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You are currently reading a thread in /v/ - Video Games

Thread replies: 17
Thread images: 2
There is literally nothing wrong with most FPS games having:

>two weapon limit
>regenerating shield/health
>a dedicated melee button
>a dedicated grenade button
>objective markers telling you where to go next

Pic related popularized the above. It also defined an entire generation. It will go down in history as one of the greatest games of all time that started one of the greatest series of all time. It deserves to be in the hall of fame.
>>
>>342491992
>two weapon limit
Depends on the game, for multiplayer balance purposes sure but its still lame.
>regenerating health
Literal casual-tier horse shit.
>Melee/grenade button
Sure
>objective markers
Maybe if they made some fucking coherent levels for non-ADHD babies, you could get away with not needing them.
>>
>>342493534
>Depends on the game, for multiplayer balance purposes sure but its still lame.
Two weapon limit compliments Halo's diverse weapon design. It forces you to pick up weapons rather than have some useless weapons cluttering your weapon wheel of a dozen weapons.

>Literal casual-tier horse shit.
Compliments Halo's tactical FPS gameplay.

>Maybe if they made some fucking coherent levels for non-ADHD babies, you could get away with not needing them.
There is never anything wrong with this. If you know where to go anyways then what is the problem having a marker tell you where to go?
>>
>>342491992
regenerating shields make sense but regenerating health is a huge problem that has ruined the FPS experience. knowing where health pickups are on the map is part of the tactical experience. now you can back into a dark corner like a little pussy and wait for the gaping wound through your chest to heal.
>>
>>342491992
>>two weapon limit
Disagree, having a limit of 2 guns means you'll usually stick with the same 3 weapons through the whole game because they're the most useful. It also limits the gun variety and devs don't have to come up with fun and weird weapons because people won't really use them
>>regenerating shield/health
Depends, but in most cases regenerating health doesn't tell you exactly how much health you have left, which can be really frustrating. Also the red tint covering your whole screen can be really annoying.
>>a dedicated melee button
Nothing wrong here
>>a dedicated grenade button
Nothing wrong here
>>objective markers telling you where to go next
Eh, sure, don't really mind too much
>>
>>342491992
Kill yourself.
>>
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>>342491992
>tfw barely survive a flood assault with 1 red hp bar
I like shields
>>
>>342494752
There is nothing tactical about constantly healing yourself through medkits in a military themed FPS. It's unrealistic. A soldier can't constantly use different medkits and actually survive a battle. It also slows down gameplay.
>>
>>342495131
>fun and weird weapons
What is the point to this though? You really think the industry is innovative enough that you wouldn't have still seen samey type weapons if they had kept the multiple weapons on the character? You would still be seeing largely the same shit anyways. Not every FPS would have had a shark shooting gun and it would be stupid if most had that anyways. Weapon "variety" is such an overrated concept on /v/ aka neckbeardistan. Most people just want the basics which modern FPS do well.

>Depends, but in most cases regenerating health doesn't tell you exactly how much health you have left, which can be really frustrating. Also the red tint covering your whole screen can be really annoying.
Except it does tell you how much you have left in most cases. You even admit so in the last sentence.
>>
>>342494752
When you face someone 1 on 1 the winner should be rewarded.
In arena games, it's a medkit pickup.
In modern shooters, you get your life back.
What's the difference. Nothing that's what
>>
>>342495839
the tactical aspect comes from knowing where they are on the map, and planning your movements to be close to them when you think you will need them.

>>342498040
it's not that simple. maybe to you it is, because you've never played an arena shooter, but you have to actually go and pick up the health before it takes effect. you don't get to stand around and wait for it to regenerate. so you can still die on your way to the pickup, which not only makes the game more intense, but demands a higher level of skill.
>>
>>342498361
>the tactical aspect comes from knowing where they are on the map, and planning your movements to be close to them when you think you will need them.
Sure and Halo does this better than any FPS game.
>>
>>342500332
no, combat evolved was heavily influenced by quake map design. and it still had recharging shields, which quake does not.
>>
>>342494752
Regenerating health should be limited to a certain percentage and fairly slow.

You only go up to 30% and only out of combat, with enemies designed to do enough damage on most difficulties to kill you at that level of health if you misstep.
>>
>>342501550
Killzone did this and the series isn't too popular.
>>
>>342501878
>>342501550
Well the way Halo CE did it was just fine, especially since plasma/alien weapons were better at shredding shields while human weapons were better at taking away health.
They did the right thing bringing back regen shields with an actual health bar that can't regen in Reach (not sure if they did that in 4 and 5).
>>
>>342491992
>Halo CE
>regenerating health

kill yourself my man
Thread replies: 17
Thread images: 2

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