State of Play: Modes, Movement, Mercs, & More


(Exedore) #1

Oh hai! So, you’ve not heard much from me since Badman announced that I’m on the project again a while back… but let’s remedy that, shall we?

One of the first things we did early in the year was to sit down with Nexon and revisit our vision for the game. We all agreed on a set of philosophical pillars that we’ll be adhering to , and these pillars will guide all of our decisions going forward. Since coming on to the project as Lead Designer, I’ve gone through every single game system to figure out what does and doesn’t match our pillars, and adjust things if necessary.

This is why you’ve seen some of the changes you’ve seen recently, and in this post, I’ll try to walk you through our reasoning and also give you an idea of what to expect in the future. Let’s dive right in.

GAME MODES

The big goal here is to ensure that our game modes are unique to the game and really suit what it does best.

Our broad vision is to make a competitive team and objective based shooter with 5 vs 5 Stopwatch as our main “Ranked” mode. To help get us there, we’ve reduced variability (such as different spawn wave times per primary objective segment) wherever possible to make it consistent across all maps. This ties in directly with where we’re headed with our on-going matchmaking and lobby work; we expect this to be the heart of the game long-term, and so it has been our first priority.

Objective mode will eventually be expanded to be a more flexible mode that can support 5 to 8 players on a team, and deal with players leaving and joining mid-match. After that, Execution mode will be going under the microscope as well.

Many of you have already left your feedback on Stopwatch in the Focus Testing thread. Please keep that coming, and do share any thoughts you have on the other game modes too.

OBJECTIVES

Objectives and how players interact with them is a key part of how our game plays, and our first round of tweaks for this made it into builds recently, removing stacking and diminishing returns from most objective types.

The reasoning behind this is fairly simple: we want to reward working together as a team to achieve the objective, rather than everybody trying to lemming rush it all at once. The tweaked system better protects the role of objective specialists now that all Mercs can affect any objective, with the most proficient Merc automatically taking charge. This also helps create a more tactically predictable experience for Stopwatch.

In addition, we’re going to simplify our objectives mechanically and make them more intuitive, so matches will hopefully come down more to the movement, shooting and teamwork between the players in them.

MOVEMENT & SHOOTING

A key component of our vision for the gameplay is that wherever possible the game should have a high ceiling for mastery, and movement’s no exception.

We’ve historically had movement differentiators for our games (think ramp-jumping, SMART, and the like) and this has always been part of our DNA as a studio. We felt like we were missing a trick without having something similar this time around, which is why we’ve looked at movement as a whole and added a couple of things like wall-jumping and the upcoming long-jumping. These features are very much work-in-progress and we’ll adjust them based on your feedback.

In addition, we’ve continuously tweaked our shooting mechanics to suit both these movement changes, the data we gather from the live environment, and of course your comments. This is probably the area of the game that has seen the least amount of sweeping change, just because we first wanted to make a push on improving the feedback you get when damaging opponents and when you are being damaged. Our first stab at this is now live and we’ll continue to tweak it.

Rest assured, we have a lot of discussions about TTK here just like you all do in the forums, but we felt that clearer hit feedback was needed before we can really start getting into the nitty gritty on that.

MERC ABILITIES

We’ve been reviewing Merc abilities with the goal of adding mastery to each of the signature abilities. Some of that work is now starting to come through in the builds that are being released. Examples are bonuses for hitting players directly with med and ammo packs thrown by Sawbonez and Skyhammer for an extra boost and a bit of XP.

There’s a fairly large backlog of improvements still to come here, so you can expect them to continue to roll in for a good while.

UI

UI is something that we consider of critical importance, and there are a lot of improvements to come in this area. Our current focus internally is on getting a wireframe structure for the entire front-end in, but you can expect significant overhauls to the HUD as well.

