Forced 3vs3 for new players (or slower speed) = Game makes more sense


#1

For new players, I suggest, untill you reach level 10 or similar:

  • you cannot play more than 3vs3
  • you cannot use more than medic or field op class (well, absolute not a sniper class for new players)

3vs3:
This will bring less frustration to more experienced players, since

  • they will not be mixed with entirely new player
  • the new players, will actually be NOW EDUCATED once they are mixed with “level 10+” players since they had time to breath and look what is happening OTHER than haveing bullets in your face from 3-4 different directions.

When haveing time to breath, due to NOT contant high action, you actually have time to LOOK at things like:

  • Anything other than bullets in your face
  • Your map
  • Routes to go
  • Where your teammates are going
  • When you spawn
  • Listen to what teammates or game write or say

“A huge boulder is lifted from ones chest” when the intensity is lowered.

Medic and field ops:

  • this is the core of the game, learn them first
  • No ***ing useless snipers with 1 kill and 10 deaths idling inte back not understand the map, not understanding the classes or gameplay. (sorry frustration :wink:

Please devs!
Do this.

<3


(PixelTwitch) #2

I would like to see Game Speed reduced by 20%-30% overall. This would fix many issues with the maps, reduce skill gap between the top and bottom tier players and also reduce the issue of the Client Side hit boxes due to people dying behind cover.

The maps would overall feel bigger, AD spam would be reduced and movement abilities like the long jump would become more useful and actually add to the skill depth.

It would also make most abilities feel more useful as currently they are too easy to avoid in general.
It would allow the devs to reduce the wasted map spaces currently used to balance the maps by 20%.

Providing you do not scale Ironsight speed with the change you would have more viable ironsights also.

I can think of many more reasons why a speed drop would be a pro for the game.
I struggle to think of any reasons why speeding it up would be…


(warbie) #3

Or, give us more open spaces like in the tried and tested maps from RTCW and ET. RTCW gameplay, let’s face it, is the foundation that Splash Damage built it’s greatest successes on. It needs open spaces!

Look at the glorious clutter free openness!

These tiny areas we fight over in DB have been a major problem since day one.


(PixelTwitch) #4

[QUOTE=warbie;508123]Or, give us more open spaces like in the tried and tested maps from RTCW and ET. RTCW gameplay, let’s face it, is the foundation that Splash Damage built it’s greatest successes on. It needs open spaces!

Look at the glorious clutter free openness!

These tiny areas we fight over in DB have been a major problem since day one.[/QUOTE]

The only way you can do things like this nowadays is to take a stylised ascetic.
While I am not commenting on “FUN” when I say this, modern graphics engines and style combined with that kind of level design does look horrible.

Even the most open games of today (battlefield series for instance) does still not have blank areas of the size shown in that video.
The problem is partially down to size I do agree. The other problem is speed and height…

Example…
If you decrease the speed by 50% the maps would feel about 50% bigger due to things such as travel time and dodge speed.
In the same kinda way, height of rooms make the space appear smaller and the fact you can wall jump just enforces this.

I remember playing this game in early alpha on a friends account and really liking the overall size and scope…
Since then the speed has been increased upwards of 25%, hitboxes have been made bigger and Jumping has been implemented…
The current issue with the maps (while never perfect) is actually these maps where not designed for THIS game…


(Protekt1) #5

The movement speed really isn’t an issue. It is the lack of inertia which allows for the strafe dancing to occur too effectively. Dunno what SD’s current stance is on this, but I remember anti or smooth saying they were keeping an eye on or looking into that. Like over a year ago (wow been in this beta long) they changed it so you can change directions faster. I think I grew to dislike that decision of theirs over time.


(PixelTwitch) #6

I completely agree but adding inertia to this speed could end up in ice skating.
I would like to see a simple reduction to acceleration rather then de-acceleration. I would do this by calculating your current movement velocity and direction and adding penalty for reversal. In theory this could result in more circle strafing then left and right strafing. People would also likely start to add more crouches and/or jumps into the mix.

On the other hand larger hit boxes would help combat some of the AD spam, forcing longer movements before direction change.
Problem there is that friendly fire hitboxes would be bigger and they would be blocking bullets without doing multiple traces (that effects performance).

Final option I could think of was to only reduce changing direction speed within so many ms of shooting. so while keeping the strafe shooting speed the same changing direction would punish you a little bit. Keeps the ability to cross doors and stuff without having the 3 - 5 second AD spam fests…


(warbie) #7

We can agree on that at least :slight_smile:

I started the beta almost two years ago and back then the maps were really narrow and small, much more so than now. It was silly and there was lots of ‘constructive criticism’ on the forum. What we have now is the results of considerable widening and the areas are still much too confined. RTCW/ET excelled when moving forward as a team - medics picking up fallen team mates as you roll forward. Much like you see in in a Rugby match. Now build a maze on a rugby pitch with players going in different directions down various paths and we have something more similar to DB. And then ppl on the forums wonder why the teamplay and player interaction isn’t there. And saying the aesthetic of open spaces isn’t suited to modern engines is just a big cop out. The game is hardly going for realism as it is and tbh some of the most fun I’ve had in DB has been in the pre texture phase when we get to run around and clearly see everything before the clutter gets added and the ppl with the fog machines are allowed in and make everything murky. I get that these kind of tiny, random maps with lots of places to hide can suit games like CoD or CS as these games are won and lost on individual acts of heroism. You don’t need much space for that. But RTCW and ET were great because of the teamplay. Continuous, tight, teamplay. And it needs lots of space.


(Glottis-3D) #8

i love the speed as it is.
and i’d wellcome 3v3 format as a server-side vote option.