respawning TIME!


(kyuto9) #21

I understand people here talking about attackers/defenders spawn time ratio, but why not lessen both sides so the side that waits the most…well waits less. Maybe it’s stupid idea, but i agree with some that 30s + quick death + 30se again etc… Man why not playing counter-strike instead? If i have to wait this much when i’m dead, they better do a no respawn mode at all with more health points for everyone.
On the other hand in TF2 you can spawn within 8to15secs in both sides and still you can’t tell who’s gonna win (cuz game is godly balanced).
I don’t remember having to wait this long in brink or W.E.T., still they were the same team based games (yeah with way more players than 6v6…ok).

But yesterday, i try the game at once since months and geeee, that wait. I could get myself a warm drink, solve a rubik’s cube and win a starcraft 2 game meanwhile!
Really i don’t get it, DB has good weapon bod, fluid movement (and quite dynamic), smooth aiming, well it all makes it nervous AND THEN that 30s wait!
It’s like i lost my boner. That kills the rythm of the game and it should be considered more in this way.


(spookify) #22

[QUOTE=Anti;514930]Well 30/30 was a bit of a test, we’ve seen how it’s gone and we’re deciding what to do next. In the mean time we’re not going to stay on 30/30, we feel that isn’t quite right, so in the short term (not sure exact date) we’ll be looking to go to a 25/25 until we decide on the next step.

Why does the decision process take so long? Well, some solutions can require more work and we have a limited capacity as to what the dev team can take on at any one time, so any delay comes down to who would do the work and when can they do it. Ultimately though we’ll test any systems with you folks first before there is any ‘final’ decision made to stick with any particular system.

So sorry, can’t give you an exact date as I don’t know one right now, hopefully sooner rather than later :penguin:[/QUOTE]

[QUOTE=Anti;514928]Simply put we’d prefer something less random. When you have staggered times you inherently get occasional spawns that are more out of sync than others, enough that the attackers almost inevitably get the objective done. If possible we’d prefer to get to a point where that isn’t needed and team work/coordination is what results in success, not chance.

There are a bunch of ways we can do that, and we’re not yet there. Staggered spawns might still come in, but it’s not our preference. If it worked in other games or not is here nor there, we think we can do better.

Similar goes for forward spawns. Adding them likely means top down maps, spawn selection, confusing position changes for some players etc, they’re not a particularly nice mechanic. Do they make good secondary objectives? Yes, but we can achieve that in other ways. Do they change up map flow? Yes, but that can be done in other ways as well and comes with its own balance issues anyway.

In both cases I imagine we’re likely to explore fixes via map changes or other systems first, before we consider adding these.[/QUOTE]

FLAME POST!

Are you kidding me?

So first off the 30/30 was a test ok fine but what the crap about not liking 30/25 times? You do know that spawn camping is the biggest and most important thing in SW game mode? So if you make the Enemy Spawn the same as the Attacker spawn even noobs will know when the defending team spawns… Stagger them and make it a running clock like so many other games… Are you just doing this to piss us off because that is what if feels like…

No forward spawns OMG have you tried it? You are just dismissing it because of some unknown reason to us!

We are here to test and we have been testing for 2 years now and we have said for 2 years that staggered Spawn times with a running clock and forward spawns would eliminate a lot of the current problems…

I do not understand the reluctance to put this into the game to at least test!

You created ET!!! One of thee best Multi-player shooters of all time and with a SW game mode that was second to none… NOW you want to reinvent SW! WHY!! SW and the way it was originally designed was the best way…

I am legitimately mad because you have all the tools to make an amazing game but come out with crap maps for 2 years that are uncreative, have no story and no progression. Not to mention the objective that you complete are very uncreative and lackluster. Lets stand in a box! Let Blow something up… Let take an EMP to the enemy spawn!

I have no constructive criticism on this post! This is my flame post!

I and so many other have given feedback on how to make this better… If you do not listen to me then listen to Potty, inferno and pix… We are all basically saying the same thing when it comes to maps and objectives within the maps.


