every time i read the title of this thread, i cringe
Game is not noob friendly at all
I’ve been playing shooters for a while, but had to take a pause due to… well… life and living abroad. I fell in love with multiplayer shooters w/ Q:TF. I’ve never played ET before most probably because I moved to Korea in July of 2003.
I kind of love it (Extraction). I’m terrible at it. A lot of my reflexes are seriously gone. My eyes are getting tired more easily. However, I played Medic for the first time today and had a blast.
Speaking as a player, I personally think the game should stay true to itself and get the audience that wants to play it.
We do have a lot of teen players of Nexon games, but I would say that we have a pretty broad age band. I also wonder if age is the real metric here. I think it’s more important that we get people that know how to play this game and people that can learn to play this kind of game. Again, I’m not the game designer, but I don’t think we want to go casual with this game.
The game feels fast to me, but I really like it. I personally don’t feel like I want it to slow down. This is me talking as a player.
We want accessibility with depth.
IMHO This means creating an environment where general/casual players can become hardcore Extraction players. There’s plenty of other games to play that are not Extraction. I’m also assuming that when we say “casual” here, we are talking about FPS players that have played on mouse and keyboard. Funny thing is that the rest of the market would call them hard core =)
Extraction should reward the combination of individual skill and team play. Again, I’m not the designer, but I do love working with them (SD).
Same here. And i think this is due to a design flaw in the maps. If you happen to play pub with overcrowded servers, and even something to 3v3, but not below, you will feel endlessly under pressure, because of the congested mapdesign. W:ET does not make you tired in that way, and it is much faster. You also have to give casuals a way to “run somewhere” where they can hide or feel a bit safer. That is not the case with xT
Maybe you should convince SD at adding more sideroutes to the game ;D 
i just dont agree with any of that at all. yes there are some design flaws, but the flow of the game feels very similar to RtCW/ET to me. mainly because i play a pretty heavy med and the flow makes me want to play more. If you feel pressured, than you arent playing positionally aware enough. i rarely find myself in scenarios that i cant either A- shoot my way out of problems, or B- play a serious support roll to accomplish whatever goal is currently in my face. obviously a crowded pub makes it feel that way, and tbh, a lot of that is because everyone insists on playing on the obj servers, which has horrendous individual spawn timers. That gives you almost no time to reset/regroup with a spawn wave
So you don’t think adding side-routes will decongest this (sometimes) frag fest (depends how many players, if too much its unbearable) and instead add some little running sessions in there. I find running/traveling pretty cool
Currently xT is spawn, run, then total annihilation, frag or get fragged, uhaaaa, snort, snort
That is kinda the feeling i have at least. Maybe i am getting too old
(but with W:ET i think i am used to something different, especially with regards to the tiring aspect, which i have heard now multiple times in this forum, that the game simply is tiring after a while).
[QUOTE=MoneyPenny;473053]
The game feels fast to me, but I really like it. I personally don’t feel like I want it to slow down. This is me talking as a player.
We want accessibility with depth.[/QUOTE]
Can u please outbid DDestiny’s contract? ::::::::::))))))))
shotgun + prox mines = slaughter for anyone with mediocre aim
oh im not saying that it can’t be improved at all, and i basically agree with everything you’ve said, i just personally find myself feeling that way. I really just think that spawntimes and lack of the ability to have selectable spawns really affects that feeling for a lot of players
So where on the linear path would you add a selectable spawn 
Spawntimes? Hm … maybe spawnwaves, but spawntimes are not so huge (as long as they are not totally unreasonable).
Still, i wonder if its a true thing, that even if you are perfectly rested and take one or two days off for xT, how many rounds can you play until your eyes start to hurt or you start to feel tired. I think there is more to it than just “we are getting old” or “feeling”. I think it is a much deeper problem than just spawntimes or selectable spawns …
I agree completely, the objective mode is pretty broken right now. The way the spawn system works makes it frustrating at times on objective mode. I wish more people would play stopwatch.
They should just test a more solid spawning system already, even if the timers are shorter than asked. The way it works right now promotes complete chaos in an obj based atmosphere. OBJ mode is still favorable when there’s imbalanced teams, quick games, or undesirable maps. I prefer SW mode, but I know why people play OBJ too.
