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CTF is not the best match for this game.

Discussion in 'General Discussion' started by Vania, Jul 17, 2011.

  1. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    I don't think its as much of an issue as you are saying, Vania. I think part of our disconnect comes from the fact that you are not operating under the assumption that minecrafter distribution is not equal between opposing parties. I think that given the team assignment process it should be equal in most cases.

    Also I don't think 5v10 is that bad. 30% of any given team is composed of minecrafters, but another 40+% is composed of people who don't play the game but aren't very good. This may be coming from my CoD background but one vig is worth at least 5 run of the mill archers, so it's really the distribution of good players which is a source of team imbalance.

    I'm all for trying alternative game modes, but most of these noobs are probably too uneducated to look into that sort of thing and will probably just occupy the busiest servers, even when the playerbase grows. Even the smarter ones will probably still use normal servers, We already know they are selfish, and based on that we know they will have no qualms crashing normal matches for more people to expose it to. And we know they want to do this because they are not playing solo. In fact I think a lot of these minecrafters probably think they're helping their team. I've argued with several, and they all insist that building super high walls with a bunch of ladders on one side in front of the tent is helping their team.
     
  2. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    The learning curve for a builder is far greater than it is for the other two classes, because building is a complex process that takes thinking and planning. And other games that centre around building don't prepare folks for competitive teamwork-focused building.

    And on the subject of a more complex RTS KAG... I think we have a few players that would handle it well and be willing to play it at the moment, but definitely nowhere near enough. Its probably about 5-10%. The userbase will have to grow a hell of a lot to support it.
    But I want to see it happen :D
     
  3. MM

    MM THD Team THD Team Administrator Global Moderator

    Messages:
    327
    I might probably agree with the topic title.
    As for the assault mode: what does the other team do when the first one is building a fort? (yaaawn....)
     
  4. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    Some thoughts:
    I don't think assault mode would work... I think that even if there was a building stage where both teams built a fort and then took turns attacking it'd feel like a stalemate either way, too artificial.
    I think a deathmatch mode would be interesting because there'd actually be a point to all the slaughter and deathtraps - you'd get points!

    I think the main thing that needs to be garnered from the RTS concept is the idea of building your team up to victory. Defenders should have an advantage over a starting team's rush so that you have to play well to rush effectively rather than just running there and breaking things.
     
  5. Snow

    Snow Guest

    Well, I give up being part of this discussion. I'll end it with, I like Geti's suggestion of a creative mode and hope KAG initially becomes what he envisions it to be. Contrary, there aren't that many crappy players in the game. You'd be quite surprised at the amount of skilled players I've observed so far. Plus, the game is very new and constantly changing with each update so play is always affected. The game will eventually be ironed out into what the devs envision and players will eventually learn better techniques and become more skilled. Give it a few months to a year and you'll see a drastic difference. Vania knows what he's talking about. But, because of the types of players, this game will always be a push-pull scenario. ALWAYS. People play to build and people play to win. Getting the right balance will be difficult and will take a lot studying of how a large group in a server plays together in an average manner. It's never predictable. I was blessed with one round where everyone cooperated, builders stayed with fighters. When a defense fortification was set up, the fighters held the line and the builders mined and gathered resources to help advance further. It was such a beautiful match it almost got me to tears.

    Anyway that is all.
     
  6. Vania

    Vania Guest

    Both teams build the fort at the same time, then take turns attacking each other.


    Yesterday I played a great game of CTF, I had a lot of fun because everybody was playing well (there were no minecrafters surprisingly).
    But I noticed the buildings were kept to the strictly necessary: a wall to protect a catapult, a 6 tile high wall protecting an outpost... that's as big as it got.
    This happened because it was a very pro match and everybody understood that making defensive structures is not a good idea, what you want to do is keep pushing with catapults and outposts.
     
  7. dwatring

    dwatring KAG Guard Tester

    Messages:
    277
    How about just a match with a 10-12 minute building session?

    I also would really enjoy a conquest gamemode.
    With neutral indestructible outposts every 1/4 of the map.
    Capture all of them and win.
     
  8. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    dwatring you can change the "warm up" time in server config if you want to have 10 minutes of building - I think a lot of players would be bored with that much building time though.