(Anti) #23

[QUOTE=spookify;514936]FLAME POST!

Are you kidding me?

So first off the 30/30 was a test ok fine but what the crap about not liking 30/25 times? You do know that spawn camping is the biggest and most important thing in SW game mode? So if you make the Enemy Spawn the same as the Attacker spawn even noobs will know when the defending team spawns… Stagger them and make it a running clock like so many other games… Are you just doing this to piss us off because that is what if feels like…

No forward spawns OMG have you tried it? You are just dismissing it because of some unknown reason to us!

We are here to test and we have been testing for 2 years now and we have said for 2 years that staggered Spawn times with a running clock and forward spawns would eliminate a lot of the current problems…

I do not understand the reluctance to put this into the game to at least test!

You created ET!!! One of thee best Multi-player shooters of all time and with a SW game mode that was second to none… NOW you want to reinvent SW! WHY!! SW and the way it was originally designed was the best way…

I am legitimately mad because you have all the tools to make an amazing game but come out with crap maps for 2 years that are uncreative, have no story and no progression. Not to mention the objective that you complete are very uncreative and lackluster. Lets stand in a box! Let Blow something up… Let take an EMP to the enemy spawn!

I have no constructive criticism on this post! This is my flame post!

I and so many other have given feedback on how to make this better… If you do not listen to me then listen to Potty, inferno and pix… We are all basically saying the same thing when it comes to maps and objectives within the maps.[/QUOTE]

Cool your jets, the game is far from ‘done’, if it ever can be as a live service.

It’s great that you liked those mechanics in ET, but we’re making Dirty Bomb, and if we feel something can be improved we’re going to try it, not immediately fall back to what we have done before in a different game. We might still end up with an ET style system for spawns, we don’t know yet, but there is no reason to lock that in right now if there are other things we feel we can explore that could be better.


(spookify) #24

[QUOTE=Anti;514940]Cool your jets, the game is far from ‘done’, if it ever can be as a live service.

It’s great that you liked those mechanics in ET, but we’re making Dirty Bomb, and if we feel something can be improved we’re going to try it, not immediately fall back to what we have done before in a different game. We might still end up with an ET style system for spawns, we don’t know yet, but there is no reason to lock that in right now if there are other things we feel we can explore that could be better.[/QUOTE]

Cooling jets :smiley:

Could you come up with a good algorithm?

In 5v5 ranked and Clan Ranked the spawntimes are going to be said or one of the first things a person will do/get… Why not make it a little harder to call out spawntimes…

First off you need to stagger spawns somehow; even if it is off by 5 seconds…

Then create a algorithm that will deviate the spawn by 0.3, 0.5 and 0.7 of a second per spawn. This will make it hard for the attacking team to say that the enemy spawn at 25/45 and then spam that area…

This is a very bad example and I am sure you smart people at SD can come up with a 27/25 spawn system that moves or thinks based on something. I am not talking about a crazy system maybe something like

First wave is 25/25
Second wave is 28/25
Third Wave is 30/25

if the attackers get the first objective in under 2 minutes then the enemy spawn is 27/25 and if they hold second stage for more then 3 mintues enemy spawn is 28/25…

One minute left and a full hold is coming then enemy spawn is 30/25 to prevent any tie’s

Edit:
[11:27] <spookify> How about we think totally out of the box and have a 30/30 base spawn system BUT whatever you do in that life will decrease your next spawn?
[11:28] <spookify> Example /kill is going to be a big part of this game as it is in every SW but if you ace the team you can /kill and insta spawn…

XP Based Spawn System where you work against your clock and make for very interesting team work style and group pushes…

Maybe this would be best in OBJ Mode…

And put SW back to a running comp clock with staggered Spawns…

There I solved DB! Can I get a free signed poster or something cool (Paid trip to SD) :wink:


(prophett) #25

Historically, some of the best action and most intense/important fights occur around forward command posts (radar cp, supply cp,beach flag, frostbite, ice, oasis, etc…) in addition to the strategic importance of them.

How do you plan on replicating this level of excitement in their absence?