[QUOTE=acQu;473096]So where on the linear path would you add a selectable spawn 
Spawntimes? Hm … maybe spawnwaves, but spawntimes are not so huge (as long as they are not totally unreasonable).
[/QUOTE]
I don’t think you quite realize how big of a deal spawntimes are. Even already, now, there’s a few people that take the effort of keeping track of the spawn, despite not having proper times. in ET and RtCW the entire game has evolved around the spawntime. On high level play, the entire game comes down to nothing else but the spawntime and how to best adapt and abuse it. The same in Quake, the entirety of the game is keeping track of mega, red and if applicable the yellows - at all times. CS, apart from not having spawntimes, is all about timing, it takes you X seconds to get from A to B, thus Y into the round you should be positioned at Z or throw a flash/nade/smoke - CS can be boiled down to nothing but synchronized and timed pushes - which without waves is an impossibility.
Sticking together is so valuable in XT, not spawning together is just a death sentence.
I’m a little late to the party, so excuse me, for not having read the entire thread and therefore may repeat stuff that’s already been said.
I think the OP has a good point in “not noob friendly”, however the hypothetical solutions to that aren’t necessarilly the best ones. I already mentioned that in another thread; the game needs some nice introduction, so new players would conveniently slip into the “hardcore” world of XT. Stuff like Brink’s challenges were a good way to get accustomed to the game’s core mechanics and were also fun by themselfs(except maybe for a certain “2star; be more objective challenge”
)
I could imagine tutorial versions of the existing maps; with large, glowing graphical indicators, and a female(SD-style) “trainer/tutor” would explain from the off what you are suppossed to do, here and there; pretty basic stuff. AI opponets would be great, but popping up bullseyes, would also be an option. Add to that challenge style aspects, like say; “in a certain time”, “with a certain hit/miss ratio”, etc, etc. Reward that stuff with “rookie starter-packs”, and/or some Merc-qualification-pass/certificate, and/or a nice rookie weapon-tag; you get the idea.
It’s not about dumping down XT’s required skill level, but about giving the new players a warm and nice welcome and as much help as possible. Maybe there could even be a MP rookie mode where you’d get tips in real/pub matches. Huge indicators and path-markers on the ground(like in Dead Space and Natural selection 2) would be an option, and the “tutor” could tell you, that it’s about time to supply your mates, when your meter is full, etc., etc. This mode could be switched on and off in the gameplay section of the options menü.
[QUOTE=.FROST.;473134]I’m a little late to the party, so excuse me, for not having read the entire thread and therefore may repeat stuff that’s already been said.
I think the OP has a good point in “not noob friendly”, however the hypothetical solutions to that aren’t necessarilly the best ones. I already mentioned that in another thread; the game needs some nice introduction, so new players would conveniently slip into the “hardcore” world of XT. Stuff like Brink’s challenges were a good way to get accustomed to the game’s core mechanics and were also fun by themselfs(except maybe for a certain “2star; be more objective challenge”
)
I could imagine tutorial versions of the existing maps; with large, glowing graphical indicators, and a female(SD-style) “trainer/tutor” would explain from the off what you are suppossed to do, here and there; pretty basic stuff. AI opponets would be great, but popping up bullseyes, would also be an option. Add to that challenge style aspects, like say; “in a certain time”, “with a certain hit/miss ratio”, etc, etc. Reward that stuff with “rookie starter-packs”, and/or some Merc-qualification-pass/certificate, and/or a nice rookie weapon-tag; you get the idea.
It’s not about dumping down XT’s required skill level, but about giving the new players a warm and nice welcome and as much help as possible. Maybe there could even be a MP rookie mode where you’d get tips in real/pub matches. Huge indicators and path-markers on the ground(like in Dead Space and Natural selection 2) would be an option, and the “tutor” could tell you, that it’s about time to supply your mates, when your meter is full, etc., etc. This mode could be switched on and off in the gameplay section of the options menü.[/QUOTE]
There was a pretty good tutorial in ETQW, and i never heard things like “ETQW is not noob friendly”.