Alex & Adam - Getting +1 Wit for Kills: Why it's a really poor change to Outwitters
10-25-2012, 03:49 AM
(This post was last modified: 10-25-2012 10:50 PM by Ravernoth.)
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Alex & Adam - Getting +1 Wit for Kills: Why it's a really poor change to Outwitters
This feature is in beta, but it seems likely to go live with the update in a few days. It feels like OML may have decided from the beginning to go ahead with this change regardless of feedback. It's understandable if they see it as an attempt to win a new audience.
But knowing that they do read these forums, I want to make a last ditch effort to show them the downsides of this change. Short version: Outwitters had perfect gameplay mechanics. And this change breaks that elegance and balance in numerous ways, while contributing little and worsening many aspects. My guess is that Outwitters' poor sales performance has given Alex and Adam the impression that the gameplay is lacking. Despite us fans and the critics praising the brilliantly simple yet deep gameplay, OML don't see that they've produced a gem, and that the flaws are in the business model and the marketing. Here's another good post on this topic. Quick look at what's wrong with this change: Why has OML come up with this 'Wits for kills' change? I can't recall a single person saying that the gameplay needed changing. What needs work?
It seems that this change is intended to have one or both of these effects: First Intended Effect: Speed up the game so that it's more appealing to casual players and tire kickers Actual Effect: Worsens gameplay and does not increase appeal to casuals A player looking for immediate and continuous gameplay will not stick with Outwitters just because he can kill 5 units instead of 3 units before waiting 20 minutes for his next turn. Say RTS and other realtime games have an 'Instant Gratification' factor of 100. Outwitters has an 'Instant Gratification' factor of around 10 - which is fine with us async fans. This change might boost this factor to 15 for Outwitters. Which does nothing for realtime fans. And any 'rush' that the change adds while killing units, quickly becomes a sinking feeling when your units are decimated on the counter. Better solution: Speed or realtime game option. Second Intended Effect: Reduce turtling/defensive play Actual Effect: Encourages turtling/defensive play Giving wits for kills might seem on the surface to reward aggressive play and discourage defensive play. But in fact it does the opposite. A turtler does not get fewer kills by being defensive. If anything, his counter attack (especially with a Bombshell) is likely to kill more units than the initial attack. I haven't seen this myself, but sniper turtling is apparently an effective defensive strategy now. Better solution: Do nothing - the 8 wit FTA fix already addresses this. FTA forced P2 to defend, and allowed P1 to turtle with impunity. Address Bombshell balancing. Here are the major downsides of this 'Wits for Kills' change: So, the change doesn't do what it's intended to do. But that's not the end of it. This change also has a huge impact on the rest of gameplay:
Alex and Adam, if youre reading this, I hope you can see why it's a hugely flawed change that doesn't fix what it's intended to fix, radically changes the feel of the game AND breaks a beautifully balanced game on top of it. Please listen to your fans and don't implement this change. And if you've read this, please vote in the poll and share your thoughts. |
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