Right now there aren’t many memorable fighting areas.


(BomBaKlaK) #26

[QUOTE=prophett;514952]Historically, some of the best action and most intense/important fights occur around forward command posts (radar cp, supply cp,beach flag, frostbite, ice, oasis, etc…) in addition to the strategic importance of them.

How do you plan on replicating this level of excitement in their absence?

Right now there aren’t many memorable fighting areas.[/QUOTE]

This ! Capturable spawn is much more than needed and for this we need better and bigger maps !


(spookify) #27

Dome is large enough and actually to big if you think about it…

Underground would be amazing with a recap spawn either in the cap building or map a new part of the new down from the escalator…

Other maps are EV maps so no forward caps that I can think of even thought Supply in ET had both…

SD has a lot of work to do for the next patch… Balance updates and Spawn Time tweak I assume in one month…

Could SD just fast code a forward spawn into current DOME and see what happens? Just a quick test?


(montheponies) #28

No disrespect but in the nearly 2yrs nothing has come close to being ‘better’. If this was still Alpha I could understand, but closed beta, not far off (presumably) open with a release planned for 2015 it feels to me like there either isn’t the time or appetite to change.

I’d seriously consider ditching SW altogether and going with a completely different mode that suits your vision of this game - Execution might be it, or some form of S&D, but the current direction of travel coupled with the increase in spam is just mind numbing.


(BomBaKlaK) #29

Next patch next year … with some other super good surprises !

  • another movement speed nerf cause drunken players can’t aim !
  • a TTK shorter than ever ! MUCH MUCH better !
  • And a brand new map called “Donut in a box” ! WOAAAWWW can’t wait !
    https://www.youtube.com/watch?v=eAbOGuk4CPA

Nothing new for christmas I suppose …


(Mustang) #30

I think we should be careful to say “bigger” maps, because Dome is a bit too big area wise, for me at least “spacious” (i.e. less cramped, narrow and corridor) is a better word.


(Szakalot) #31

I’m very surprised 20/30 is considered random, but 30/30 isn’t.

So you went up with the spawntimes - this is good. Game slowed down a little, insofar as being able to make an actual push: you take someone out, you can worry about your other flank for ~10sec.

The increased spawntimes were not adjusted AT ALL for the distance from spawn to obj?

Really? I mean… REALLY? Lets take a look at some examples.

Whitechapel last obj: Defense spawns, say, ~5sec from obj. Offense spawns 15-25sec from the obj. Lets add the 30sec spawn to both of these values, you get:

35sec real (time when not in fight, due to death) spawn time for defense
45-55sec real spawn time for offense

This is HUGE. Whitechapel was already very fullholdy on last obj, unless you had a few dedicated, and good, spawncampers on the attacker’s team. You almost never see it finished anymore, hell, the game barely even gets to that stage; cause this principle applies to first obj, and EV escort as well (lets pretend we can ignore the larger amount of spam, and how much easier it is to disable EV).

I can concede that this is much less important for scrims/gathers, where a team can push 5sec before spawn; actually giving advantage to the attackers (over the previous 20sec or so spawntimes). On pubs however, where eveyrone is just running and gunning; it made the objective a huge grindfest, nobody even tries to pick up the milk jug anymore.

Terminal last obj: defense needs ~10sec to obj, offense needs easily +20sec. Again: HUGE difference - map barely ever gets finished.

Dome first obj? I’m not even gonna go there…

Typically, offense has to clear out ~3 consecutive waves of defense to get an obj done, especially plants. (1-2 to clear obj, and 1-2 counter attack waves-assuming the defense is already bunkering the objective). With 20~sec spawns and ~20sec runtime to obj, on average you get a situation where offense waves constantly break over the defending team (just around the time the first wave was pushed off, the reinforcements come in), allowing to eventually punch a whole and get the obj done.

However, with ~30sec spawns, and ~20sec runtime you end up with each wave being cleared out, before the reinforcements come in. This means that only ever 3-4 players are fighting against 6, rinse-repeat => fullhold.

