TheClockWork7 Posted June 12, 2018 Share Posted June 12, 2018 I've been watching joel's video's and loving it. Been away from the game for a while and super excited excited for A17. In most of the videos Joel is really struggling to deal noticeable damage to enemies. He of course commented character Level 0, and entire system is yet to be tuned or balanced. I wanted to put in my two cents on weapons. I believe that for a new player, finally finding a sweet weapon, and then having it be ineffective can ruin their experience. (especially players who only play FPS and not RPG's) I feel weak early weapons ruin the immersion. Putting 2 magazines into 1 zombie feels a little arcade like, (maybe like anime). To me, 7D2D feels a little more grounded, a little more serious and gritty. You have to eat and drink, limbs get broken, vehicles need fuel, you get sick, but then "in the beginning of the game you have to shot zombies in the head 5 extra times because your a low level newb". It just doesn't fit. The FIX: Low skill shooters could - Have longer reloads(possible magazine fumble), slower switch to sighted/aimed view, less tight cross-hairs whensighted/aimed, slower weapon switch/draw Poor quality weapons could - Have less tight cross-hairs when sighted/aimed, be missing their iron sights (aim disabled), could jam when reloading (not usable until un-jam animation finishes), could jam upon being fired (possible increased likely-hood of jam based on recent rate of fire) Low damage early guns is weird as heck, please find another way to make use feel inept and useless in the beginning!!!! Link to comment Share on other sites More sharing options...
This topic is now archived and is closed to further replies.