@B_Montiel said:
While I agree to some points, I’m quite staggered on how much you weight the fact that you can’t play with your friends on a same server. It’s totally possible, by joining an empty enough server. And guess what ? A good third of the time you might get stacked with your friends in a same team, for fairly balanced games.
Wow yeah sounds great.
1: “Hey friends join this server there’s 4 open slots”
2: “Okay joining. Oh fuck the server’s full.”
3: “I got in”
1: “Dammit okay I’m dropping out hold on.”
3: “Fuck really? Okay me too”
2: “Oh I found one hurry there’s 3 spaces left”
1: “Oh okay I made it”
3: “Fuck man server’s full!”
1 & 2: “Damnit okay let’s find a really empty server.”
3: “I got one 8 open slots”
1: “I’m in”
2: “I’m in!”
3: “Alright sweet let’s play!”
1: “Hopefully more people will join”
2: “Yeah man this 5v4 is pretty bad”
3: “Oh look that guy on your team left”
1: “5v3… I’ll switch”
3: “Yeah alright 4v4 now”
2: “Fuck man another guy left why isn’t anyone joining”
1: “Dammit this sucks we aren’t even on the same team let’s go find another server.”
i.e. Every time you try to play as a party without a way to join a server as a party
This is why you need party queuing
This is why there’s a huge weight on the fact that this functionality doesn’t exist
You know where it does exist? In pretty much every other game
And when you have quick join be 1 person at a time, servers won’t fill up fast enough. You’ll get quick joined to some empty 3v3 server, sit there for 6 minutes as people come and go, never getting enough people to play
But when you’re quick joining as a party, suddenly 5 people are joining at the same time. Or 3 parties of 2, or whatever. Servers fill up faster, players get to play full games.
On top of that, I simply can’t understand people asking for stopwatch removal.
Because counting down from 15 minutes sucks. The mode drags on forever, people get sick of playing after 10 minutes of no progress, and it doesn’t retain players. Objective timers are objectively (hur) better. So why not play objective mode, track progress and time, and then switch attackers and defenders after a round? That’s literally all that Stopwatch is, except you get a single block of time to complete the map, instead of incrementing time.
You don’t have to balance attack and defense. Both players will get a chance to attack and defend, but both teams will only get 7 minutes for the first objective, and gain time when they complete it. That’s how objective works, now just switch teams after one side completes or fails.
@Xenithos said:
- You should NOT pick people up with any other role unless it’s just after long spawn, you’re safe, and 90% of the time I would only EVER pick up the medic if I myself am not a medic.
What a team player
In 7v7 I pick up people while not playing medic all the time, especially the medics.
You can’t teach advanced game mechanics and expect players to retain them. They can’t even retain the basics of “Push e to throw ammo” so how do you expect to explain and retain “When you hear this annoying vibrating, a Kira laser is down! Run! When you hear this clinking noise, ammo was dropped near you! Turn around! When you hear beeping, someone is planting! Go defend!”
I’ll stick with the position that the tutorial will never be good enough to reliably instruct players on how the game works. Players will do it, instantly forget it, and we’ll be back at square 1 anyway. People don’t want to be bogged down by big long tutorials anymore, they just want to play. A better way to teach them is to force them to play in servers with other low level players, max level 5, work them up to more experienced servers, max level 15, before releasing them with the rest of us.
Players learn better when they’re playing the actual game and can fail/succeed on their own. You can’t trap them in complicated tutorials for an hour and expect them to care about playing afterwards.
This is another reason why I prefer Max level servers over Min level servers. Keep low level players playing low level players. By level 15, pretty much everyone knows all the basic and complex mechanics enough to not be complete dead weight. It also helps the difficulty curve, allowing players to start on a lower curve and rising to the top of it before being thrust into the real game.