The whole point of forcing players to run on the map before getting to obj is (apart from the actual map dynamics, talking strictly objective here) to add a fixed amount of time before the reinforcements can contribute to the fight. This should ALWAYS be the primary way to balance the map! Why?

Distance from spawn disregards team organization: whether a scrim team is pushing, or random pubbers are running around: the influence of spawn distance on the map flow never changes. Different spawntimes on the other hand play very differently if your team is organized and pushes with a good timing, or if people just play k/d and want to ‘have at it’ asap. I understand you want to balance the game around competitive SW, but you need the pubbing experience to be enjoyable, if the game is to have any long-term value. Balancing via spawn distance allows you to address both.

On a ‘gut’ level I feel like there is much more wrong with balancing the map by just fiddling with spawntimes, but I’ll find some reasons later : P

Coming back to why 30 is better than 20:

  • larger spawntimes make players little more reluctant to play TDM, you won’t kamikaze your way into 5 enemies, if you have 25sec spawn -> promotes setting up crossfires, and positional gameplay <- this is good.
  • killing (and gibbing) players is more meaningful, if a sniper in a 6v6 game dropped a player at +20sec spawn, the opposing team just lost 15% of their firepower. Similarly, scoring epic multikills will drastically influence the next 30seconds or so, giving the fragging player a sense of accomplishment.
  • reviving players is more meaningful: rather than have your teammate drop dead, you can keep your team alive - medics are more valuable <- very good. I’ve seen much more ‘helping up’ since the spawntimes are increased, even some of the classy k/d whores are now helping me up, which has NEVER happened before : P
  • slows the game down a little. I honestly have a sense of deja vu here, but I think many players have already stated that the game is too fast. Not as far as movement, not even TTK (this can be argued, I’d say its okay, with a few weapon exceptions), but the intensity at which it is played. I saw some players remark that playing more than 20min gets very exhausting for them, as the constant pew-pew is too much for some people.

High-paced action can be extremely exciting, but it has to be paced! W:ET is just as fast, and maps in travel-time are not even bigger (lets not talk about maps : P ). Firefights are exciting, but you also have a few slower moments: team is building an oasis pump and sneaking through an underground. Tank is being slowly pushed up to the bridge on fuel dump. Allies are slowly bunkering-in Axis on goldrush bank stage. Gate is planted on supplydepot, and your team is slowly building up, ready to pounce as soon as it blows. Similarly, Axis are setting up crossfires and getting ready to defend, ammo/hp packs are dropped, mines are planted, people look at each other, making sure their backs are covered. It will all go to hell in 10 seconds, but for that 10-15sec, when your team was GETTING READY TO FIGHT: you felt like you were a part of something bigger.

High-paced action is good, but it runs opposite of players’ sense of teamplay.
If people live-and-die by 20 seconds, how are you supposed to create an atmosphere of one team going against another? Its just everyone for themselves, pure TDM. I think this is also why people complain about objectives. Very few objectives give you a sense of your team accomplishing something together. Partially because there are no class-specific obj.

However, also because the game doesn’t encourage teamplay, it just punishes lack of it. If you don’t have any medics in your team - you will have a much harder time getting anything done. But hardly anybody wants to be a medic! Why bother, if you can hide for a bit and get full HP back up again?

Why care whether your teammate is an engineer, or a soldier? It doesn’t affect your gameplay AT ALL.

It is definitely true that teamplay holds huge sway over the game’s outcome, but there is very little indication on how to get there, and how to work as a team.

Teamplay is a skill, just like aiming is; and it needs to be taught/encouraged. Most players won’t be able to work as a team, even if they try. They need a little push. Very little ammo in W:ET was such a push. Forcing a time-bottleneck on the team is such a push as well. This could go on and on and on…

I think last patch headed in a good direction as far as buffing abilities; its nice that each merc has something meaningful on their tool belt. However, without the teamplay to back it up; you just ended up with QW-MCPstage-lite, where there is spam&spam with spam, on spam, frustrating many, many players endlessly


(Anti) #32

In terms of travel times we’re aware of the mismatches between some objectives/maps. The preference is to standardize travel times a little more as we rework problem areas of maps. Once that work is completed, if we still need to, we’ll then look at something like variable spawn times per objective.


