Goodbye weak weapons!
As the release date of Warsow 0.7 keeps getting closer and closer,
we at the development team have agreed to announce an incoming
gameplay change to the Warsow community before it’s integrated to
the game permanently.
Warsow has been featuring an unique ammunition system with both weak and strong ammo ever since it was introduced to the players back in 2004. Now, after eight years, the time has come to let go. As my first act as the newly appointed lead gameplay designer, I have decided to remove this aspect of gameplay from Warsow completely. There will be no more separation of strong and weak ammunition after 0.7 is released. Weak weapons will cease to exist, and every weapon will become the strong version of its former self.
I acknowledge that this may come as a shock to some our oldschool players, but I strongly believe that this is the direction Warsow must take in order to develop and grow as a competitive FPS game.
What are your thoughts on this change?
Warsow has been featuring an unique ammunition system with both weak and strong ammo ever since it was introduced to the players back in 2004. Now, after eight years, the time has come to let go. As my first act as the newly appointed lead gameplay designer, I have decided to remove this aspect of gameplay from Warsow completely. There will be no more separation of strong and weak ammunition after 0.7 is released. Weak weapons will cease to exist, and every weapon will become the strong version of its former self.
I acknowledge that this may come as a shock to some our oldschool players, but I strongly believe that this is the direction Warsow must take in order to develop and grow as a competitive FPS game.
What are your thoughts on this change?
dodson wrote:
strong lg all day
im gonna use the gunblade as its strong nao
Imo it's very good idea cos right now lg is the only weapon which
requires strong ammo to be of any use. It made way more sense in
the past when weak eb was projectile but right now it's just not
consistent enough.
I quite like having two types of ammo, and I don't even play that
much. Still, obviously April Fools.
everybody wrote:
April Fools
Only April Fools in the post was milklow being newly appointed gameplay-designer :D
Gotcha all! :DD
Anyway if this was an April fool or not, I totally agree with that
change. Picking up weak munitions after respawn first, makes it
much harder to break the map control, which is much stronger than
in many other games. Removing weak ammunition would be a good way
to deal with it and makes the game better as a competitive game :-)
I'm more inclined to say it's worth testing than to say "OMG WAY
BETTER CHANGE IT NOW," personally.
(updated 2012-04-05 04:14:47)
(updated 2012-04-05 04:14:47)
MagusZero wrote:
I'm more inclined to say it's worth testing than to say "OMG WAY BETTER CHANGE IT NOW," personally.
We are seriously considering this change and it will be tested before anything is released.
And to yet clear it out, everything in the post is for real. The real Aprils Fools was for those who didn't believe it :D
We are seriously considering this change and it will be tested before anything is released.
oh, you cruel bastard :D
just add to respawned player ammunition some strong ammo for all
weapons e.g. 5 strong rockets. So when player take RL after death
for the first time he will get 5 strong ammo, next time only weak
extone wrote:
just add to respawned player ammunition some strong ammo for all weapons e.g. 5 strong rockets. So when player take RL after death for the first time he will get 5 strong ammo, next time only weak
Where our goal is to streamline and simplify gameplay and get rid of extra cruft, you're solution for this is exactly the opposite? ;)
the whole idea of strong and weak ammos "is exactly the opposite".
my solution is kinda compromise which allows to keep difference
between week and strong ammos big enough to be able to get benefits
from it for gameplay as it was intended and at the same time remove
possible artifacts like 'too much advantage for player in control'
or 'nobody wants to use such week weapons'. though I dont know
exactly what was the intention of such ammo systems
As it is now, it offers a good way to control the strength of
weapons per map. Just the placement and number of ammo boxes of
different types can have a big impact on which weapons you use.
There are plenty of tactics that could make the system simpler/more fair, if it's judged that important:
-Remove the system
-Give people a bit of strong ammo on spawn (reduces, but doesn't remove control)
-Make strong ammo rarer in maps (This makes it more of a powerup than a necessity)
-Unify strong ammo (I don't really agree with this at all)
There are probably other solutions, but I'm inclined toward the third one.
There are plenty of tactics that could make the system simpler/more fair, if it's judged that important:
-Remove the system
-Give people a bit of strong ammo on spawn (reduces, but doesn't remove control)
-Make strong ammo rarer in maps (This makes it more of a powerup than a necessity)
-Unify strong ammo (I don't really agree with this at all)
There are probably other solutions, but I'm inclined toward the third one.

