State of Play: Closed Beta, Communication, & Community
i dont know what was said before because i didnt want to read 7 pages of problems which are known for a YEAR
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absolutely NO SKILL GAP!!! (iam afk for 8 weeks or sth because the game is ****ing fail, get back, play 2 rounds, still unbeatable… I WANT SOME SKILL IN THIS GAME!!! in QW i wouldnt even be able to kill a lulu noob)
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most horrible fail mapdesign EU
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spread of doom and death of distruction of doom
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movement feels like when im drunk and got 50kg iceblocks on my feet
You must spread some Reputation around before giving it to DarkangelUK again …
I think mostly everyone agrees that the current maps are pretty bad, and that movement still needs a lot of work. Gunplay is a bit more contentious. Personally I think the spread is fine, but I would like it to be less random (using spread patterns instead of a fully randomized cone). It’s probably better to increase hitbox size than to reduce spread in any case.
The argument that there is no skill gap, on the other hand, is ridiculous. The skill gap between the great players, the good players, the mediocre players and the poor players is significant. SD could easily prove this by posting gameplay stats, as they already did during the alpha, but it’s easily observable by anyone just from playing and watching the end of round scoreboard over several rounds.
In fair 1v1 situations ingame, the relative skill of the players is easy to determine for both players and spectators. Great players will consistently win against good players, good players will consistently win against mediocre players, and mediocre players will always lose to great players.
As far as I can tell, the only players complaining about a lack of skill gap are the players who think their skill is higher than it actually is.
[QUOTE=BAMFana;491574]In fair 1v1 situations ingame, the relative skill of the players is easy to determine for both players and spectators. Great players will consistently win against good players, good players will consistently win against mediocre players, and mediocre players will always lose to great players.
As far as I can tell, the only players complaining about a lack of skill gap are the players who think their skill is higher than it actually is.[/QUOTE]
It’s just that the only ones of this community who think like that are you and Kendle. As you both haven’t experienced any ET game competitively yet, I can understand your point of view though. But for all others it’s just a disappointment.
I played ET competitively from it’s inception, mid 2003, up until late 2005 (just for the record).
Pretty sure Kendle was quite active in RtCW for a long time, not sure about ET though.
EDIT: Ninja’d by Kendle
Yep, and RTCW from late 2001 till 2003, when I switched to ET 
edit: Rex, the difference between you and I is you’ve played ET:QW competitively very recently, whereas I have the luxury of being able to look at it across the expanse of time, and having played lots of other games (including several competitively) in the meantime.
ET is NOT the epitome of skill, and if your only experience of competitive gaming is using an SMG in ET then I don’t think XT will ever be the game for you (this is directed at anyone reading this). You can’t have pure no recoil / no spread tracking aim focused SMG’s in a game that also has Shotguns, AR’s, MG’s and Sniper Rifles (IMHO). I’m sure there’s more that can be done to balance things, but I don’t think the gun-play currently is too far away from where it needs to be, certainly not as far as certain hysterical commentators are making out.
ETQW can be played with track aim only, but in order to do that one would basically have to fight 1v1 every single time.
Reflex aim, is still required to multi-kill. So in terms of skill floor - yes its about tracking, but in terms of skill ceiling its about oscillating b/w both.
To relate that to XT - tracking is still a component for the skill floor, but it has been lowered significantly more by increasing the rate of fire. The “room for error” that slower rof and quick movement creates - is removed or mitigated. The players complaining about skill differential, are asking for the tracking skill requirement to be changed. They aren’t pissing on reflex aim and suggesting tracking is the epitome of skill.
I get the feeling some people don’t want control, recoil and burst firing, to be a part of the game. Reflex aim will always be a part of a FPS. You can’t really remove reflex without making the game autoaim basically. You can reduce the impact, but still will always be important.
So I do think some people want tracking to be the epitome of skill. I base this on months of observation over the forums, especially with people who asked for strafing changes so they can strafe dance faster thus making tracking more difficult. I don’t think that was a net improvement to the game tbh.
I think tracking is an important skill set to have in a FPS that is not a tactical focus (it is in tactical games but much less due to quicker ttks). But I think control needs to be an equally important skill set to have emphasis on.
The problem I am seeing is people aren’t willing to control spread with burst firing. It is a choice of either you kill a little bit slowing or you just track the entire time and roll the dice to see if you get a quicker ttk. Depending on the distance, one will win more consistently than the other. So you reduce the impact of spread and the game kinda becomes more about tracking. There already is almost no recoil control required. I’m not against them re-tuning spread mechanics and such to make it feel better. But if they end up with less net spread they should have more recoil, imo, to make the game not all about tracking. Also allows them to create different feeling weapons etc.
I don’t have a problem with the ROF because faster ROF could require more control and have less damage/range thus still be balanced in terms of skill and results.