(Anti) #33

[QUOTE=Szakalot;514978]

However, also because the game doesn’t encourage teamplay, it just punishes lack of it. If you don’t have any medics in your team - you will have a much harder time getting anything done. But hardly anybody wants to be a medic! Why bother, if you can hide for a bit and get full HP back up again?

Why care whether your teammate is an engineer, or a soldier? It doesn’t affect your gameplay AT ALL.

It is definitely true that teamplay holds huge sway over the game’s outcome, but there is very little indication on how to get there, and how to work as a team.

Teamplay is a skill, just like aiming is; and it needs to be taught/encouraged. Most players won’t be able to work as a team, even if they try. They need a little push. Very little ammo in W:ET was such a push. Forcing a time-bottleneck on the team is such a push as well. This could go on and on and on…

I think last patch headed in a good direction as far as buffing abilities; its nice that each merc has something meaningful on their tool belt. However, without the teamplay to back it up; you just ended up with QW-MCPstage-lite, where there is spam&spam with spam, on spam, frustrating many, many players endlessly[/QUOTE]

I have to be honest when I play 5v5 SW pub, with players of reasonable experience, I see a good amount of team play (especially this patch). What would you add to improve it right now? More tools? More prompts? Additional tutorials?

I can agree that more teaching would be good, it’s something we have plans for.

Greater dependencies might help as well, but a lot of players used to complain when we had things like less ammo per weapon. With Ammo, Health and Spotting we have the major dependencies covered right now.

Medics do make a big difference to the success of a team, I’m not sure what else we could do there without making the Medic massively OP.

Locking objective completion to a single Merc type doesn’t really create more teamwork (it’s still about covering the player doing the objective), it creates play style requirements, so we’re not going to go there.

If you have suggestions for new ways add more teamwork we’d love to hear them.


(tokamak) #34

He’s talking about the amount of things a player can do to support his team-mates.

Currently DB players may very grab all the opportunities for teamplay that the game has to offer. It’s just that we’d really like much more opportunities like that.

For more various synergies in the team I think Evolve has amazing ideas.

A huge shift would mean diversifying weapons so that a group of the moves away from being lethal towards being incapacitating. That would create bigger dependencies as the lethal mercs would want some incapacitating mercs around to pin down their potential victims and incapacitating mercs really need to be backed up by damage-dealing mercs otherwise they’re screwed.


(Anti) #35

[QUOTE=tokamak;514981]He’s talking about the amount of things a player can do to support his team-mates.

Currently DB players may very grab all the opportunities for teamplay that the game has to offer. It’s just that we’d really like much more opportunities like that.
[/QUOTE]

I know, that’s why I’m asking for suggestions of other stuff. What else can you folks think of? :slight_smile:


(Glottis-3D) #36

Less HP regen, so medpacks matter much more.
More Engie proficiency (twice the current difference!!), so that saving an engineer is a priority. dont make engie faster, make others slower.

also:
quick taunts (coming from quake CTF)
“Enemy Here! Need help!”
“Object Guy Here!!”
etc.

i know some of those are in v-says but that is too long to do. quick binds are more usefull.


(tokamak) #37

Merc-sensitive side objectives. Objectives that turn into different things depending on what a merc does with it.

Like a ‘wonder’ corridor.

  • Red Eye fills the corridor permanently with smoke by throwing a cannister in it until another merc modifies it.
  • Stoker sets the corridor permanently ablaze until another merc modifies it
  • Aura turns the corridor into a permanent healing zone until another merc modifies it
  • Nader/Rhino/Fragger can blow up all the objects inside that would otherwise serve as cover until an engineer rebuilds the cover.

And replace the corridor with bridges, elevators, gates, walls, platforms, cranes or whatever. Not every merc has to do something fancy with it and different brackets of mercs are able to interact with different objectives.

