This may be what Larson means when he discusses inaccessibility: It funnels both player expectation and growth into a very narrow direction. It feels like Apex devs understand that players will improve at their game with time, but improving at tap strafing, characters that can abuse the technique, and aiming with guns that favor close range are not the player improvements devs want to see. With tap strafe existing, it funnels competitive players into a gameplay approach that limits their options and may undermine their agency, such as playing with their favorite character or using their favorite gun. Larson reiterates this thought by asking “can you imagine how much we’d have to buff defensive character abilities to stand a fighting chance?” Characters like Caustic, Rampart, and Gibraltar that can define the line of scrimmage (for lack of a better term) lose value in how they can influence a firefight when holding a position is arguably the weakest response to an opponent. Positioning doesn’t matter if people can frequently and effectively reposition with little risk. The natural consequences (the frontline, positioning, approaches/retreat options, flanks, etc.) become muddy when extreme movement exists. Larson’s comments make sense from a design perspective. How is third party rate affected by mobility? Within a fight, how are frontlines defined? How quickly can I close the gap on an enemy? The game is designed to work well with a finite number of movement possibilities.” Why don’t we do more of that? Well, over time… mobility creep opens a pandora’s box. Mobility creep is something to be very mindful of in this game… It’s not surprising mobility legends are highly popular. This interaction is something Larson makes note of: “Path grappling past and tap-strafing back into your face with a Mastiff, or Octane cranking 90s while maintaining ridiculous speed, bring up greater gameplay concerns. Both Pathfinder and Octane benefit from the precise re-direction tap strafing offers, allowing them to outmaneuver their opponents and catch them unaware completely. The change Larson describes sounds like the mouse wheel method won’t deliver such precise mid-air turns that allow for insane, flashy outplays from characters like Pathfinder and Octane. Movement should feel unchanged for controllers and for MnK (mouse and keyboard) players who hadn’t heard of the term ‘tap-strafe’ until yesterday… The goal is to remove some of the sharpness in momentum conservation around 90° + angles… Things like wall-bounce redirect back onto that same wall should feel unchanged, but movement afforded by scroll-wheel strafing will be removed.” In a Twilonger posted to his Twitter account, Larson noted that the change to tap strafing would be an adjustment to “multiple rapid directional commands after jumping. to perform tap-strafing and so players are suggesting aim assist should be removed from the console version.Read: - John Larson | JayBiebs September 1, 2021 Or at least, if the same thought process is followed. Players are saying that since Respawn is likely removing tap-strafing since it’s not as easy to do with on the console versions, and that the aim assist feature should be removed as well. Some fans are even comparing it to aim assist, suggesting that the use of aim assist could also be considered unfair. ![]() ![]() The developer went on to say tap-strafing is “inaccessible” and that it “lacks readability/counterplay.” A lot of fans of Apex Legends feel differently about it though, saying it took away a strategy and unique part of the multiplayer shooter. The next patch notes will include a more detailed note about this.- Respawn August 31, 2021 Our reasoning: It's inaccessible, lacks readability/counterplay, and is exacerbated by movement abilities. After much consideration and debate, we've decided to remove tap-strafing from in patch 10.1.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |