dimanche 15 juin 2014

Ranking up perks

Herro

In killing floor 1, ranking up perks was often rather grindy. I've considered a handful of options to make it more fun and decided to turn it into a poll for us all to vote on! Pick your favorite option, and this poll could provide useful answers and create possible combinations that are both addictive and ultimately rewarding.



Some explanations/clarifications if needed:


Xp points are given per wave

This option doesn't police your every move in a game. Sometimes it's a good idea not to force a person to do a class-specific thing. It may create more leniency in play-styles. It's particularly good because it requires teamwork to make it all the way to the top. No longer having your hand held can be quite liberating!



Ranking up is done through class specific acts


Like the first game, getting a perk up to the next rank would require you to heal as a medic, weld doors as a support specialist, and do similar things with other perks. This provides a rather nice guideline for how you should play a perk, helping people to understand the class they end up playing. This also has the benefit of offering a different play-style per perk, seeing as you'd be rewarded for doing what the class is made for, rather than focusing on kills for instance.



Xp is given based on the team's total kills & difficulty
This option is so very rpg-like in a sense. Rather than lasting waves or sticking to a role-specific act, your team's every pow gives you some experience points to rank up. I feel that this would add a rather carefree, arcade vibe to the game that might actually be really fun. Less stress, more reward for just playing. It can be incredibly motivating to people who like jumping into a new game, as any experience system is inherently addictive.



Combination: last waves + perk specific acts


The great thing about combining two methods is diversity. Surviving waves becomes as important as sticking to your class role, and ultimately those two go hand in hand. This eliminates a global 'kill x many things' or 'survive this many waves', adding some diversity to each perk. The tricky part is making sure that one task is not more overbearing than the other, I assume.



Combination: kill xp + perk specific acts

Another combined challenge. This keeps the more casual and addictive nature of gaining xp, and combines it with learning how to play a perk effectively. Ultimately it differs very little from the other option.



No ranking up, perks will never improve

Ranking up, no matter how rewarding it feels when you get that free gun, free armor, and all those discounts along with passive improvements, can also be a problem. With this system, the player's skill is what really matters. Not everyone cares to spend hour after hour grinding to get perk specialties. Apart from that, difficulty ratings would be more accurate because players have no mechanical advantage.



Some other thing perhaps

I've given plenty of suggestions, but maybe this is all just the ramblings of a crazyperson! Maybe we could use a completely new method of approaching perks, and I'm too simple-minded to come up with it!




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