![]() ![]() ![]() I love this game, but I fucking hate this game. But it also has the greediest, money-grubbing advancement structure since the old days of pay-to-win "premium vehicle" World of Tanks. This is the best multiplayer online game I've ever played in terms of its core mechanics and concept. Even if you sell the item on the market, if you ever buy another one back, your attachments remain unlocked and able to be used.Ī relic shouldn't take almost half a year to grind for (I am aware there are some savvy individuals sitting on mountains of coins who have figured out how to manipulate the market and raise coins way faster, but that's not a sustainable counter-argument, because if everyone was gambling on profit margins, nobody would be able to gamble on profit margins).Ĭlan wars should be PS-sensitive so that getting the rarest, most expensive resource in the game isn't pay-to-win. And once they're unlocked, you can use them at your discretion instead of potentially owning two different fusions of the same module. Weapons and modules don't require fusion, you earn attachments for them like you do for guns in COD simply by using them, not making people play some psychotic lottery. It dies the instant Twisted Metal releases a game with a build system. The vast majority of them are generated by an IRL purchase in some way.) XO's monetization has been much better than most other games even of the same kind or general genre. The lighters weren't a problem until the layout of the BP was reworked, they were an improvement over the past system of getting fused BP items, and bar crowns being a second premium currency (The first being the in-game coins that everyone regularly uses to buy and sell, yes they are a premium currency. It currently costs £24. Battles are fast but that's not a problem because for tanky builds parts like bigrams and the new Gerridas exist, only the truly slow movement parts are left in the dust (The oppressor's max speed boost even got buffed, a cohort bigram build can hit a max speed of 79 km/h now with Phobos instead of the previous 77.). Complexities and nuances like spaced armor being what made hovers as tanky as they were lost of a lot of players and the compensation so hovers could be altered to be viable with the new projectile mechanics were taken as a buff more so than compensation for some weird reason.). ![]() Honestly the main issue is that the game is rather complex to balance and players don't make it any easier (Projectiles are changed in a way that true penetration becomes even stronger? "Those items need to be nerfed! It's totally not our fault for not listening to the people that said exactly what happened would happen!". ![]()
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