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Incentives to Move

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Captain Smollett:
Because it's the most fun to compete in.

Echoez:

--- Quote from: Serenum on July 17, 2013, 11:37:18 am ---Let me ask this again...
Why don't you play another game mode? Like Crazy King, where moving is the whole point?
Why is TDM, arguably the least interesting kind of game mode to spectate, the one played competitively?

--- End quote ---

Most KotH maps only support 3v3+, the only 2v2 KotH map is Labyrinth so far.. and since most competative play is 2v2.. you get the point.


--- Quote from: Captain Smollett on July 17, 2013, 11:58:24 am ---Because it's the most fun to compete in.

--- End quote ---

Opinions Smollett, opinions :P

I think KotH is a very interesting game mode to watch and compete in when competent people are playing and I wish to see many more 2v2 KotH maps that will eventually be added in the competative map rotation. If dunes is in there, which is virtually the worst map in the game, why not something more interesting Labyrinth or newer 2v2 KotH maps?

RearAdmiralZill:

--- Quote ---Now that you've stated that games last nowhere near that 2 hour limit, can we agree that 2 hours is just too long? We don't need to make it 15 minutes because that's the average game time; but having a time restriction of 45 minutes to 1 hour is much more reasonable.

Now your competitive scene, lets grab our fighting game comparison again because that is the best way to show the sillyness of your assumption: you're essentially saying that the round starts, one of the guys does an attack, hits it and proceeds to run away for the remaining 98 seconds and 47 frames of the game(60 frames per second). You understand that even the best players rarely manage this right? When there's 20 or 10 seconds on the clock, sure, but it's still really difficult because there's limits to the game field. And at that point I'd say that this behavior can be considered valid.

--- End quote ---

No I see no reason to change it because the only games that do last that long seem to naturally resolve themselves before that time as opposed to hanging that hour limit over their heads. My concern is purely that the time limit begins effecting the outcome of a match, with which it shouldn't be a factor in GOIO.

Now, call me thick, but I have no idea what you're talking about, but I'll just give my perspective through example. Time limit is 45 minutes. You have a 2v2 dm on canyons. Through regular gameplay, the score is now 4-3 in favor of blue. Say we get to the 35 minute mark at that point, and a decision is made by blue to simply sit on their lead and avoid contact with the other team. Yes, it's not overly easy to simply avoid the other team, and it may backfire, but its not something that should be a part of the equation to begin with. Now if a game cant sort itself in 2 hours, then im sorry but those teams are way too careful and deserve to get frantic at that point. I'm just seeking the most natural gameplay without artificial barriers.

I'm not against other incentives to move like game modes and the like (I even wish there was more options for the 2v2 map set), but time limits other than the game's natural one never sat well with me. All opinion of course.

naufrago:
Seems to me that the problem isn't necessarily the weapons or the time limit, it's the maps.

It's too easy on many maps to find a nice open area near the edges to camp with limited angles of approach. This heavily favor snipers. If open areas were more in the center of some maps, and the narrower paths that encourage brawling were surrounding it, it might be more interesting. Sniping would still be potent, but it would give brawlers more of a chance to catch the enemy on their weak side. Situational awareness and tactics would be extremely important on a map like that.

Additional ways to make a map more interesting would be to have a high, open area with limited cover and a low, crowded area with lots of cover (Paritan Rumble sort of has this, but it has lots of high cover as well). A sniper will be able to punish anyone who pokes their head above the cover, but the cover will allow ships to approach from unexpected angles, or even below if the snipers aren't careful.

I'm fine with certain maps favoring particular strategies, but right now the majority of maps heavily favor sniping. That leads to a lot of same-y builds and drawn out sniper duels. Some changes to the maps, like additional cover to allow more angles of approach, would help a lot.

Crafeksterty:
Ive just posted a suggestion https://gunsoficarus.com/community/forum/index.php/topic,1770.0.html for it

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