Prologue
Okay, this is one of my first threads, so forgive me if I messed something up!
Anyways, I played A TON of RE: Resistance and the game is extremely fun. I probably gotten a little carried away because I ended up playing all night, it's really addicting.
I wanted to share my first thoughts as of the open beta that took place March 27 — April 3, so here I go with some of the basics.
Survivors: Advancing Areas
I don't really have a solution for this, but something has to be done to teammates who refuse to advance to the next area. Some are just beginners and that's okay, but it didn't take me long to find teammates who wanted to throw the game.
I guess when the full game comes out, there will likely be a report feature in place. However, I don't know what the developers can add in-game to prevent players from wasting unnecessary amounts of time. All it takes is one person and the Mastermind can capitalize on the situation very easily.
I'll just leave the solution to the community.
Survivors: Breaking Doors
This is something that bothers me when I'm playing Valerie and notice other survivors don't do this. If I break a door open, I come flying into the next room and will likely get grabbed by the swarm the Mastermind prepared for me. Maybe I should wait for my teammates, but at the same time, I feel like you shouldn't be forced to take an attack due to slow teammates (every second counts). If all survivors didn't throw themselves into the next room when breaking a door, it could allow more individual skill play.
Survivors: Camera Damage
Okay, the amount of damage survivors do to a camera is mediocre, considering it takes resources and the Mastermind can easily recover from the camera damage.
Perhaps make it more worth it to take down a camera? It shouldn't be too easy to destroy a camera, but I feel like right now, it's just not worth your time unless you're January. However, even as her, I don't shoot cameras when I have my hack ability.
Mastermind: Controlled Creatures
I dislike how easy it is to do a lot of damage just by spamming the claw action. However, instead of nerfing it, I feel like we should reward Masterminds who try to play it risky and grab survivors.
Why not increase the grab damage for the Mastermind? It could lead to some interesting scenarios where you judge whether or not a grab will be possible, rather than just mindlessly clawing survivors.
Mastermind: Defeated [Bioweapon]
It's ridiculous how you can easily save a defeated teammate by using an explosive. Just wait for someone to get grabbed, then quickly chuck an explosive before they are killed by the Mastermind's Bioweapon.
I feel like the Mastermind's Bioweapon should be able to kill defeated survivors just a tad bit faster to make saving them require more precision and timing.
Epilogue
Well, that's what I have to say for now, if you have anything you'd like to discuss — I'm here to talk about game balance!
Okay, this is one of my first threads, so forgive me if I messed something up!
Anyways, I played A TON of RE: Resistance and the game is extremely fun. I probably gotten a little carried away because I ended up playing all night, it's really addicting.
I wanted to share my first thoughts as of the open beta that took place March 27 — April 3, so here I go with some of the basics.
Survivors: Advancing Areas
I don't really have a solution for this, but something has to be done to teammates who refuse to advance to the next area. Some are just beginners and that's okay, but it didn't take me long to find teammates who wanted to throw the game.
I guess when the full game comes out, there will likely be a report feature in place. However, I don't know what the developers can add in-game to prevent players from wasting unnecessary amounts of time. All it takes is one person and the Mastermind can capitalize on the situation very easily.
I'll just leave the solution to the community.
Survivors: Breaking Doors
This is something that bothers me when I'm playing Valerie and notice other survivors don't do this. If I break a door open, I come flying into the next room and will likely get grabbed by the swarm the Mastermind prepared for me. Maybe I should wait for my teammates, but at the same time, I feel like you shouldn't be forced to take an attack due to slow teammates (every second counts). If all survivors didn't throw themselves into the next room when breaking a door, it could allow more individual skill play.
Survivors: Camera Damage
Okay, the amount of damage survivors do to a camera is mediocre, considering it takes resources and the Mastermind can easily recover from the camera damage.
Perhaps make it more worth it to take down a camera? It shouldn't be too easy to destroy a camera, but I feel like right now, it's just not worth your time unless you're January. However, even as her, I don't shoot cameras when I have my hack ability.
Mastermind: Controlled Creatures
I dislike how easy it is to do a lot of damage just by spamming the claw action. However, instead of nerfing it, I feel like we should reward Masterminds who try to play it risky and grab survivors.
Why not increase the grab damage for the Mastermind? It could lead to some interesting scenarios where you judge whether or not a grab will be possible, rather than just mindlessly clawing survivors.
Mastermind: Defeated [Bioweapon]
It's ridiculous how you can easily save a defeated teammate by using an explosive. Just wait for someone to get grabbed, then quickly chuck an explosive before they are killed by the Mastermind's Bioweapon.
I feel like the Mastermind's Bioweapon should be able to kill defeated survivors just a tad bit faster to make saving them require more precision and timing.
Epilogue
Well, that's what I have to say for now, if you have anything you'd like to discuss — I'm here to talk about game balance!