EvoMaldonado
Banned
I hate being stuck with just two guns.
I think alot of having a good 2 weapon system is tied to ammo pickup balance, something that halo did particularly well since you cant really main a gun for extremely long periods of time.
I hate being stuck with just two guns.
This is spot on right here.Contrast this with Far Cry 2, a game that excels precisely because players who choose smart, interesting loadouts can get into crazy, interesting situations. If you could carry anything, you could do anything, and the overall experience would kinda flatten out to where you use the optimal weapons all the time.
By having a weapon limit in Far Cry 2, you end up encountering situations that occasionally require you to be creative. Like, hey, you're all set up for a ranged encounter, and now you've got guys who are way too close. What do you do? You start a brush fire, for instance, and run the heck away, or you intentionally go down to get a buddy to resurrect you further away and cover you while you lob grenades. Lots of different options.
2 weapon limit can be great.
Unlimited weapon limit can also be great.
Stockholm Syndrome
Yes, it adds an extra tactical dimension that you can't just carry around 10 different weapons.
Limiting the player is never a good option, EVER
On a basic level, I totally disagree. Limiting "infinite" options creates meaningful choice in the right context, especially when it comes to weapon loadouts in some games. Take some basic Battlefield classes for example, did they not have limitations, especially in amount of weapons carried, you would completely lose a big part in strategic choice.In terms of already available options to the player
It's never good, it's awful and lazy game design.
It's the most ham fisted method of forcing you to play the exact way they want you to, and removing player choice to that extent simply isn't fun.
I hate having 2 weapon slots because that's the only time I do end up min/maxing because I can only have 2 weapons so they may as well be the statistical best, where as in a game with the ability to carry all weapons I choose what I feel like in the moment and have a lot more fun switching off.
If you are feeling forced to pick the two "statistically best" weapons, then I'd say the games you're playing are either poorly balanced or poorly designed.
If you are feeling forced to pick the two "statistically best" weapons, then I'd say the games you're playing are either poorly balanced or poorly designed.
I wasn't just talking about RPGs though- hunting games have specific roles too and often mix melee and shooting, a lance user, a bow and an insect glaive user in monster hunter attack the same monster very differently, and with far more depth per weapon and just as much difference in approach than any individual choices in most shooters. I'm only opposing your assertion that shooters are 'unlike any other genre' in this sense of assigned roles and tactics, which is clearly untrue.Yeah, but RPGs tend to just plain suck at combat, often having the same skill reskinned in multiple ways. You and I might have different builds, but our playstyle is likely to be the same.
In a shooter, if I have a shotgun and you have a sniper rifle, we are going to tackle the same encounter very differently. The RPG might have "more stuff," but the FPS tends to be better at "more specific roles."
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Why the hell are you assuming the game will have a best close and long range weapon? That's not a requirement, that's an assumption. A well designed and balanced game could have a more unique variety of weapons that makes you pick and chose rather than default to the "best" ones.Any game that enforces a 2 weapon limit is poorly balanced and poorly designed.
The very nature of having 2 slots means you'll usually go with the best close range and best long range weapons to be equipped for any situation, meaning the gameplay will basically consist of 2 types of encounters, long and close range with no variation at all in weapon choice.
Yes, it adds an extra tactical dimension that you can't just carry around 10 different weapons.
Why the hell are you assuming the game will have a best close and long range weapon? That's not a requirement, that's an assumption. A well designed and balanced game could have a more unique variety of weapons that makes you pick and chose rather than default to the "best" ones.
I'm afraid my point is completely over your head.And those unique weapons will have one with the highest dps at close range and one with the highest dps at long range, so those are the ones to stick with.
If I had the ability to carry all my weapons then I'd be switching off based on what's most fun to use, but I won't waste a weapon slot on a weak weapon for the sake of variety.
I'm afraid my point is completely over your head.
I like two-weapon limits, it feels more realistic than being able to carry everything. If a player does want to carry half a dozen huge weapons, why not give them encumbrance to worry about too, there's a reason real soldiers don't each have a pistol, a shotgun, an assault rifle, sniper rifle, rocket launcher, half a dozen mines and grenades on top of everything else. They might be able to carry it but they couldn't fight and move with the degree of dexterity that computer game players demand.And those unique weapons will have one with the highest dps at close range and one with the highest dps at long range, so those are the ones to stick with.
If I had the ability to carry all my weapons then I'd be switching off based on what's most fun to use, but I won't waste a weapon slot on a weak weapon for the sake of variety.
But you keep saying long and short range. Stretch your imagination. You could have wide shot weapons, weapons that place traps, weapons that maybe has a radar tied to them while others don't so it becomes more handy in that sense etc. Picking what you think would work best for a scenario from that and startegizing with that limit is the appeal.It's not, you're just incorrect and won't accept it despite the fact that I've just explained why you're wrong.
I like two-weapon limits, it feels more realistic than being able to carry everything. If a player does want to carry half a dozen huge weapons, why not give them encumbrance to worry about too, there's a reason real soldiers don't each have a pistol, a shotgun, an assault rifle, sniper rifle, rocket launcher, half a dozen mines and grenades on top of everything else. They might be able to carry it but they couldn't fight and move with the degree of dexterity that computer game players demand.
Without two weapons limits, it's a no-brainer to have an all-purpose rifle, plus a shotgun for increased damage up close and a sniper rifle at range, all the time in virtually every game. With limits, you are always having to improvise around what you have and what you can find, trading off damage vs range and ammo capacity.
I get the 'I want to use the whole arsenal!' Argument, but find that even then I settle on what are the obvious better choices for short/medium/long range pretty quickly. By only being able to engage effectively at two out of three at a time, it makes it a bit more interesting for me.
I prefer it if guns don't just disappear as soon as you drop them though.
But you keep saying long and short range. Stretch your imagination. You could have wide shot weapons, weapons that place traps, weapons that maybe has a radar tied to them while others don't so it becomes more handy in that sense etc. Picking what you think would work best for a scenario from that and startegizing with that limit is the appeal.
The ones I described were purely examples. People get creative with weapon use when limited. It's fun.Those diverse weapons that you're describing would only work the way you describe in a game with no limits.
With no weapon limits you could have any weapon on hand at all times, meaning when you need it, you have it.
It does you no good to have proximity mines in a game when the last time you encountered them you decided to go for a sniper rifle which has now occupied the slot that should have had the mines that you need at this moment.