I think it would be cool for public servers that are hosted by individuals to have ability to edit their own server configs - makes having their own pub server fun
Serversided Weapon or Merc Lock?
That’s what I am looking for, a individual look and feel for my server. I want players to come play my server because they like the feel of the game play.
In RTCW I ran a16 slot high speed Panzer party, and I did some pretty weird stuff with it, the players liked it which made it popular. I also had a 24 slot objective server which ran a pretty standard config both servers did well.
I like to play a serious, and not so serious game, I play for fun! Server side options can make both happen for DB.
A game made to please the Pub players is whats really needed. SD needs to make money off of DB, and there will be more pub players to micro transaction to death than comp players. Server side config changes are what can make the comp crowd happy. They can modify the sticky bombs down to zero, the placeable gun turrets down to zero, and limit the number of clips a medic can carry to 2 made.
I don’t think the comp crowd will be happy unless they can control the cvars and make it a pure shooter with no addons or frills. But the pub server admins will get a benefit from this also.
And of course if SD wanted to give me a rocket launcher and a lots of cvars to control my server and make it something warped and twisted that would be nice also but I am just dreaming not really expecting that.
Yeah, that reminds me of Halo servers too, they could disable vehicles entirely and such. Then in the server name they can have details about it for people to connect, and hopefully can have colors in server names/descriptions too 
[QUOTE=meat;438067]That’s what I am looking for, a individual look and feel for my server. I want players to come play my server because they like the feel of the game play.
In RTCW I ran a16 slot high speed Panzer party, and I did some pretty weird stuff with it, the players liked it which made it popular. I also had a 24 slot objective server which ran a pretty standard config both servers did well.
I like to play a serious, and not so serious game, I play for fun! Server side options can make both happen for DB.
A game made to please the Pub players is whats really needed. SD needs to make money off of DB, and there will be more pub players to micro transaction to death than comp players. Server side config changes are what can make the comp crowd happy. They can modify the sticky bombs down to zero, the placeable gun turrets down to zero, and limit the number of clips a medic can carry to 2 made.
I don’t think the comp crowd will be happy unless they can control the cvars and make it a pure shooter with no addons or frills. But the pub server admins will get a benefit from this also.
And of course if SD wanted to give me a rocket launcher and a lots of cvars to control my server and make it something warped and twisted that would be nice also but I am just dreaming not really expecting that.[/QUOTE]
+1 to that entire post. Beein able to blacklist / whitelist items / skills and set class limits for a given server is the best and only valid way to do this.
There is no way to find “the best” comp. mode during alpha, MAAAYBE beta. What makes you, player X, think that you know what it best for the whole comp. community? Let’s wait to at least the beta, when more players with comp. background / goals will join so that more people may have a say in the matter.
Doing a game that will by default please both comp and pub players in a F2P model sounds very hard if not impossible.
Doing a game that will only please comp and disregard pub needs in a F2P model sounds suicidal.
Doing a game that will please pub to attract more players while still having tools to enable the community to build a solid comp scene (by the means of server config) sound like the right way, to me.
[QUOTE=Anti;437789]Our big concern with radically different rules for comp and public play, be they changes we set or you folks set via server rules, is that they separate the comp community from the pub community by a long way, helping neither grow.
All of the strongest eSports communities out there right now play their game in competition in a very similar way to how the whole player base plays (games like LoL, HoN, SC2, CS etc). This makes comp play instantly more accessible to a bigger audience, both viewers and players, increasing the chance of sponsor interest and of a pro-active and interesting scene.
In the end, if we can’t make the balance of the core game work for both comp and pub play, then their might have to be a split. Or perhaps there even ends up being our own comp rule set and a community comp rule set. However, it would be mind blowingly cool for everybody involved if we could make a game mode and set of rules that works for the F2P business model, is interesting to play on pubs and still works for comp at the same time :)[/QUOTE]
I just got my sound card back from ASUS we should talk on Mumble some time. You keep mentioning MOBAs and trying to compare them to FPS’s and you can’t do that. It’s a completely different genre. You want comp and pub play to be the same yet you’re adding in-game levels, spam, random spread, poor maps, and awkward movement. If you really want to pull this off and make the pub players play the same game as comp players than we need to make some drastic changes. I don’t want to keep pointing out your past failures because I’m sure you’ve guys have heard it enough, but can you honestly see comp players lobbing sticky mines on walls? Utilizing an AoE revive nade or using a grenade launcher out of a window and hitting people? Absolutely not. Why? Because it’s random. Any comp team will minimize randomness from their strats and go with what is the absolute most consistent that way they can reliably build off of it.