    However I don't think conquest would be fun unless there were some excellently put together maps - push/pull with conquest would be the same game as it is now except with more granular positions of the outposts (only possible every 1/4 of the map, rather than every tile).
     
  9. overlordror

    overlordror Guest

    How about something similar to payload, in TF2?

    Instead of assault, where you try and destroy the base, have a physical object that the attacking team escorts into the base that will completely obliterate the fort once it gets there. Give perhaps five minutes set up time for builders to prepare their initial forts, while the attacking team builds fall back positions should they need them to keep from getting pushed all the way back.

    I realize this relegates either red or blue to be designated as the attack/defend team within this particular game mode, but honestly that's not really so bad in TF2. RED always defends, but on CTF maps its a free-for-all.

    In my time spent playing KAG, I've never played the gold mode. Is it even still available? All the servers I've seen have been CTF. Having multiple game modes available at once would be great for those people who are on the fence about their class and don't want to weigh down a CTF rush team with their base building long after the initial warm up.
     
  10. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    Gold mode is available still, but its a server-level option.

    It might make a return when we get lobbies and some server option are configurable from the interface.
     
  11. Snoopicus

    Snoopicus Guest

    I have observed that, in general, more players play engineer than other classes. That is a separate subject though.

    I agree with the above quote - the players simply have different goals than competition. And if you look at their structures, they are typically very easy to destroy, and not very functional for defense. No need to build a gameplay mode around them.

    That being said - I think another gameplay mode that encouraged NON push pull gameplay would be great as it would add variety.
     
  12. Swaggernuts

    Swaggernuts Guest

    Actually i was thinking of gametypes the other day. King of the Hill would be interesting... though idk how it would work with the destroyable land...
    Then you could have your typical Assault, 1 team has a base the other attack. The base could be premade or not. But the problem is that this game is better suited for Push N Pull gametypes. Its kinda hard to think of a gametype that wont have push and pull elements.
     
  13. Snoopicus

    Snoopicus Guest

    Yeah, I'm I'm not being paid to design one, so I'll leave it to the creator, hah.
     
  14. Swaggernuts

    Swaggernuts Guest

    So far i liked the idea of the GoldRush gametype, its just they need to change it up a bit and work on how gold is dispersed throughout the maps.
     
  15. Snoopicus

    Snoopicus Guest

    I like the idea of a totally flat map of indestructible blocks between the two Flag tents, and hordes of stone and gold behind the tents.

    Several variations on the following idea are possible:

    1) Spawn a carriage at one teams base. Much like gold-rush in TF2, that team then needs to move that carriage to the enemies base. This carriage can only travel over the indestructible stone, so you'll have to destroy anything in its path (or dig through). This will be easier when MM implements the powder kegs etc.

    2) Spawn carriage in middle. Must bring back to your own base.

    I like the Gold-Rush version better - it allows for more comeback opportunities. The carriage would move pretty slow in either gameplay mode.
     
  16. Swaggernuts

    Swaggernuts Guest

    If you didnt know already, Bombs destroy bedrock (which is the "Indestructible" block) But that map could actually be made and played (sorta) right now.

    Though, that type of map might split the playerbase. (think speed metal maps on Total annihilation, or the maps in Red alert 2 where there was a buttload of resources right near the base.)
     
  17. Snoopicus

    Snoopicus Guest

    It would still be workable with 4 or so layers of regular rock + indestructible rock (even by bombs). The engineers would just need to rebuild the road for the carriage. The stone directly under the carriage would have to be un-damageable to prevent collapse.
     
  18. Swaggernuts

    Swaggernuts Guest

    Or, we could have a new building thats like a railroad. and the carriage could only move on that, maybe have it so knights could pick up the carriage But they would move EXTREMELY slow.
     
  19. Snoopicus

    Snoopicus Guest

    I'm partial to that idea as well, though from personal preference I'd really like to see a map where it was mostly flag with no gaping huge holes. At least, once more siege equipment is added to compensate for the obvious lack of tunneling on a map like this.
     
  20. Swaggernuts

    Swaggernuts Guest

    Oh i agree the holes are annoying. But the holes are mostly from bomb spam. (no really they are)