[QUOTE=ImageOmega;452033]This has been something that has been mentioned for a long time, but I feel as if it has fell on deaf ears or there was a surge of extremely casual players that chimed in for the longer map times. Maybe, the secret was to post this in the competitive forums all along since the response has been in overwhelming agreeance here. (FYI: I say casuals, not as if I’m some super competitive world champion player; at least not that competitive anymore. I just mean the people who are really…less skilled and don’t play at the same level or have the same mindset – hard to say without coming off as pretentious).
Back to the topic! I am a big fan of being able to set a time under 5 minutes. That means that your team executed everything PERFECTLY and your strategy went off without a hitch as well as demonstrating superior firepower (read: deathmatch skills) over the other team. When this is used in stopwatch the average length time including both sides would mean most maps would play out anywhere from 15-20 minutes. And, I think that is ideally what SD wants or at least that’s a number I got from Anti a few times, but maybe he only meant in objective.
If a team is able to set a time in under 5 minutes because they were perfect in their execution, then you should expect most average games and teams to set a time around 10 minutes. Having the window of opportunity there is huge! Part of the delay with certain maps is poor map design (I know I can elaborate on this here, but it’s all been said before) and/or EV speed. Need a way to speed up that EV and the idea of # of team members near the EV equals a percentage boost does help. The base speed should be significantly faster though in my opinion.
I think the spawn times are just about right and kills do matter right now. The game still does heavily favor defense in certain areas. Things like alternate routes that give the attackers a significant advantage or a slightly increased defensive spawn time or spawns slightly moved would help.
I assume a concern is not to piss people off because they have to wait to respawn. Well, my counterpoint would be all the games that feature a last man standing mode such as Counter-Strike or Clan Arena. You can die really early and wait a few minutes to play again, but those modes are the overwhelmingly most popular. Also, there are parts of Dirty Bomb that emulate MOBA’s and in those you can face some severely long respawn times making deaths extremely more meaningful. Not to mention for every death your opponent gets ahead in their skill trees or gold in MOBA’s. Maybe we’ll see that in Dirty Bomb when those tiers are introduced? Long respawn times should not be feared. While on paper they don’t sound fun, in game people don’t mind.[/QUOTE]
Game set and match.
golfclap
100% agree with this post.
Obviously waiting 40 seconds to respawn isn’t a big deal if cs between its 3 versions can manage 100K players daily, and clan arena on qlive is the most played and not to mention FINALLY being played for money at quakecon.
Nice post image. My thoughts exactly but you take the time to make it sound better and more polite then I can :).