You have a large bulk of comp players all pretty much telling you the same thing and still you aren’t listening or maybe you are and are just ignoring. I’m not sure. Can you see it from our perspective? You said you played competitively for 15 years, I’m not sure in what games but half the stuff you guys want to implement isn’t going to work in comp play.
[QUOTE=strychzilla;439634]I just got my sound card back from ASUS we should talk on Mumble some time. You keep mentioning MOBAs and trying to compare them to FPS’s and you can’t do that. It’s a completely different genre. You want comp and pub play to be the same yet you’re adding in-game levels, spam, random spread, poor maps, and awkward movement. If you really want to pull this off and make the pub players play the same game as comp players than we need to make some drastic changes. I don’t want to keep pointing out your past failures because I’m sure you’ve guys have heard it enough, but can you honestly see comp players lobbing sticky mines on walls? Utilizing an AoE revive nade or using a grenade launcher out of a window and hitting people? Absolutely not. Why? Because it’s random. Any comp team will minimize randomness from their strats and go with what is the absolute most consistent that way they can reliably build off of it.[/QUOTE]I don’t see how comparing to mobas is bad or impossible. Both genres share similar aspects. Aspects such as team play, the free to play model, and strategy.
Some of the points you bring up I agree with, but they’re also somewhat irrelevant if you’re talking about comp vs pub. I would consider all of your examples key things that need to be fixed/tweaked for the whole game. They’re core parts of the game that need to be improved on in general.
I’m very curious about you using the word “random”. The examples you listed I find far from random. They would only be “random” if you completely misuse them. Perhaps you should choose a better word to get your point across?
What about Shootmania and Firefall? The last one is also a class based F2P shooter with e-sports features.
I don’t think Shootmania is F2P and it’s homogenized that’s why it works.
FireFall has multiple tiers that pubs play. Comp play is locked into a specific tier and maybe even a specific build (not sure on the ladder part.) Again it’s a separation of pub/comp.
[QUOTE=Bananas;439776]I don’t see how comparing to mobas is bad or impossible. Both genres share similar aspects. Aspects such as team play, the free to play model, and strategy.
Some of the points you bring up I agree with, but they’re also somewhat irrelevant if you’re talking about comp vs pub. I would consider all of your examples key things that need to be fixed/tweaked for the whole game. They’re core parts of the game that need to be improved on in general.
I’m very curious about you using the word “random”. The examples you listed I find far from random. They would only be “random” if you completely misuse them. Perhaps you should choose a better word to get your point across?[/QUOTE]
It’s not far from Random. You can lob a sticky nade on any door frame you want making it, for the opposing team, a random chance to die without any interaction of the opposing player.
The AoE nade may not be random but it’s very situational and I doubt it would ever get use in comp play since both offensive and defensive teams split their teams to avoid being choked or flanked. Would you rather have an AoE revive nade or a panzer? Which one do you think is the real game changer?
Grenade Launcher is random by nature. It has slow travel time giving the opposing player the option to either get hit or not. If you get a hit it’s not because you fired a great shot it’s because it was shot in a direction of an opposing player and they were too slow or terrible to avoid it. You do not control the outcome of the weapon.
Suggestions to make things less random or not random at all would be a good place to start first.
Sticky nades are probably too difficult to balance considering the way they work. The idea is really similar to mines, but the way they can be placed would make them inherently harder to spot all the time and to disable; where as the mine is easy to counter. The reduced damage probably won’t be enough either. Maybe if they did something other than damage it would require the player to use them in a different way. Something like a temporary slow effect would be a better choice than damage. I can’t argue at all for the way the sticky mine for example would be acceptable like it has been shown, however we might be able to suggest ways to change its function so that it works differently.