Community Question: Create a Class


(SockDog) #201

[QUOTE=tokamak;408636]Yeah I like that. I think that, if the specialisation is possible, that if a medic truly wants to focus on that task he eventually would have to sacrifice his rifle and be limited to a handgun in order to be able to carry really impressive medic tools.

An engineer could go in a similar way. If he has a deployable specialisation then he would need to give up his main weapon as well. In return he could then get a mobile (slow) turret or a predator drone or something. Or what about an operative upgrade that allows him to fire his gun while being disguised with the caveat being that this isn’t a real gun from the get-go. He needs to walk around with a fake weapon for the entire time in order to enjoy being more convincing while disguised. [/quote]

This isn’t sounding much like an FPS any more. Maybe there would be a market for such a game but I’d be disappointed if I bought an SD game and 80% of the classes have little to none shooting capability. Again, sounds like something more suitable to another genre.

And no, I still don’t think specialising classes works. :slight_smile:

I just really like the idea of a large diversity between the lethality of players. It created a wonderful dynamic in WoW pvp. In large fights players had to target the fragile support classes first in order to disintegrate the team’s cohestion. In turn, players were forced to protect the weaker classes so that they could keep benefiting from the substantial support (healing, buffs, debuffs) they offered.

I’d like to see that happen in a shooter. Being a good at dodging and aiming would still be rewarded but on top of that you would also need to know your priorities and put those shooters kills right where they matter the most. I want to see a game move away from the simple mechanic of shooting simply at anything that moves. That’s what made Brink lame, the classes were too similar, not recognisable enough and in that it didn’t matter who got killed first.

as has been mentioned before, this is okay when you’re looking at large groups, often organised achieving (preselected?) objectives. On an 8v8 match those selections you’re talking about are just going to be glaring holes. The two games are not the same, you’re not comparing the limitations fairly. You say you can’t pull elements of emergent gameplay from Minecraft and DayZ into an SD game but you feel confident an MMORPG would lend well. Come on, this is wishful thinking.

This scenario however, is not possible if you allow players to be any role at any time whenever its convenient. If you do that you just lose the diversity completely. A player focuses on support one second but drops it immediately and goes rambo simply because in that situation it’s more convenient. It means that there’s no real advantages or disadvantages to a role anymore, and that’s whats so essential for having different roles.

Unless you change the fundamental rules of the game it just doesn’t work. You’ve got small teams, you’ve got a limited time, you, in all honesty, have a group of gamers that want action.

You’re just painting people into a corner from which they’ll be unwilling to come out. They will stay within the role selected and AVOID situations where they will lose or worse because frustrated at playing where those situations are unavoidable. You’re talking about a game where people find it hard enough already to coordinate between simple classes with the “convenient” ability to change classes. It’s not that I don’t understand what you are getting at, it’s that I don’t believe the outcome will be as you predict. You’re basically falling into the Brink trap of designing something that needs to be played a specific way and people just don’t play like that, the game needs to be robust enough to handle people playing the way they are going to play, elements need to be there to guide and encourage but not punish if you deviate.

It would be random if it is deterministic. But right now it’s simply having the odds for or against you. The more specialistic your build the bigger the advantages and disadvantages. Of course all builds should be balanced of having as much advantages as disadvantages (IE they can have a different polarity between them but they should always be a zero-sum).

If all players are sometimes on the backfoot and sometimes in favour then skill starts to matter even more. It will be the best players that mitigate their disadvantage the best and get the most out of the advantageous situations. Terrible players will be completely useless while having their class out of their depth and whenever they’re in the advantage they may not even recognise it.

Who wants the odds to be against them? It’s one thing to be bested by a player of better skill, because you can learn from that, improve your skill. To have the outcome of a fight be determined by your pre-match selection and X event during the game just sucks. You’re not going to outsmart that situation. Again you’ll avoid it or you’ll die with a bitter taste in your mouth.

Creating more favourable and more unfavourable conditions for a certain specialisation only increases the weight a player’s skill has.

But supposing that there’s a such a thing an adequate preselected loadout is imposing your ideal way of playing on players.

And I’ve already seen it many times in WoW. The objection that WoW is an rpg wouldn’t be valid because in an rpg the differences between classes are much more important than in a shooter.

If you’re accepting there will be favourable situations then you also need to accept there will be unfavourable ones. Again, it’s just down to luck as to where you go. Yes there is some element of this in existing class and weapon selections but then you’re proposing an inability to even change that. Instead of one death you’re saying a game could ultimately rest on whether one teams selection is better than another, again, bye bye any emphasis on the FPS.

And RPG has a totally different pace and goals.

I think Dota has completely random class selection. At least LoL, the original and all other mods and versions I know of have nothing to ‘balance’ the classes amongst teams. In a pub you picked your class without knowing what the team or the opponents had and it really didn’t make or break the match in any way.

