Is CoD Ghosts Worth It?
October 27, 2013 at 4:53 pm
(This post was last modified: October 27, 2013 at 5:35 pm by Walking Void.)
Small edits were made, and some edits for grammar.
This is just 1 article about the multiplayer update logs to the new game: http://www.idigitaltimes.com/articles/20...tweaks.htm
To name some Ghosts-exclusive GAMEPLAY features:
-Create a squad. You can create your own squad of up to 10 soldiers the same way you customize your own loadouts, plus a behaviour for each member.
-Squad multiplayer. Different modes involving your squad VS other players' squads.
That's about it. And the campaign design is very nice. Like every CoD title, it comes with new maps, new gamemodes, new weapons, new perks, new looks, etc.
My problems with CoD Ghosts MULTIPLAYER, and CoD in general, are these:
-Arrogant producers at Treyarch and the publishers of Activision prolonging the life of the same old man in new clothes. So let him die for once, rebuild him as a cyborg / robot, or build a new franchise. That works too. This is an expression I use to say, "evolve your franchise, or die off in natural selection".
-The soldiers have ridiculous physical prowess. This includes: insta-kills with knives, unlimited stamina, no sustained injuries like a broken leg or hip, and that overdone health regeneration.
-Aiming and accuracy. This is a widespread problem in CoD. Some players use aim assists, while others do not. Aiming in itself is something you can get used used to, but never perfect. The use of small analog controllers is comfortable, but highly sensitive. Small jerks in the controller completely skew aiming accuracy if not by a few pixels. Some solutions are features used in other games. Example: target lock. If your crosshair overlaps a target and a button is pressed, like the left bumper (LB/L1) for example, then the crosshair would stick to that target until the sights button is released or the target lock button is repressed. This would only initiate if the button was pressed while the crosshair was floating exactly over the target.
-Teammates. Not the attitudes of them. Who gives a shit about that. Gameplay-wise, there are 2 problems: clipping, and visibility. Clipping is the mechanic of colliding with another solid object, in this case a teammate. This is a problem because it messes with mobility. If you ever tried to climb the same object as another teammate, you would know instantly. Over time, running into teammates slows the game and disorients the players. A solution can be to remove teammate clipping and not render them while in collisions. Visibility is another thing. CoD is not a realistic simulation, and as such, the players do not act realistically. This ensues teammates moving in front of you, blocking your vision, removing your ability to function properly. Sometimes they are in the way and it is not their fault, like if you move behind them to try and see what is in front of them. Being able to not render teammates during games can help tremendously. To remind you, these solutions are optional, and can be freely configured.
-Scoring. There should be more ways to score in multiplayer to cater to different types of players. We have wins and losses which grants "K/D", but is that enough? What about scoring based on damage dealt or damage absorbed? Some players like to win by being stealthy, even if other players hate them. Some players like to provide cover fire and other helpful actions like reviving or blinding the enemy. Some players are unable to earn killstreaks because they focus more on the support aspect than the killing aspect. CoD is regularly encouraging a drone-like behaviour by promoting the same 1 goal: kill to win. While it can remain the 1 goal, we can encourage different styles of play to promote a dynamic environment. Just like Team Fortess, but this is CoD.
As such, I am rather disappointed (again) in Activision and Treyarch for dressing up a game they think is fine moving into the future.
This is just 1 article about the multiplayer update logs to the new game: http://www.idigitaltimes.com/articles/20...tweaks.htm
To name some Ghosts-exclusive GAMEPLAY features:
-Create a squad. You can create your own squad of up to 10 soldiers the same way you customize your own loadouts, plus a behaviour for each member.
-Squad multiplayer. Different modes involving your squad VS other players' squads.
That's about it. And the campaign design is very nice. Like every CoD title, it comes with new maps, new gamemodes, new weapons, new perks, new looks, etc.
My problems with CoD Ghosts MULTIPLAYER, and CoD in general, are these:
-Arrogant producers at Treyarch and the publishers of Activision prolonging the life of the same old man in new clothes. So let him die for once, rebuild him as a cyborg / robot, or build a new franchise. That works too. This is an expression I use to say, "evolve your franchise, or die off in natural selection".
-The soldiers have ridiculous physical prowess. This includes: insta-kills with knives, unlimited stamina, no sustained injuries like a broken leg or hip, and that overdone health regeneration.
-Aiming and accuracy. This is a widespread problem in CoD. Some players use aim assists, while others do not. Aiming in itself is something you can get used used to, but never perfect. The use of small analog controllers is comfortable, but highly sensitive. Small jerks in the controller completely skew aiming accuracy if not by a few pixels. Some solutions are features used in other games. Example: target lock. If your crosshair overlaps a target and a button is pressed, like the left bumper (LB/L1) for example, then the crosshair would stick to that target until the sights button is released or the target lock button is repressed. This would only initiate if the button was pressed while the crosshair was floating exactly over the target.
-Teammates. Not the attitudes of them. Who gives a shit about that. Gameplay-wise, there are 2 problems: clipping, and visibility. Clipping is the mechanic of colliding with another solid object, in this case a teammate. This is a problem because it messes with mobility. If you ever tried to climb the same object as another teammate, you would know instantly. Over time, running into teammates slows the game and disorients the players. A solution can be to remove teammate clipping and not render them while in collisions. Visibility is another thing. CoD is not a realistic simulation, and as such, the players do not act realistically. This ensues teammates moving in front of you, blocking your vision, removing your ability to function properly. Sometimes they are in the way and it is not their fault, like if you move behind them to try and see what is in front of them. Being able to not render teammates during games can help tremendously. To remind you, these solutions are optional, and can be freely configured.
-Scoring. There should be more ways to score in multiplayer to cater to different types of players. We have wins and losses which grants "K/D", but is that enough? What about scoring based on damage dealt or damage absorbed? Some players like to win by being stealthy, even if other players hate them. Some players like to provide cover fire and other helpful actions like reviving or blinding the enemy. Some players are unable to earn killstreaks because they focus more on the support aspect than the killing aspect. CoD is regularly encouraging a drone-like behaviour by promoting the same 1 goal: kill to win. While it can remain the 1 goal, we can encourage different styles of play to promote a dynamic environment. Just like Team Fortess, but this is CoD.
As such, I am rather disappointed (again) in Activision and Treyarch for dressing up a game they think is fine moving into the future.