We’re also working on a better experience for new users coming into the game. Our goal is to teach them all of the basic mechanics, including movement and shooting, identifying and completing objectives, and working as a team, all wrapped up in a fun experience befitting our game world. Once that’s in, we expect new players to have a much easier time finding their feet in multiplayer – until then, please continue to take it easy on them while they learn the ropes.

MAPS

The state of the maps is a hot topic both internally and within the community. Our initial set of maps by necessity were constructed on constantly shifting ground, with gameplay changing and evolving pretty significantly throughout all of development. It’s why one of our priorities has been to define our direction better and commit us to it – it’s going to let us build better maps in the future and help us improve the ones we’ve already got.

We’ve also been looking at how we build maps internally to better take advantage of the fact that we’ve got all of you available to try stuff out.

We’re now focusing on block-out or “grey-box” maps, allowing us to iterate on them very quickly as we improve our game modes, movement and objective systems. Once the team’s happy that they’re playing great, we’ll be releasing them to a limited public test group to collect feedback and keep improving them in that environment until we’re confident that they’re at the high standard that we’re aiming for. Only then will we integrate our art assets to make sure they look as good as they play. Our initial maps using this approach are Dockyard (formerly Battersea) and Dome (formerly Map_06).

We’ll also only have a limited number of maps live at any given time, and the ones that are offline (normally the least popular) will be undergoing internal art and design passes to improve their quality.

THE MAKING MONEY PART

With the core game taking shape, we’ve been having a lot of conversations about business model and monetisation. We obviously can’t get away with everything just being free, but everyone - both here and at Nexon - agrees that we want to stay as far away from Pay-2-Win as possible. It’s not the right approach for the kind of game we’re making, and we’d much rather have a balanced playing field that keeps players happy, than trying to extort money at every opportunity.

Once we’ve worked out what we’re going to be selling and how, we’ll be sharing that with you. Stay tuned!

TO INFINITY AND BEYOND

The final big focus for us as of late has been everything that happens outside of the moment to moment gameplay experience: how you’re rewarded for your performance in a match, goals to achieve outside of the core game, customisation for characters and weapons, meaningful progression, and the like. The strength of the core game is what will bring people to it, but everything that we put around it is what will make players feel invested and keep them coming back.

We’re not quite ready to talk specifics about this yet, but our goal is still to make something that is both compelling and fair.

Semper fudge. :magicpony:


(Glottis-3D) #2

[QUOTE=Exedore;495874]
In addition, we’re going to simplify our objectives mechanically and make them more intuitive, so matches will hopefully come down more to the movement, shooting and teamwork between the players in them.[/QUOTE]

i realy hope, that this isnt what i think of…make all objects capture-like??
what does simplify means?


(RasteRayzeR) #3

Long read but worth it.

  • Any word on weapon spread tweaking ? It seems to be more an issue than TTK actually (I like the current TTK).
  • Any possibilities to unlock personal nades in the progression system ?
  • I want a tapir bobble-head on my machine gun, I’ll pay for it !

Also could we have a Sub-Forum for the UI ? We have many good suggestions and putting them all in once place avoids extra overhead for you


(prophett) #4

[QUOTE=krokodealer;495877]i realy hope, that this isnt what i think of…make all objects capture-like??
what does simplify means?[/QUOTE]

I also hope this isn’t the way forward. A “domination style” flag capture isn’t as exciting for me as the traditional objectives. I would like to see some more interaction with the objectives like some other games currently do. Will post more on it in a separate feedback thread.


(BomBaKlaK) #5

.
Capture zone thing is just horrible so if simplifying mean doing obj like this … I already don’t like it.

Our broad vision is to make a competitive team and objective based shooter with 5 vs 5 Stopwatch as our main “Ranked” mode. To help get us there, we’ve reduced variability (such as different spawn wave times per primary objective segment) wherever possible to make it consistent across all maps. This ties in directly with where we’re headed with our on-going matchmaking and lobby work; we expect this to be the heart of the game long-term, and so it has been our first priority.