I’m pretty ignorant of them so I can’t really argue much more than to say that if the class selection doesn’t need to be balanced then its impact isn’t entirely relevant to the goal of the game. This is why you can have all this stupid stuff in CoD because really there is less reliance on the class/kit of each player to succeed.


(SockDog) #202

Unpopular idea but I don’t like the concept of rewarding good players with better methods to dominate weaker players. It’s a reward and one that rewards a specific playstyle. If SD want to do a balls out, over the top DM mode then I’d say, what the hell, pack it with insane stuff. If they’re making another objective based game I’d say, yet again, focus on a solid, balanced, core game that is fun to play. All this periphery junk is there solely to distract players from a weak core experience.


(.N.E.R.D.) #203


Did it !!!
Oh, you meant Class not Glass :frowning:

Edit:
Btw. Killstreaks are not for the Top Players. Quite the opposite is the fact. All the noobs keep camping to get their precious killstreak rewards. If you don’t believe me just play some random cod from the last years …


(Humate) #204

With any sort of kill streak system, you would also need to ensure there isn’t counter system. :wink:
And the damage model, should be such where it only rewards skill based combat. eg flanking is devalued.

/cough


(SockDog) #205

You mean they’re not for the “top players” who run around the maps crying about campers or just booting them off. If they’re of little value to good players and only promote poor behaviour why have them at all? Oh yes, to keep the players who need a thrill everyone 30 seconds interested in the game.


(Senethro) #206

[QUOTE=tokamak;408638]
I think Dota has completely random class selection. At least LoL, the original and all other mods and versions I know of have nothing to ‘balance’ the classes amongst teams. In a pub you picked your class without knowing what the team or the opponents had and it really didn’t make or break the match in any way.[/QUOTE]

Just fyi this is incorrect for LoL at least. LoL strongly encourages teams to pick 1 each of 5 loosely defined classes and those classes will get played in the same position every time. Very inflexible. This setup only breaks down in low skill games or in extreme high skill games where one team is attempting a surprise counterstrat that hasn’t been discovered yet. Of course, what immediately follows is that every scrub up and down the skill ladder tries to copy it without understanding it, fails because they’re not good enough to carry it off and runs it into the ground.


(Humate) #207

Assuming the prior comment was based on etqw, any player that plays the counters instead of playing the on the frontlines would have the kill streak advantage.


(SockDog) #208

I was mainly referring to CoD and the killsteaks are not for top players bit.

In general I just feel the whole killstreak thing is arse backwards. If you’re dominating you should be challenged not enabled. For an SD type game though I think it’s pretty much out of place due to the roles the classes play unless you then end up with class specific streaks. Just seems to be yet another distraction from actually playing the game in the first place.


(Humate) #209

Oh right.

IMO the game should neither amplify or compensate. But I know thats unrealistic for a pub game.
For cod specifically, I have no issue with it since nothing in game requires a great amount of skill anyway.
Flying in the helicopter machine gunning everyone, is tantamount skillwise to going prone in a hallway shooting players in the toe. It suits that game.

But as far as applying it to ETQW - no go imo


(DarkangelUK) #210

I’m confused how a killstreak isn’t for the top players since you need a ‘streak of kills’ to get them, not exactly noob tactics that one since they’ll be the ones to die often and rarely hit the high streaks. Black Ops 2 changed it to a more ‘noob friendly’ format by turning it into ‘score streaks’. Most things you can do generates points, and when you hit a certain value you then unlock one of your streaks, that way it’s not just the fraggers that get to use the fancy toys.


(.Chris.) #211

I think the spree idea could work when applied to actions such as reviving, planting mines, giving ammo, stealing uniforms, repairing vehicles/deplyables and other class actions.

XP unlocks are pretty much persistent sprees and have been in SD games since W:ET. The spree idea shouldn’t let players dominate but rather give players an incentive to carry out class actions beyond fragging by means I haven’t given much thought into :slight_smile: There’s room for this idea to work in my opinion if handled right and I would much prefer it to XP unlocks, I’d much rather have neither but you know there’s inevitably going to be some ‘gimmick’, ET introduced XP and unlocks, ET:QW introduced persistent stats with medals and ranks, Brink had persistent unlocks/perks, a temporary reward system that resets after death seems the lesser of those evils.

A quick example I can think of is a medic reviving, for each consecutive revive he could receive a boost to his own health or perhaps the next person he revives gains more health, maybe have both and the player chooses which one is used when he picks the class in limbo menu. Anyway you’d have a limit to each, maybe a 5HP increase up to 25 for each instance, requiring a streak of 5. So lets say the medic has 100HP with sprees he can get up to 125HP, he would need to be healed to get it up there though. Lets say the revive give the revived player back 50HP, with sprees that could be upped to 75HP. TK revives would be disregarded to avoid abuse.


