PAYDAY 3 - The Ammo Funnel incident
Summary
TLDRThis blog post discusses a redesign of the Ammo Funnel skill, turning it into a reload-focused ability while introducing two alternative versions for Sharpshooter and Gunslinger. Despite the changes, these alternatives fail to capture the original fun and dynamic nature of the Ammo Funnel, leading to a sense that exciting aspects of the skill are being removed without adequate replacements. The redesign ultimately feels more like a step backward rather than an enhancement, leaving fans disappointed with the loss of the original design's appeal.
Takeaways
- ๐ The blog post discusses a complete redesign of the Ammo Funnel skill.
- ๐ The Ammo Funnel redesign transforms it into a reload-focused skill.
- ๐ Two new Ammo Funnel light alternatives were added to Sharpshooter and Gunslinger.
- ๐ The redesign changes fail to capture the original fun essence of the skill.
- ๐ The redesign feels like it removes enjoyable elements without offering satisfying replacements.
- ๐ The overall changes to Ammo Funnel are seen as a reduction in player enjoyment.
- ๐ The intent of the redesign was to streamline or enhance the skill, but this was not achieved.
- ๐ The new Ammo Funnel alternatives in Sharpshooter and Gunslinger are not well-received.
- ๐ The update has resulted in a less engaging gameplay experience compared to the original design.
- ๐ The changes to Ammo Funnel are seen as too focused on practicality and not on fun or excitement.
Q & A
What is the main focus of the blog post discussed in the transcript?
-The blog post primarily focuses on a complete skill redesign for the 'ammo funnel' ability, turning it into a reload-focused skill and adding two alternatives in the Sharpshooter and Gunslinger classes.
What was the original design intention behind the 'ammo funnel' skill?
-The original design of the 'ammo funnel' skill was to provide a dynamic and fun mechanic, likely involving some form of resource management or ammo distribution to enhance gameplay.
What is the general sentiment toward the changes made to the 'ammo funnel' skill?
-The general sentiment is negative, with the changes being viewed as removing fun elements from the original design without offering much in return. The redesign is seen as a downgrade that doesn't fully capture the essence of the original skill.
What alternative versions of the 'ammo funnel' skill are introduced in the redesign?
-The redesign introduces two alternatives for the 'ammo funnel' skill in the Sharpshooter and Gunslinger classes, but these alternatives fail to capture the original fun and dynamic nature of the ability.
Why do the new alternatives for the 'ammo funnel' skill fail to capture the original design's essence?
-The alternatives fail because they seem to focus too much on reload mechanics, which contrasts with the more engaging and fun dynamics that the original 'ammo funnel' skill offered. The redesign removes elements that were previously enjoyable without effectively replacing them.
How does the 'ammo funnel' skill redesign affect the overall gameplay experience?
-The redesign diminishes the overall gameplay experience by removing aspects of the skill that players enjoyed, making the new version feel less exciting and dynamic. The change is perceived as a step back in terms of player engagement and fun.
What does the speaker mean by saying that the changes 'feel as a result that you're basically removing things that are fun'?
-This phrase reflects the speakerโs frustration with the changes. It suggests that the redesign removes elements that players found enjoyable, leaving behind a version of the skill that is less fun to use.
What is the significance of the music in the transcript?
-The music in the transcript likely serves as a background element, possibly adding emphasis or atmosphere to the discussion, although it doesn't directly contribute to the main content of the analysis.
Are there any specific reasons mentioned for why the 'ammo funnel' skill needed redesigning?
-The transcript does not provide specific reasons for the redesign of the 'ammo funnel' skill, but it seems implied that the redesign was intended to streamline or modify the skill to focus more on reload mechanics.
What does the speaker suggest is the result of these changes to the skill?
-The result is that the redesigned skill feels less engaging and removes enjoyable aspects of gameplay, ultimately leading to a less satisfying player experience.
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