Objective mode will eventually be expanded to be a more flexible mode that can support 5 to 8 players on a team, and deal with players leaving and joining mid-match. After that, Execution mode will be going under the microscope as well.

Does it mean all the “connection system” will work with match making ?
So any servers to rent ? No community server ? Obj mode with 8 players and bigger maps ?
Match making is nice for comp or fun match, gather, etc … not really for pubbing, cause 5v5 if someone disconnect (thing that happen usually in every 5v5 or 4v4 games) the game is screwed … then you also disconnect to find another game etc … I don’t like this system for this.

So I really think match making can be really usefull at some point, but please no matchmaking only !

And finaly I will wait for better maps.


(Mustang) #6

Regarding objectives can we please get rid of these silly “stand in the area to capture” type ones, an interactive objective that doesn’t lock you to the spot, lock your camera angle or cancel if you turn to face away from it is where it’s at.

I also hope to see more movement things in addition to wall-jump and long-jump (slide without tackle would be my next request, followed by ramp-jump).

EDIT: Haha, just read the replies to the OP and they’re talking about killing the area capture as well. Great minds and all that. :smiley:


(Ruben0s) #7

Hmmm. So 8v8 will be max? Seriously the whole game being designed around 5v5 and 8v8 is in my opinion your biggest mistake. I sometimes also feel that this is one of the reasons that your maps don’t stand out at the moment. I mean they are still way to small, claustrophobic, don’t have real alternative routes/side objectives.

Well lets hope it will be a success. But as a pub player / clan owner this game lost a lot of my interest with beeing designed around 5v5 (true pc game).


(BomBaKlaK) #8

yep, same feeling.


(Exedore) #9

“Simplified” does not mean more Capture-style objectives.


(BomBaKlaK) #10

I hope so !


(titan) #11

[QUOTE=Ruben0s;495891]Hmmm. So 8v8 will be max? Seriously the whole game being designed around 5v5 and 8v8 is in my opinion your biggest mistake. I sometimes also feel that this is one of the reasons that your maps don’t stand out at the moment. I mean they are still way to small, claustrophobic, don’t have real alternative routes/side objectives.

Well lets hope it will be a success. But as a pub player / clan owner this game lost a lot of my interest with beeing designed around 5v5 (true pc game).[/QUOTE]

that was very confusing to read lol
you dont like 5v5 or 8v8?
but 5v5 is a true pc game?
wut


(INF3RN0) #12

Don’t be afraid to throw some private pre-beta content tests at the VIPs again. After all we’re here to help and are mostly patient folk :slight_smile:


(tokamak) #13

Simplified as in ‘standardised’. I think standardisation will be a necessity when you’re dealing with a large amount of small bits of content.

With a retail game you can afford to lavishly turn every map into it’s own unique game. In a model that constantly is added to and changed with you’ve got to protect the formula.

Especially going by the way communities of existing F2P games respond to minor changes I think this is an extremely wise decimation.


(zeroooo) #14

"Our broad vision is to make a competitive team and objective based shooter with 5 vs 5 Stopwatch as our main “Ranked” mode. "

GOD THANK YOU FOR THIS!


(Kendle) #15

As someone who wants to play a more competitve orientated game mode but doesn’t have time to do the clan thing anymore I welcome the news that 5v5 SW matchmaking will be your primary focus, but I think in that case you should consider SW and Obj to be 2 completely different game modes and develope them separately.

For example, you could go full on comp mode for SW, including longer spawn times and a more offensive bias, limited number of objectives, tuned to be played within a certain timeframe, whereas with Obj you could be less offensive biased, more objectives per map, longer play times, chain maps together into Campaigns (maybe next map depends on who won the previous map), increase player numbers to maybe 10 to 12 per team etc., in other words by divorcing SW from Obj you don’t need to worry about how SW plays on casual pubs or how Obj fits with the concerns of the comp community and thereby appeal to both.