(tokamak) #212

I just see it as another unlock but rather than one that is handed to you directly it something you´ll have to work for in order to enjoy the benefit. And in that way it´s definitely not for beginners. They´re better off with taking something that gives them advantages from the outset. More experienced players could, if that fits their playstyle, start off with a handicap and work themselves into something more powerful.

This isn’t sounding much like an FPS any more. Maybe there would be a market for such a game but I’d be disappointed if I bought an SD game and 80% of the classes have little to none shooting capability. Again, sounds like something more suitable to another genre.

Don´t worry, the specialisations with next to no shooting capacity should be the exception. A third would already be excessive.


(tangoliber) #213

How about give every player the ability to scavenge resources from bodies. (No need to hold down the F key…just walk over the body and pick it up, like ammo in most games.) That way, the more you kill, the better stocked you are… Perhaps if you stock up resources, you can purchase more advanced weapons with them from engineer-built armories. I think that is a lot more elegant than killstreaks, since it works with the game logic.


(tokamak) #214

Scavenging is another type of accumulating more power throughout a match. I think they both have a place in this game.

It’s not as if there’s a law that says we need to settle on one option.


(BrightIs) #215

Have 10000 classes. How…

Each soldier/commando starts off with a basic kit. Example from ET with added weapons…

hand gun, Thompson Gun, Grenade, First Aid Kit(Can only be used once then requires more ammo to replenish), Binocular, Knife, Pliers

Then as each player gains xp using each item etc, and have the various skills trees extend their choices. Eg

First Aid Kit > Medic Kit ( takes up 3 item slots) > Revive ( takes up 2 item slots) > Adrenalin

Grenade > Sticky Bomb > Remote Bomb > Landmines > Dynamite

Binocular > Scoped Weapon > Artillery ( takes up 2 item slots) > Airstrike ( takes up 2 item slots)

Thompson > sten > MG42 > FlameThrower > Panzer

Knife > Garrote Wire > Steal Uniform

Each player then has 10 item slots to fill from the selection of items and skills.

So if one wants to go rambo medic (or aggro i think they call it in mmo games) they could choose as the items in their kit…

First Aid Kit + Medic Kit (3)+ Revive (2) + Adrenalin + Grenades + Sticky Bomb + Thompson Gun

or if they would rather stay safe and have area affect weapons and abilities…

First Aid Kit + Panzer + Landmines + Remote Bomb + Artillery(2) + Airstrike(2) + scoped gun + Pliers

or an all round player…

First Aid Kit + Revive (2) + Pliers + Dynamite + Grenades + Airstrike (2) + Thompson Gun + Garrote Wire

Allowing each player to choose what type of weapons and skills they want, and become a unique class… Enemy territory - Commandos


(BR1GAND) #216

This is actually a pretty good idea. As you use a weapon, tool, or ability you gain proficiency in it, however space/weight is limited you can only equip so much. It does take a drastic direction away from dedicated classes and would change a core element in Enemy Territory games. I would love to see it tested for play-ability in an objective based game though.

As it is now, you can slash kill and change your class in the middle of a map… Under this system this would be very difficult to do and would require multiple “toolsets” preset (maybe in a config) prior to the start of a map to make it doable. Additionally how would this system work in non-xp/progression game-mode like stopwatch?


(BrightIs) #217

[QUOTE=BR1GAND;409246]

As it is now, you can slash kill and change your class in the middle of a map… Under this system this would be very difficult to do and would require multiple “toolsets” preset (maybe in a config) prior to the start of a map to make it doable. Additionally how would this system work in non-xp/progression game-mode like stopwatch?[/QUOTE]

When i used to play et I only slash killed to quickly change to engineer for pliers to disarm. So to change 1 slot is simple enough. As for multiple selections, your idea of preset toolsets is a good idea and surely easily implemented.

As for non-xp progression or tournament matches i’m not sure. Perhaps they can have all the item/weapon selections available to them, or have only a few on a pre-determined list.


(BR1GAND) #218

Well this could be a possible alternative to the existing XP system, although I suspect those who don’t like the current XP system would be attracted to this either. You level the kit not the class and some progression that is persistent throughout the map/campaign, like battlesense, would be handled somewhat separately (as it already is).

On the use of slots (you say 10 in your example) do you propose that as a static number? Or would you start with only a portion and gain more as you progress? Or maybe kit size changes as you level it up to take up less slots?


(BrightIs) #219

All are possibilities, there would have to be trials of different methods to determine the best.


(Barki) #220

Hi there, my two Eurocents: I suggest the Barricade Man!
This class could create, well barricades of differents kinds:
1- to slow enemies in corridors,
2- complex ones to protect props like radars. T(could also be some camouflage fishnet),
3- deploy a prop to dig holes and create an infantery-safe in open field.
This class could also deploy proximity detectors, and use shotgun for defense.
Voilà!