise

Post » Sun Mar 06, 2011 8:27 pm

Hello there.


I read about the DLC some days ago and had time to think about the information you gave. After comparing what will come and what is already here I'd like SD to rethink the level cap raise. I dunno if I am pretty much alone with my opinion or not, but I think the 20 levels are already a bit too much for the available abilities in some way. E. g. if you play medic for example, you can pretty much skill most of your abilities and take the most important general abilities and you will still have enough points to spare to get the "most important/interesting" abilities of the other classes as well (e. g. improved weapon buff, medium/gatling turret, caltrop grenade and control turret, flashbang and something else and there you go)

Result of this is, that the only reason to start a new character is the outfit, which is not motivating enough imo. I'd rather like to have less points to spend to be motivated to create another character with different abilities. If you would only implement the new abilities via the DLC without raising the level cap it would be nearly perfect. Because the way it looks now I will just spend the new 4 points on the new abilities I think are worth it and have pretty much everything again. That's not part of the customization idea at all, everyone will have the same abilities in the end. 20 points would be cool to spent if I had 5 new abilities to chose from, would make it harder to decide and more motivating to start a second char.

(I think it's unnecessary to say that when playing BRINK in a competetive way, the number of classes I play is further reduced to 1, so I don't even need to spend points in different classes at all, leaving me with a handful unused.)
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daniel royle
 
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Post » Sun Mar 06, 2011 8:23 am

Yes, you made a good point of the unmotivated idea of making a new character after already maxing out...

The new ability points allow you to max out the character even further, letting them have multiple rank 5 abilities...
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Ashley Clifft
 
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Post » Sun Mar 06, 2011 8:00 am

More different abilities, keep the number of slots.
If the level cap goes up three or five levels and I only get one more operative ability, that means my current character just becomes an even better engineer, 'cause that's the only place left to buy skills with the remaining levels.
And honestly I don't think that's for the better of the game.
Always provide many more abilities than the slots to store them. This makes it a lot harder to min/max or calculate the optimum setup of skills, thus keeps the game interesting for a longer time.

This way characters won't even out on average, but will show actual fluctuations, because players have to choose skills based on their playstyle and class preferences.
I understand how you will want to spread out among several classes worth of skills, but too many choices means that a player will not really be off guard when he's forced to switch class for objective-completion reasons.
This deliberate balancing of your characters is an actual interesting tactical choice to be made while you develop. Giving too many ability slots means that in time, everyone has the same character with different clothes on.
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Kayla Oatney
 
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Post » Sun Mar 06, 2011 2:38 pm

Totally agree.

Might be a good idea to post (if you haven't already) on the http://www.splashdamage.com/forums/forumdisplay.php?f=17 as well.
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[Bounty][Ben]
 
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Post » Sun Mar 06, 2011 3:14 pm

Might be a good idea to post (if you haven't already) on the http://www.splashdamage.com/forums/forumdisplay.php?f=17 as well.


...and link to this thread, so those who respond here can be easily seen from the SD forums as well.
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I love YOu
 
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Post » Sun Mar 06, 2011 9:47 pm

...and link to this thread, so those who respond here can be easily seen from the SD forums as well.


I did, just forgot to link :shakehead:

http://www.splashdamage.com/forums/showthread.php?t=27931
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Spaceman
 
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