The idea is that by interacting with it once, a player’s merc changes the environment permanently (until someone else changes it) and by putting some effort in contesting that area you benefit your team at least passively.

The objectives also don’t have to be really important, just important enough to gain slight boosts to your team or nuisances to the opponent team.

If you do that and balance the mercs on that then you can keep on adding new subtle interactive stuff to existing maps and gradually grow the game on it.


(Szakalot) #38

I think this varies greatly, based on how stacked teams are and how many players are dedicated to go ‘team’.
I don’t actually think there isn’t enough window for teamplay. Medics, ammo-givers, support&sniper classes, some ability combos (stoker’s fire on downed phoenix-mate is my favorite, Rhino + hp station, smoke to cover chokes, etc. etc.); its all there.

What would you add to improve it right now? More tools? More prompts? Additional tutorials?

I can agree that more teaching would be good, it’s something we have plans for.

I think taught might have been a bad word. The capacity for a good teamplay to own a bad one is definitely already there, all the required core mechanics are there, yet for some reason players don’t know it/don’t care. I’ll get to reasons why I think that is the case below.

Greater dependencies might help as well, but a lot of players used to complain when we had things like less ammo per weapon. With Ammo, Health and Spotting we have the major dependencies covered right now.

Medics do make a big difference to the success of a team, I’m not sure what else we could do there without making the Medic massively OP.

I think that locking HP regen to medics alone, and keeping the current hp rate would:

  • make medics much more important (and appreciated) - positive feedback for medics, feeling useful, and for other players, appreciating their presence
  • avoid the rambo-medic capacity (fragger, with some healing backup would still own any medic, all other things being equal). This can be easily regulated by the regen rate of such medics.

If you are really keen on letting players continue fighting for large amount of time, make 2 level max-hp, (like in brink); wherein throwing medpack, healing pulse, hp station would add that extra +20/whatever hp. Would be great if rhino regened no more than 150, and really needed a medic to get that extra 50.

Myself, I’d just keep regen to medics alone, really giving them a supportive role.

Other dependencies are fine overall, but at the moment playing a medic feels like a sacrifice you are making for your team, in exchange for your personal k/d.
I still love reviving, so I end up playing one anyways, but its not surprising if you see no more than 1 med per team.

Locking objective completion to a single Merc type doesn’t really create more teamwork (it’s still about covering the player doing the objective), it creates play style requirements, so we’re not going to go there.

If you have suggestions for new ways add more teamwork we’d love to hear them.

I think there are two issues here:

  1. the capacity of the game to promote good teamplay
  2. the willingness of the players to do so

Nr.1 is DONE. Tweaking and balancing will probably continue forever, as meta shifts; but the game already has all the needed requirements to allow worse-aim but better teamplay team to put up a very solid fight, if not win outright.
Last Sunday’s gather was a good example of how much teamplay makes a difference. Disregarding Potty’s OP aim, his team was much more organized, walking over many phases that should have been highly contested, whereas our team basically played like a pub SW, with some teamspeak :stroggtapir:

So how come players don’t want to go with 2?

I think several issues are coming together here:

  • Many players have been playing since forever, and are bored with maps/don’t care. Nothing to be done about that, typical W:ETpro server would be all about K/D as well. People would actually get pissed&votekick if you finished last obj : P - this should solve itself on release/OBT.
  • Uninteresting objectives. Most of the objectives lack any context (@Spookify’s post on this), or character. You don’t get to blow up huge guns,stroggifiers, hack slipgates, steal GOLD - put it on a truck and drive away - that is some i.jones/j.bond shizzle right there! I guess this is just side-effect of Beta stage.

So far, these issues are just a result of how betas are played, and would not worry about them too much, yet.

Now onto the real issues:

  • This is really simple: friendly fire is OFF. By having it off by default, you do not encourage any consideration of what other players in the same team are doing. I don’t have to think about where I’m pointing my gun, or when do I want to use my molotov/airstrike/nade etc.etc.etc., I only have to think about how it will help me score more kills. I think its really important to give players a sense that their teammates matter. Not being able to shoot right through them, when trying to get to an enemy, is just one more way for my teammates to have an impact on my gameplay experience.

