02-05-2016, 08:26 PM
(02-05-2016, 07:55 PM)Watchmen link Wrote: Excessively long briefings about made up lore - I understand if an author's artistic style involves long winded plots to make the mission seem deep with narrative and compelling, but it is often arduous to go through paragraphs and paragraphs of story that have no relevance to the mission or the gameplay. What the focus should be on is the objectives and the details necessary to form an effective strategy
That is a rather broad statement. The point is that it should be easy to extract the required information, specifically during the mission if you need the reference, but a long briefing is something you can skip if you don't want to read it. Personally, I prefer that over "attack enemy base".
Quote:Using rain/fog/sunset just for the sake of using it - This is something that I find is especially prevalent on the steam workshop rather than the BI forums. Adding fog, rain and lowering the sun for no reason just makes it harder for players to see/hear and adds nothing to the mission experience. In fact it will turn off some players and give them an even more negative impression of your mission because they find weather effects annoying. This will obscure the meticulous design and details you put in your mission from being noticed
How exactly do you define "just for the sake of using it"? Every parameter of the mission is a deliberate choice. I have a number of missions that have strong fog and/or rain, and I usually choose early morning as a setting, or early evening. How that is in any way a problem is seriously beyond me. It's a mood setter, just like having the mission take place at night, or on a flawless sunny day.
Well anyway, my pet peeves are
- Infantry grunts performing special positions. Yes, in Arma most people can jump into a helicopter and take off, but I simply cringe at it when it is expected from you in a mission. If I want players to steal a chopper, I will put a pilot in and if he dies, the mission is over. I HATE it with all-caps when such a specialized role like a helicopter pilot should be filled by a grunt.
- Constant intensity of action. If a mission is just a single firefight and nothing else, then it better be very short, or something is wrong. I mean, it is very well possible to have a mission were you are constantly engaged (one of my all-time favorite is such a mission) but there needs to be ups and down, periods of relative calm, otherwise the non-stop action drowns out all excitement and emotion. That is my major gripe with almost all modern FPS's like Call of Doody.
- Enemy Overspawn. Some missions pit a small group of players against a gazillion of enemies, without any form of support, and expect that to work. And even if it DOES work, it feels completely over the top.
I don't need luck, I have ammo.