A Few Notes on Weapons:
1) Guns need to be reffed to as whatever their gun-type is in a game, that is all. I don't need to, nor do I want to, know the name of the weapon I am using, and I certainly don't need several variations of the same iron-sighted, recoil-riddled boomstick. Just a simple name such as "Pistol" or "Shotgun" or "Shuriken-and-Lightning-Deathpipe" will suffice.
2) Guns need to be FUN again. Back in the day, guns always got their job done. They were fun, there were plenty, and you were encouraged to use the biggest, baddest gun you could find. That is not the case today. Instead, you are almost always restricted to infinite ammo of the base starting gun (usually a very weak pistol), with about 8 or 9 bullets for the fun gun. This always leads to you never using the special gun because of the "But I might need this later" feeling, and you have to trough through a horde of enemies with really fun laser-rifles and grenade-launchers while you're stuck with a bag of peas and a bendy straw.
3) Where are all the swords ands chainsaws? Other than Left4Dead2, there haven't been ANY chainsaws in almost any games that have been a viable part of game-play since GTA Vice City. Why the hell not? They're fun, they're iconic, they're always desired, and they're so amazingly rewarding! I'll take a Chainsaw over a Shotgun any day.
4) Shotguns need to actually be shotguns. I'm not sure why, but Shotguns seem to be given this idea that they have an effective range of 20 feet, TOPS, in every medium they are represented in. Yes, I understand that a REAL shotgun would dominate in every game, but what's so bad about that? If players don't abuse the shotgun, they're just going to abuse another weapon anyways, so why not let them have their cake and eat it too?
5) More health, health-bars, and health packs. If you were to stub your toe in a game like Modern Warfare 2 you'd probably end up on the ground in Last Stand or looking at the Kill Cam from a broken cinder block's devious perspective. Also, it would be nice if I could actually see a good representation of how much health I have. This way, I can judge what I should do. Case in point: Left4Dead(2) allows for the players to see exactly what their health is at, from this, they can determine what is and isn't a proper action to take. A red screen can only tell me what I hurt myself, but if I can actually see how much damage something did, I can get a point of reference. ALSO, health packs are much more appreciated over regenerating heatlh. Oddly enough, regenerating health RUINS games for me. There's no penalty to being hurt anymore, I can do whatever stupid thing I want in a game and just sit behind a cover and regenerate my health for no penalty other than 5 seconds of staring at some poor-resolution gravel. True, this can be fun from a "dicking around" standpoint, but I don't see how this can be viable if a game wants to pass off any kind of a challenge.
1) Guns need to be reffed to as whatever their gun-type is in a game, that is all. I don't need to, nor do I want to, know the name of the weapon I am using, and I certainly don't need several variations of the same iron-sighted, recoil-riddled boomstick. Just a simple name such as "Pistol" or "Shotgun" or "Shuriken-and-Lightning-Deathpipe" will suffice.
2) Guns need to be FUN again. Back in the day, guns always got their job done. They were fun, there were plenty, and you were encouraged to use the biggest, baddest gun you could find. That is not the case today. Instead, you are almost always restricted to infinite ammo of the base starting gun (usually a very weak pistol), with about 8 or 9 bullets for the fun gun. This always leads to you never using the special gun because of the "But I might need this later" feeling, and you have to trough through a horde of enemies with really fun laser-rifles and grenade-launchers while you're stuck with a bag of peas and a bendy straw.
3) Where are all the swords ands chainsaws? Other than Left4Dead2, there haven't been ANY chainsaws in almost any games that have been a viable part of game-play since GTA Vice City. Why the hell not? They're fun, they're iconic, they're always desired, and they're so amazingly rewarding! I'll take a Chainsaw over a Shotgun any day.
4) Shotguns need to actually be shotguns. I'm not sure why, but Shotguns seem to be given this idea that they have an effective range of 20 feet, TOPS, in every medium they are represented in. Yes, I understand that a REAL shotgun would dominate in every game, but what's so bad about that? If players don't abuse the shotgun, they're just going to abuse another weapon anyways, so why not let them have their cake and eat it too?
5) More health, health-bars, and health packs. If you were to stub your toe in a game like Modern Warfare 2 you'd probably end up on the ground in Last Stand or looking at the Kill Cam from a broken cinder block's devious perspective. Also, it would be nice if I could actually see a good representation of how much health I have. This way, I can judge what I should do. Case in point: Left4Dead(2) allows for the players to see exactly what their health is at, from this, they can determine what is and isn't a proper action to take. A red screen can only tell me what I hurt myself, but if I can actually see how much damage something did, I can get a point of reference. ALSO, health packs are much more appreciated over regenerating heatlh. Oddly enough, regenerating health RUINS games for me. There's no penalty to being hurt anymore, I can do whatever stupid thing I want in a game and just sit behind a cover and regenerate my health for no penalty other than 5 seconds of staring at some poor-resolution gravel. True, this can be fun from a "dicking around" standpoint, but I don't see how this can be viable if a game wants to pass off any kind of a challenge.