Focus Testing Part 1: Stopwatch, Canary Wharf, Trainyard and Waterloo


(FireWorks) #41

Another match of stopwatch, another no being fun. Ill skip the rest of the testing weekend and jump the conclusion that its no pub mode. Not at all.

You need balanced teams in numbers and skill or you need players that accept any outcome no matter the balance (comp).

Too many factors with too much impact that you cant rule out at the moment.

There is always fluctuation in teams and it screws bigtime. Joining midgame automatically breaks any SW.

You cant keep the premise of balanced teams in SW and XTs current state.

Bring ELO.
Bring matchmaking that puts 2 full teams on the server, start the match when all of them are ready,
forbid hop on, hop off,
think of a mechanic to handle a dropped player,
then reevaluate stopwatch.

Edit: Im so butthurt, that i even feel the urge to write bitching stuff like: Off to more promissing games


(Ashog) #42

They just need an xp shuffle. Or at least just shuffle…


(FireWorks) #43

Thats not even close to make SW enjoyable. See post above.


(Kl3ppy) #44

As you stated, SW is not meant to played pub.
Just a hint: open console, type “switchteam” to switch teams. maybe some players use it to balance the teams.


(FireWorks) #45

[QUOTE=Shifty.;493663]As you stated, SW is not meant to played pub.
Just a hint: open console, type “switchteam” to switch teams. maybe some players use it to balance the teams.[/QUOTE]

Its a perfect pub mode within a certain framework. Like Dota2 is a perfect pub game. But XT hasnt got the necessary framework yet.

You need to bring all players to the start of the match at the same time (and hope that they are dedicated enough to stay).
Best those players come from an remotely equal skill level (ELO).

Fix matchmaking, redo SW testing.


(Violator) #46

I’ve come to the conclusion that its very hard balancing with the dozen or so active players we seem to have in the beta atm. Just had a couple of games (max 9 players on server) - players swapped when they could to even things up but there is a large skill gap between the toptop players and the rest that it only takes a couple of the really good ones to be on the same team and its gg. I actually got accused of stacking yesterday when I evened up a 4v2 so god knows what its like for the really top players…


(Glottis-3D) #47

Well, as ppl stated before. Stopwatch mode, needs a map-win rule, not an object-win rule.

It does take a lot of exitment from the fullhold matches. the team that was just fulholded is in bad situation. the object is their last resort. and not usually the last one.

The map should have the last object as a quintessential goal, and preferably the most intense object. the most balanced one.

but when a team is fulholded on 1st object - who knows why? mb it was a pubgame, and teams were unbalanced - both teams are punished (they cannot play the most fun and exiting object).
on waterloo this happens a lot. and i get upset both as an attacker and as a defender, that i am stuck of 1st object for second part of the map.


(Kl3ppy) #48

During he draft, we noticed that there aren’t clear rules of winning. Nobody knew (or at least in my team) who won the first round. Both teams delivered 2 data cores at WC. It was not clear, at least for me, which time overall won.

I also don’t like the time per objective concept. Set the global time to 10 or 15mins and let the games begin. Why invent the wheel again when the known concept is good?


(Glottis-3D) #49

[QUOTE=Shifty.;493768]During he draft, we noticed that there aren’t clear rules of winning. Nobody knew (or at least in my team) who won the first round. Both teams delivered 2 data cores at WC. It was not clear, at least for me, which time overall won.
[/QUOTE]
i will continue thinking that we won :slight_smile:


(Kl3ppy) #50

haha, just had this in my mind:
You are sick and tired of losing stopwatch matches? Play extraction, the game where you decide if you have won the match :smiley:


(Glottis-3D) #51

as for the Trainyard, i can say, that 2nd Object seems ok. there are several ways to attack (including sneak plant) and several ways to defend.
i dont like, that when planted it is almost impossible to defuse.

  1. maybe a wagon needs to be moved a little bit to the def’s spawn. but this may take away a spam-possibility for attackers from a hatch-area.
  2. OR maybe move def’s spawn a little bit further, but in this case we could put attackers in huge disadvantage.
  3. make another route for defenders from spawn. so less spawn-rape after plant

-upd-
almost forgot.
1st object is bad. =( layout is too long. and thin. we do have some good fights on the left house and on the right house. but when it comes to object, or cross-obj fights this is not fun.

can we try to make this less long distance?

1. Make the WAgon infront of the Object an accesable one with doors on both sides - like the blow-wagon from 2nd object.
2. move the right building several meters to the left, i think.


(INF3RN0) #52

Can I request some top-down views of the current map layouts? Would be very helpful in communicating feedback more clearly. Thanks!


(BomBaKlaK) #53

maps are still boring and to short.
I hate the “most obj win” stuff, i’m all for a time setting like the good old stopwatch


(INF3RN0) #54

[QUOTE=BomBaKlaK;494130]maps are still boring and to short.
I hate the “most obj win” stuff, i’m all for a time setting like the good old stopwatch[/QUOTE]

How else would you suggest tie breakers be conducted? Remember that this only happens on full holds.


(BomBaKlaK) #55

yep I know on this point it’s much better but that’s stop the timer, I feel this just frustrating, but maybe that’s just me


(Glottis-3D) #56

fullholds also should give excitement and fun. and i dont get it with current system. feels like a cock-block after a good evening in a nice restaurant. i need an intense second part of stopwatch. other wise i feel cheated.


(trickykungfu) #57

If two teams with the exact skill level play a SW match there should never be a full hold. The offense should always be able to set a time.

Most of the time this worked out good in the matches spank vs. ducks.


(Glottis-3D) #58

you say that a map ballance should be in favour for attack. i totally agree

but that doesnt mean, that a fullhold match should leave players in disappoinment.


(trickykungfu) #59

But not every full hold leaves the player Disappointed. Fullholds with really unbalanced teams where you get stuck at the first objective don’t feel very pleasing. But i sure had some nice full hold games where i was attacking and it didn’t feel very unbalanced…


(Glottis-3D) #60

if the matchmaking system works properly, there wont be a lot of those matches in pubs.
and in competitive matches there should be rules, concerning the winning-conditions. ( basically this is mercy limit) i dont see a tie as something bad. srsly.