Playing time occurs across literally dozens of soldier deaths in the same session. Playing time is calculated as a meta value instead of just a lifespan quantity. You level up as a player, not as a soldier. There are no respawns in real life and hence experience does not carry over after death.
Further, as other players have pointed out....they may personally not be turned off by leveling and unlocks for rare items or even gaining abilities over time. But it is not realistic for people to have to work towards standard issue equipment like PaPaSha drum mags and bayonets because they were available to every soldier regardless of his level of combat experience.
There is nothing realistic about this model.
To take one player and season him over time is perfectly realistic.
This is not real life nor is it a sim
It is a game with elements of realism.
Made with input from a community but not by committee.
You act as if copy-pasting a bunch of trendy "metagame" mechanics will make your game popular.
It helps. I don't see the BUNCH as you do.I see just those few items and thats not a lot. Trend whether you like it or not is what sells games. Try playing a game that doesn't sell. You will end up with a small community that takes ownership of the game and deludes itself that it is so much bigger than it is.
I have some bad news for you:
http://breachgame.com/[url]http://breachgame.com/[/URL]
"Breach" is all that remains of "8 Days in Fallujah," a sexy combat sim that got cut down by the publisher in spite of considerable curiosity from the market.
If it were a matter of copy-pasting mechanics into the game and receiving an instant million sale levelup, I would be in favor of it, if only so TW could pocket more dollars. There is no guarantee of that, and if you read this thread, none of the posters on this forum really want standard issue things as unlocks, for balance issues, and then just the fact that it's an inconvenience, and an absurd and pointless one at that.
There is no gaurantee about anything yet it makes rather good sense to integrate a bit of what is popular and make it your own.Let's be honest here the features in the game and the mechanics are brilliant but that could go unnoticed by those that enjoy levelling up, killstreaks, ranking systems and all the other things young gamers enjoy.And without new and young gamers you would be looking at the same signatures here for the next ten years. And here is another newsflash....Sims are boring to the greater majority of people. If this game was a pure sim you would be looking at a developer on his way out instead of being on the way up. Your not getting ARMA WWII . Nobody outside of these forums sees this game as a sim. Nobody outside these forums cares about the ultimate level of accuracy in the bolt patterns of the tanks. The point here is that none of the new buyers of ROHOS are YOU. You as in the forum members here. Harp all you like just like the Hardcore COD community did. Use phrases like "we built this game", "They lied to us", and you will be dinosaurs losing what you have and trying to find a game that will never come your way. Games like this are not made anymore.
Incidentally, I don't see what's so attractive about making players literally work towards something in a videogame
strive/strīv/Verb
Your not the center of the universe
1. Make great efforts to achieve or obtain something.
But I'm telling you right now, the model is a behavioral one made to force the player to play in a particular, compulsive way. It has nothing to do with fun. It has everything to do with unhealthy compulsion. I can link you more articles on behavioral science if you wish?
I have read plenty about the compulsions related to the dopamine payoff in regards to games all the way from pinball to modern games. The real compulsion seems evident here at times. Compulsion is a subject where you don't want to go. The pot calling the kettle black. Yer know? Like some of the minutiae here.
COD, in so many words, did not require you to unlock your melee attack (combat knife).