#For the Next COTW: Consider different modes

1 messages · Page 1 of 1 (latest)

modest kernel
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WarThunder player here. Both Warthunder and COTW have quite a steep learning curve. As others have already pointed out, it would be interesting for veteran players to crank up the difficulty, in the sense of making the game more challenging and maybe more realistic, and thereby more rewarding as well as allowing for a longer motivation. Warthunder for example has 3 main different game modes: Arcade, Realistic and Simulator. Basically, the game is providing less and less help and indications as well as HUD elements, and becomes more realistic and immersible, while being much less forgiving.

Overall, I think a system of two or three difficulty modes could make the game more forgiving in the beginning, teaching the way of the hunter to a broader audience, while providing a challenging and rewarding setting for the veterans. In addition, it would offer some replayability, which is a feature often requested. Having such a different options of gameplay would enable a much broader community to support the game. More details in the comments / follow-up.

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What most "hard core" suggestions are lacking is to point out the opportunities available if new players could start in some kind of Arcade / Easy mode. Possible features could be:

  • Having an instructor / mentor helping one stalk / hunt / ambush certain game.
  • Indicating the vital areas of game for example when highlighted in the scope, as well as bullet drop and wind deviation --> actual impact point of your projectile
  • Provide reduced rewards / awards, but less penalties for example bodging a harvest check.
  • Certain amount of experience in such a game mode could be required to "unlock" the more difficult modes.
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A hard core, simulator or realistic mode instead could feature:

  • Fewer HUD indicators (for example regarding sounds, calls or track marks, highlights of animals, blood loss / health status of an animal)
  • Stricter requirements on ethics, possibly including penalties if harvests tests are bodged.
  • Better rewards (more EXP and money, but more important getting a diamond or GO in hard core simulator could be much tougher, so it entails much better "bragging rights" (trophy needs to show in which mode it was harvested)
  • Other effects (since base-building was mentioned in the survey): Impact on the ecosystem could be a part of such a simulator mode. I really like the missions in Vurhonga, in which one was supposed to controll the population of different species in different areas. THAT would be much more of an interesting long-term perspective, to take care of my reserves instead of "grinding" to kill a legendary or GO.
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Additional benefit: Any missions or challenges could be tailored to such a system: Provide a basic reward when achieving the mission in the lowest difficulty mode, but allow to go back to the mission and try it on harder difficulty levels later. This would add a lot of replayability, too, which a lot of people have requested.

agile vapor
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A hunting sim like this just seems like the incorrect game to have A hardcore mode. The game is already quite challenging.

modest kernel
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A lot of people coming from FPS for example think they should go for head shots... 😕 So an Easy-mode would allow to display information about vital areas, wind etc. which are otherwise only found if you search on the internet...

agile vapor
modest kernel
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Deflection by wind, sounds created and visibility to animals are other aspects which are currently not shown very transparently in the game, and which could be shown in an easy fashion in such a mode. So if I struggle to compensate deflection or lead with a certain weapon, I can switch back and see the quantities affecting my projectiles.

In general, I think having more diversity or configuration options in difficulties would allow more people to enjoy the game as they like it best, which would give the franchise more financial support... so it should be a no-brainer - there is nothing bad for us to have more choice.

agile vapor
modest kernel
agile vapor
raven moth
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in principle, I like this idea. WotH does something similar (not that COTW needs to follow that), which is useful, esp. for those that are just getting into the game or not playing regularly. I think that COTW has not done something similar is due to their goal of keeping Single Player and Multiplayer essentially the same and game modes such as this would not allow that.

Keep in mind, it is possible to kind of recreate a hard mode now by turning off the HUD, POIs, tracks, etc., but that is not the same as what I think the OP is suggesting here.

One thing I would not advocate for is making Great Ones harderto get but rather easier (say as "easy" as spawning an albino) in easy mode; the mode could be marked on the Harvest screen so they could not be farmed for bragging rights.

modest kernel
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GO should be more challenging in the "harder" mode, and certainly could be easier to get in the more arcadey-mode. As long as one can see in which mode it was gotten, the challenge and the bragging rights should be both there.

raven moth
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As long as "more challenging" means, e.g., better senses, spooks easier, etc. but not the actual spawn rate, which is already impossible for casual players to overcome, that is fine.