Info > Feedback and Suggestions

How to Fix Skyball

<< < (3/4) > >>

Hoja Lateralus:

--- Quote from: Crista Ampullaris on September 21, 2016, 07:35:54 pm ---At the end of the long matches people were mad, people quit, people said "fuck this game". The other matches were around the 15-30 minute mark and everyone had a lot of fun. I'm not sure if a timer is the way to go, or if implementing some other changes would make it shorter, but something does need to change so that people who love this game are not rage-quitting at the end of a Skyball match.
(..)
In most of my matches, from what I could see, its been basically a free for all- with everyone grabbing at the ball, noone working to escort ball carrier, not enough disable ships on the team, no blocking, strategizing etc. Each individual ship has a plan, but noone seems to be planning as a whole team. My shorter matches have been as a result of a well coordinated, highly communicative team. I feel this has a lot to do with the game mode being so new, but I fear that peoples reluctance to play any Skyball matches will only perpetuate this problem. Like Bob said- who in their right mind would vote Skyball, when half your matches are an hour long?

--- End quote ---

So it's similar to the case of the old Crazy King. We obviously see that players are set on matches taking 20-30 minutes in general - Muse should take a notice of this for the future.
And as Crazy King we have a potential problem of two very similarly skilled crews not progressing at all. You could change that through decreasing map size and capping time, so it's generally easier to get a goal (with rising the ending limit). If distance was less of an issue maybe we could see more slower ships in the mode.
This is a wicked problem though, because, as you said, the difficulty may come from lack of experience and lack of knowledge and coordination, then Muse can only shrug and say "Well, you suck at our game, what can we do". On the other hand this calls for long needed GAME MODES (mandatory?) TUTORIAL.

IntrepidFusion:
The matches I played of Skyball were very competitive, intense, and quite thrilling.  I like the game mode and I agree with improving it, if it needs to be.

In my second game I did take notice of the issue of spawn points.  As explained, killing enemies effectively teleports them to where you don't want them to be.  In a certain 4v4 Skyball match I was in, with team leader atruejedi, we were able to win within ten minutes by keeping a number of the opposing team's ships locked down, disabled with hwachas.  In a game where much of the thrill is blowing up things, and I've heard that killing ships is Muse-sanctioned for Skyball, I agree this is... odd?  Weird?  Should be changed.


I have one thought to note.  The way things currently are I can see a reason why killing ships, as in Kill-Build Ships are recommended: You could use Kill ships to camp the enemy goal/spawn to keep respawning enemies dead.  BUT this actually doesn't work, since additional spawns are placed in various scattered locations around but not in the goal, and enemy ships could just spawn there instead.  So there is no reason to have a Kill Ship controlling the enemy goal if the enemy can and will spawn elsewhere.


Anyway I support atruejedi's suggestions.  I present the idea, though, that instead of placing all the spawns in the middle, that each team's spawns can still be kept on each team's side of the map since that's more straightforward, just NOT right next to / so close to the goal.  The idea is to get them away from the goal to prevent the indefinite team-swapping - as the others have explained, it's a very, very good idea.

Richard LeMoon:
OK, so, summary:

3 points minimum. Could go higher if matches are taking too long.

KOTH Goal blocking (can't capture if equal number of foes and allies on the point.)

Move spawns to center and corners. Center spawns are 'shared', corners are not. Corner spawns would spawn you facing your own goal. Center spawns could face the center of the map (facing East or West), or the enemy goal, with maybe one facing your own goal. (Note to self, tell Muse to indicate which direction ships will spawn on all maps)

X    G    XXXXXGX
Capture time gained is not lost until one or the other team fully captures the ball. Capping to 99% will stay at 99% until finished or ball respawns upon score.

20 minute timer just in case. Ties at 20 minutes create 'sudden death' instant captures.
---OR---
Progressively lower the capture time the longer the match takes, with big, bold notifications of "POINT CAPTURE TIME REDUCED!" (instead of lowering points, which might be confusing). At 20 minutes, captures are instant. Games end more quickly, and as the 20 minutes mark approaches....
























Atruejedi:

--- Quote from: Richard LeMoon on September 22, 2016, 05:25:57 pm ---[good ideas]

--- End quote ---

Works for me! But Muse played a "good," "short" Skyball match that only lasted 12 minutes in the dev games today. It wasn't an actually good game by any means, but since it was only 12 minutes Muse will think nothing's wrong with Skyball. Rose-tinted glasses 'n' all. Red team beat the shit out of Blue and Blue couldn't even get a kill at their own goal AT WHICH THEY SPAWN. It was a buffet for Red. It was absolutely embarrassing how incompetent Blue was :'( And with 2 goals as the threshold for victory, they never stood a chance to get their shit together... :-\

IntrepidFusion:

--- Quote from: Atruejedi on September 22, 2016, 06:24:25 pm ---Red team beat the shit out of Blue and Blue couldn't even get a kill at their own goal AT WHICH THEY SPAWN. It was a buffet for Red. It was absolutely embarrassing how incompetent Blue was :'( And with 2 goals as the threshold for victory, they never stood a chance to get their shit together... :-\

--- End quote ---

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version