(INF3RN0) #16

TDM- Lowest commitment, just frag

OBJ- Low commitment obj based

Execution- High commitment fragging

SW- High commitment obj strategy

Furthering these modes by having different levels of intensity and complexity, ie ‘normal game’ ‘ranked game’, etc really allows you to offer something to everyone. This I hope would mean that you wouldn’t be worried about ranked games being a much more involved experience at the meta level as those choosing to play it would be looking for something with broader competitive opportunity. Doesn’t mean any core elements change, however the pacing could be much different and a few things could be added here and there (not like anyone would have to relearn anything).


(BomBaKlaK) #17

[QUOTE=Kendle;495949]As someone who wants to play a more competitve orientated game mode but doesn’t have time to do the clan thing anymore I welcome the news that 5v5 SW matchmaking will be your primary focus, but I think in that case you should consider SW and Obj to be 2 completely different game modes and develope them separately.

For example, you could go full on comp mode for SW, including longer spawn times and a more offensive bias, limited number of objectives, tuned to be played within a certain timeframe, whereas with Obj you could be less offensive biased, more objectives per map, longer play times, chain maps together into Campaigns (maybe next map depends on who won the previous map), increase player numbers to maybe 10 to 12 per team etc., in other words by divorcing SW from Obj you don’t need to worry about how SW plays on casual pubs or how Obj fits with the concerns of the comp community and thereby appeal to both.[/QUOTE]

You must spread some Reputation around before giving it to Kendle again.


(Rex) #18

[QUOTE=Exedore;495874]GAME MODES

The big goal here is to ensure that our game modes are unique to the game and really suit what it does best.

Our broad vision is to make a competitive team and objective based shooter with 5 vs 5 Stopwatch as our main “Ranked” mode. To help get us there, we’ve reduced variability (such as different spawn wave times per primary objective segment) wherever possible to make it consistent across all maps. This ties in directly with where we’re headed with our on-going matchmaking and lobby work; we expect this to be the heart of the game long-term, and so it has been our first priority.[/QUOTE]

As much as I appreciate your vision for a competitve game, I don’t think it will be best for public matches as not everyone is enjoying small teams and a more competitve surrounding. I know there is also the option of ‘objective mode’, but you mentioned “ranked” for match making so I wonder if you can also earn points (to buy mercs etc.) in objective mode?

[QUOTE=Exedore;495874]OBJECTIVES

Objectives and how players interact with them is a key part of how our game plays, and our first round of tweaks for this made it into builds recently, removing stacking and diminishing returns from most objective types.

The reasoning behind this is fairly simple: we want to reward working together as a team to achieve the objective, rather than everybody trying to lemming rush it all at once. The tweaked system better protects the role of objective specialists now that all Mercs can affect any objective, with the most proficient Merc automatically taking charge. This also helps create a more tactically predictable experience for Stopwatch.

In addition, we’re going to simplify our objectives mechanically and make them more intuitive, so matches will hopefully come down more to the movement, shooting and teamwork between the players in them.[/QUOTE]

I don’t know how a system where only one merc can do the objective at time rewards teamwork? :confused: Let alone that a less proficient merc suddenly gets interrupted by one with a higher proficiency as soon as he starts on working on it. Isn’t that a lot more confusing?

Do you mean by ‘simplify our objectives’ for example holding and arming the C4 in your hands except of placing it firstly?

[QUOTE=Exedore;495874]MOVEMENT & SHOOTING

In addition, we’ve continuously tweaked our shooting mechanics to suit both these movement changes, the data we gather from the live environment, and of course your comments. This is probably the area of the game that has seen the least amount of sweeping change, just because we first wanted to make a push on improving the feedback you get when damaging opponents and when you are being damaged. Our first stab at this is now live and we’ll continue to tweak it.

Rest assured, we have a lot of discussions about TTK here just like you all do in the forums, but we felt that clearer hit feedback was needed before we can really start getting into the nitty gritty on that.[/QUOTE]

No word about the spread?