Heavy tracking widens the player efficiency gap more than most systems, where as in more reflexive based ones (say CS or CoD) success is more accessible. It doesn’t mean there’s no skill involved or that player consistency doesn’t play a role though. There’s too many times I’ll hear an ET player condemn every game as “no-skill”, but they won’t be remotely good at it lol. I see a lot of people complain because their tracking skill doesn’t transfer as much as they would like, where as say skills like reflexes, teamwork, smart play, recoil control, etc are weaker on their part. If it’s an issue of simply finding ways to increase the skill gap, that’s a valid complaint- but I know it’s not the motivation of a lot of people who simply want the game tailored to their particular strengths or past experiences.
As to the game itself? I game in general in very prolonged intervals these days and do feel like xT is a bit too forgiving to jump back into. I don’t really see that many people who usually do well putting a ton of hours into the game either though. Mr.Funk for example became really strong as one of the most active players in alpha making some of the more infrequent players who did well anyway eat their words imo. Still I do think there’s a decent skill gap that shows up at least more so in organized games. I’d like the gun play to be a bit more demanding, however I do think a lot of people put way too much confidence in their own performance sometimes or ignore all the other important parts involved. It will be cool to see how the upcoming weapon tweaks work out, but at a certain point it’s gonna draw the line between real limitations in the game and people caught up in the nostalgia of their prime in whatever game.
[QUOTE=INF3RN0;491625]Heavy tracking widens the player efficiency gap more than most systems, where as in more reflexive based ones (say CS or CoD) success is more accessible. It doesn’t mean there’s no skill involved or that player consistency doesn’t play a role though. There’s too many times I’ll hear an ET player condemn every game as “no-skill”, but they won’t be remotely good at it lol. I see a lot of people complain because their tracking skill doesn’t transfer as much as they would like, where as say skills like reflexes, teamwork, smart play, recoil control, etc are weaker on their part. If it’s an issue of simply finding ways to increase the skill gap, that’s a valid complaint- but I know it’s not the motivation of a lot of people who simply want the game tailored to their particular strengths or past experiences.
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hmm i remeber the et pro player joop, who destroyed everythink in this game!
Yea well I’m not the one always complaining there’s no skill gap… I’ll enjoy watching the phase where active competitive players and teams play this game and then decide what I think then.
[QUOTE=BomBaKlaK;490719]I vote for DirtyBomb as name (Extraction just … Meh not so cool name), and brand new bigger maps !
A huge welcome to Exedore !! Make it real[/QUOTE]
The name change could be the most important change. Extraction seems to have a negative effect of confusion. Is DB dead. And doesn’t say anything at all about what the WHOLE game is about. And just a note you try typing extraction in google or youtube and you get some of the sickest videos and images you have seen. The DB name pulled people in and was interesting and told a story just on it’s own. If your not sure, ask for people to vote & discuss. That’s why we are here, occasionally. :rolleyes:
[QUOTE=INF3RN0;491625]Heavy tracking widens the player efficiency gap more than most systems, where as in more reflexive based ones (say CS or CoD) success is more accessible. It doesn’t mean there’s no skill involved or that player consistency doesn’t play a role though. There’s too many times I’ll hear an ET player condemn every game as “no-skill”, but they won’t be remotely good at it lol. I see a lot of people complain because their tracking skill doesn’t transfer as much as they would like, where as say skills like reflexes, teamwork, smart play, recoil control, etc are weaker on their part. If it’s an issue of simply finding ways to increase the skill gap, that’s a valid complaint- but I know it’s not the motivation of a lot of people who simply want the game tailored to their particular strengths or past experiences.
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I disagree, I think ET is one of the best game to be good in any other fps actually (or quake ofc) and especially in Xt. In my personnal experience, after playing ET, I haven’t had any trouble transfering my “skills” in other fps (except maybe CS who got really different gameplay). I mean, sure there is some little adjustements to do but still after like 3 weeks playing this game I was aiming very well already.
The problem is even if you can aim well, the gunplay is just not fun cause it’s not a fast paced gunplay so it does not fit the game.
[QUOTE=k1ruaa;491637]I disagree, I think ET is one of the best game to be good in any other fps actually (or quake ofc) and especially in Xt. In my personnal experience, after playing ET, I haven’t had any trouble transfering my “skills” in other fps (except maybe CS who got really different gameplay). I mean, sure there is some little adjustements to do but still after like 3 weeks playing this game I was aiming very well already.
The problem is even if you can aim well, the gunplay is just not fun cause it’s not a fast paced gunplay so it does not fit the game.[/QUOTE]
the faster players move - the more responsive & precise weapons have to be.
I don’t think extraction nor dirty bomb are particularly good names. It is pretty difficult to start a brand from scratch though. I think extraction slightly edges out dirty bomb now that I think about it. So Extraction: Enemy Territory. EET. I think that works. Extraction… like taking something. From enemy territory. I think it works personally.
It would be the next game in the Enemy Territory brand.
Earlier, for some reason I thought dirty bomb was better, but mainly because that is how it was introduced initially. I think Extraction: Enemy Territory beats Dirty Bomb: Enemy Territory, by miles though.