  • You don’t want to create playstyle requirements. Okay fine (not really :tongue:) , however playing for the team can be seen as an investment from the individual player. They will only benefit from their investment if other players will reciprocate (I’ve revived more than one FOPS who just refused to give ammo, not much motivation to try to revive them again).
    If you ‘sacrifice’ yourself for the team, and nobody else cares: you just boosted your teammates k/d ratio, on account of yours.
    Why bother trying to plant, which takes good 6+ seconds, exposes you to enemy fire, etc. if you can shoot at enemies instead? Anybody else in your team should plant, right? If you really don’t want to lock objectives with specific classes, at least lock the objective to a single player? In a horrific way, this would suggest something like a delivery objective, CS-style bomb, which only one player can hold.

Unfortunately, as they are now, delivery objectives do not work, its no fun to carry it around, best just leave it at spawn and have some fun shooting peeps in the face. It is hard to determine if it is because players don’t care anymore (a meta of k/d whoring has established over the months&months, so that is what new players will adapt), or there are some core problems with the delivery obj (personally I much prefer STEAL over DELIVER, but both should in principle work fine)

In any case: You already HAVE playstyle requirements. Each team needs at least one ammo giver. Teams without medics are at a huge disadvantage. You need a FOPS to stop EV, and from the other side: trying to repair it with pliers takes forever.

I think it is okay to require some responsibility from the player. I once stated that teamplay encouragements should be all carrot and no stick. However, playing in a team that does not care about winning, just k/d - is a HUGE stick, wrapped in barbed wire, dipped in hydroxychloride, and enchanted with Bane of Tapir +5.

On one hand you are saying: you need to play as a team to win. On the other hand you are saying: go ahead with plenty of ammo&hp regen, and have some fun scoring lots of kills. I think the game should focus on one or the other. Class-specific objectives would be one (simple) way of doing that. Lemmings from QW prove that people really don’t mind such requirements.

The crowd that wants good teamplay experience is the same crowd that is willing to sacrifice themselves for the team.

I need to get back to work, talk to you later : P

Good teamply is an emergent quality in the game. I play for the team, you play for the team - we benefit together. But if you don’t care about the team, I’ll lose my incentive to help you out, since I’ll have more fun doing my own thing.


(Anti) #39

“You must spread some Reputation around before giving it to Szakalot again”

Suggestions like this are really helpful, much more so than ‘what I dont like’ lists :slight_smile:


(Glottis-3D) #40

“You must spread some Reputation around before giving it to Szakalot again.”

emphasing the most imo:
"You don’t want to create playstyle requirements. Okay fine (not really ) , however playing for the team can be seen as an investment from the individual player. They will only benefit from their investment if other players will reciprocate (I’ve revived more than one FOPS who just refused to give ammo, not much motivation to try to revive them again).
If you ‘sacrifice’ yourself for the team, and nobody else cares: you just boosted your teammates k/d ratio, on account of yours.
Why bother trying to plant, which takes good 6+ seconds, exposes you to enemy fire, etc. if you can shoot at enemies instead? Anybody else in your team should plant, right? If you really don’t want to lock objectives with specific classes, at least lock the objective to a single player? In a horrific way, this would suggest something like a delivery objective, CS-style bomb, which only one player can hold.

Unfortunately, as they are now, delivery objectives do not work, its no fun to carry it around, best just leave it at spawn and have some fun shooting peeps in the face. It is hard to determine if it is because players don’t care anymore (a meta of k/d whoring has established over the months&months, so that is what new players will adapt), or there are some core problems with the delivery obj (personally I much prefer STEAL over DELIVER, but both should in principle work fine)"

this is the core. nobody does objects, nobody revives, nobody gives ammo - except for those who too used to it. but i am sure with time there will be less and less ppl, who are interested in objects/reviveng/ammo. because it is dangerous for k/d, because it is not fun, because it is not necessary (someone else will do).