[QUOTE=Exedore;495874]UI

UI is something that we consider of critical importance, and there are a lot of improvements to come in this area. Our current focus internally is on getting a wireframe structure for the entire front-end in, but you can expect significant overhauls to the HUD as well.[/QUOTE]

I’m very glad to hear this, as I’m very unhappy with the current HUD!

In which form? I think training videos would be a good way, as in NS2 for example.

[QUOTE=Exedore;495874]MAPS

The state of the maps is a hot topic both internally and within the community. Our initial set of maps by necessity were constructed on constantly shifting ground, with gameplay changing and evolving pretty significantly throughout all of development. It’s why one of our priorities has been to define our direction better and commit us to it – it’s going to let us build better maps in the future and help us improve the ones we’ve already got.

We’ve also been looking at how we build maps internally to better take advantage of the fact that we’ve got all of you available to try stuff out.

We’re now focusing on block-out or “grey-box” maps, allowing us to iterate on them very quickly as we improve our game modes, movement and objective systems. Once the team’s happy that they’re playing great, we’ll be releasing them to a limited public test group to collect feedback and keep improving them in that environment until we’re confident that they’re at the high standard that we’re aiming for. Only then will we integrate our art assets to make sure they look as good as they play. Our initial maps using this approach are Dockyard (formerly Battersea) and Dome (formerly Map_06).

We’ll also only have a limited number of maps live at any given time, and the ones that are offline (normally the least popular) will be undergoing internal art and design passes to improve their quality.[/QUOTE]

It’s really nice to see you take the block-out approach combined with the tester group to get the maps right before the art assets get in.

Talking about hot topics, the hottest one for maps are the capturable spawnpoints and the meaningful side objectives. They will also have a massive impact on the map design in general and probably require a lot of time to get them right for each map.
So have you banished this idea or why don’t we see any sign of it?

[QUOTE=Exedore;495874]THE MAKING MONEY PART

With the core game taking shape, we’ve been having a lot of conversations about business model and monetisation. We obviously can’t get away with everything just being free, but everyone - both here and at Nexon - agrees that we want to stay as far away from Pay-2-Win as possible. It’s not the right approach for the kind of game we’re making, and we’d much rather have a balanced playing field that keeps players happy, than trying to extort money at every opportunity.

Once we’ve worked out what we’re going to be selling and how, we’ll be sharing that with you. Stay tuned![/QUOTE]

For this topic I trust in you SD! :wink: I don’t worry at all.


(BomBaKlaK) #19

what we need :

  • Obj for pubbing with big maps and 8v8 as you did previously in alpha stage, with a time around 20 min a map (not 10 like you can see in the match making, look at BF ppl like 10 000 tickets servers) Good for community servers as a meating point.

  • SW for match in 5v5 and 6v6, comp side, with smaller maps like it is now (maybe a bit longuer in term of time, with better maps, with more side routes)

I know that’s mean more work on the maps cause you need différent version of each map, but you have at least a real reason to play objective cause this is the only way to play the longuer maps, and a campaign system or something like this can be a good option to.

This is for me the solution, you got the Pub and Comp game mode. but round of 10 min like Titanfall is a mistake. that’s really to short for objective mode.


(Kl3ppy) #20

So, movement is/was always the core of your games. How come that this game is not even close to good movement?
I honestly believe that the wall jump is just a cosmetic change. For me it doesn’t add anything extra.

What do you think of when you say simplifying objective interaction? Can it get easier than what we have right now? ETQW had trickplants (cant talk about ET, didn’t played it that much). The objective interaction should be copied from RTCW/ET/ETQW, someone can drop C4 and somebody else can arm it. If he stops at some percent, the arming progress isn’t set back and the next one can keep on arming.

For me, Extraction isn’t fun, new update went live and I just don’t want to download it because I know I hop in, play 20mins and got enough. If nothing changes on the movement/shooting and objective interaction part, I think I wont play the game when it is released.