Post by Ever on Jul 16, 2010 13:37:35 GMT -5
I've only gotten to play a little, so this is only the beginning.
I talked about the fiend in the other thread, and I can't talk about the other vampires because nobody used them. But the slayers:
First: Release a Manual. If you already have, and I just haven't seen it, then forgive me - but you need something out there explaining each class in detail, not only what they can do, but also how to do it. If I'm a fiend, do I just need to pounce you, or do I need to pounce and attack? Is there flying? How's that work? How, exactly, does the grapple gun thing work? The blood spitting? What's it do? etc etc - most of this I was able to work out for myself, but you still need a manual, or at the very bare minimum, instructions in the Class Selection menu.
Second: Similar to the Slayer classes lacking soul, the vampire classes are sissy. If you don't want to go the route of individuals with stories, like instead of Fiend, calling him Nectar, who is in fact Cthulu's nephew... etc, fine - that's cool, your call - but you can do a lot better than Bloodbank.
Third: Reaver needs a sidearm. I'm a gun nut so I could list a dozen things I think would be cool, but that wouldn't be the point. Unless that 10 gauge is a ridiculous death machine (which it might be, I never got to see anybody use it) then he'll need something else.
Fourth: Giving Deadeye the magnum and the crossbow - the only two viable ranged weapons - is redundant.
Fifth: If the crossbow isn't an instant kill, it ought to be. Back in the days of VS, crossbow kills were rare, and when they did happen, everyone was so 'Uwaaaaa' that nobody minded. If you think that'd be OP, consider this: For every 10 kills gotten by vamps when I played, 9 of them were from insta-kill pounces. For every 10 kills gotten by Slayers, 0 of them were with the crossbow.
Sixth: Do something about the ship. I blasted a vamp off the ship with a shotgun and his ragdoll went straight through the noclip barrier and he started reviving down there, having to kill himself. The water needs to be an instant kill for vampires and humans, and the noclip barrier around the ship needs to be removed so that Vampires can actually have a care where they're jumping. Yes, I want to see overzealous vampires jump overboard to their deaths. The noclip barrier is unrealistic and silly.
Seventh: Vamps need to have their right to unlimited revives revoked. Interesting thing happened - I was standing a little ways away from a vamp, and I shot him down, but it was impossible for me to get to him. So he revived, and I shot him down again. And again. And again. It's just silly. Vamps ought to have between 3 and 5 revives before they either need to drink some blood, or die permanently when downed again.
Eighth: This isn't VS nostalgia talking, it's a desire for a smoother gameplay experience. Wherever a stake can be integrated with a weapon, it needs to be. The 9mm pistol? A stake in the other hand, alt fire stake action. If you don't want the reaver to have another gun, at the very least stick a stake on his shotgun. (remove the firing both barrels at once alt fire, and compensate for it by letting the player fire both barrels as fast as she wants) The pump shotgun probably can't have an attached stake, but you get the idea.
Ninth: The notion of a UV light 'Cannon' is ridiculous. I know gritty realism isn't the idea with a vampire mod, but be serious. This is another place where a second weapon is necessary. A stake, a handgun, a blackjack - it doesn't matter. But nobody's going to go fight vampires with a glorified flashlight and not hold anything in the other hand.
On the whole it played a lot better than I expected, and was actually pretty fun, even without proper models.
I talked about the fiend in the other thread, and I can't talk about the other vampires because nobody used them. But the slayers:
First: Release a Manual. If you already have, and I just haven't seen it, then forgive me - but you need something out there explaining each class in detail, not only what they can do, but also how to do it. If I'm a fiend, do I just need to pounce you, or do I need to pounce and attack? Is there flying? How's that work? How, exactly, does the grapple gun thing work? The blood spitting? What's it do? etc etc - most of this I was able to work out for myself, but you still need a manual, or at the very bare minimum, instructions in the Class Selection menu.
Second: Similar to the Slayer classes lacking soul, the vampire classes are sissy. If you don't want to go the route of individuals with stories, like instead of Fiend, calling him Nectar, who is in fact Cthulu's nephew... etc, fine - that's cool, your call - but you can do a lot better than Bloodbank.
Third: Reaver needs a sidearm. I'm a gun nut so I could list a dozen things I think would be cool, but that wouldn't be the point. Unless that 10 gauge is a ridiculous death machine (which it might be, I never got to see anybody use it) then he'll need something else.
Fourth: Giving Deadeye the magnum and the crossbow - the only two viable ranged weapons - is redundant.
Fifth: If the crossbow isn't an instant kill, it ought to be. Back in the days of VS, crossbow kills were rare, and when they did happen, everyone was so 'Uwaaaaa' that nobody minded. If you think that'd be OP, consider this: For every 10 kills gotten by vamps when I played, 9 of them were from insta-kill pounces. For every 10 kills gotten by Slayers, 0 of them were with the crossbow.
Sixth: Do something about the ship. I blasted a vamp off the ship with a shotgun and his ragdoll went straight through the noclip barrier and he started reviving down there, having to kill himself. The water needs to be an instant kill for vampires and humans, and the noclip barrier around the ship needs to be removed so that Vampires can actually have a care where they're jumping. Yes, I want to see overzealous vampires jump overboard to their deaths. The noclip barrier is unrealistic and silly.
Seventh: Vamps need to have their right to unlimited revives revoked. Interesting thing happened - I was standing a little ways away from a vamp, and I shot him down, but it was impossible for me to get to him. So he revived, and I shot him down again. And again. And again. It's just silly. Vamps ought to have between 3 and 5 revives before they either need to drink some blood, or die permanently when downed again.
Eighth: This isn't VS nostalgia talking, it's a desire for a smoother gameplay experience. Wherever a stake can be integrated with a weapon, it needs to be. The 9mm pistol? A stake in the other hand, alt fire stake action. If you don't want the reaver to have another gun, at the very least stick a stake on his shotgun. (remove the firing both barrels at once alt fire, and compensate for it by letting the player fire both barrels as fast as she wants) The pump shotgun probably can't have an attached stake, but you get the idea.
Ninth: The notion of a UV light 'Cannon' is ridiculous. I know gritty realism isn't the idea with a vampire mod, but be serious. This is another place where a second weapon is necessary. A stake, a handgun, a blackjack - it doesn't matter. But nobody's going to go fight vampires with a glorified flashlight and not hold anything in the other hand.
On the whole it played a lot better than I expected, and was actually pretty fun, even without proper models.