The trouble that is finding stuff for players to rely on each other for in an open-world game. It's not a problem in L4D because regardless of the game state you're always working towards a shared goal.
That's not so much the case in this game, since at any point players may have wildly different goals and they're most definitely not shared. In a difficult open-world sandbox you typically want to achieve self-reliance and I find it very hard come up with ways to include other players in that formula without negatively impacting the sense of freedom I believe most players seek.
Giving players certain skills that will make collective effort more rewarding for a group is nice, but I believe the main issue is loot. If someone has found neat equipment, someone else is guaranteed to consider stealing it. If a stranger is looting the same building as you, he's denying you items that you could've kept for yourself if he hadn't been there. I'm not sure how this can be solved short of nerfing looting.
[QUOTE=booster;50396987]That guy at 06:20 should've been dead.
Why can't games ever do shotguns right?[/QUOTE]
Depends entirely on the type of shot used, birdshot for example won't even penetrate human skin after 60-70 meters, buckshot can be lethal to about 100m, but the effective range is much less. Slugs are a different story entirely, but not many games have slug ammo for shotguns in the first place.
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