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KEROSIINI-TERO
The Rainbow Effect
1353
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Posted - 2014.10.13 23:18:00 -
[1] - Quote
Currently games last a while even while the winner was found. Happens in all game modes at zero clones, but this is especially obvious in ambush. Sometimes it can take even 30-60 seconds.
No, the time can't and won't change the outcome of the game - whoever goes to zero loses (last time this was not true was over two years ago so it's pretty much a solid fact).
So what does the extra time do? - Well, mostly stomping the already beaten losers faces deep in the mud. - Trying to find the last running redberry on a km scale map (unless he happens to be a bleeding person on ground waiting for timer) - And boring the winners to death. No, wait, giving them those +10WP Team Resupply bonuses as they have their merry blue fire-around circle on each other.
Believe me, there's been games which last over 30 seconds (maybe more) without a blue dot on map. Not a single blue dot. That proves it's not about even killing the last of them, it's just an extra wait.
So matches not ending are just an annoyance, right? Not quite.
Remember how people qq about stomping and bad balance? Extra time is pure extra stomp, so it only adds unnecessarily to the annouyance of the losing players. Because of that, this is a New Player Experience issue.
Yes It is only a small part of getting stomped, maybe 5%. But it is still 5% more of that feeling of "I suck" / "This game sucks" (depending on your personality). So, it also adds that arbitrary 5% to new player annoyance.
Stomping is part of the game, no one in their right mind have anything against that. But the extra time is just pointless extra annoyance. And that, unlike normal killing streak, is not enjoyable to winner either. Trust me, I've seen both sides.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1082
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Posted - 2014.10.14 00:25:00 -
[2] - Quote
yes +1
Pokemon master and Tekken Lord
Gk0 Scout yay :)
Pls fix SCR CCP
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The-Errorist
SVER True Blood
827
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Posted - 2014.10.14 17:25:00 -
[3] - Quote
+1
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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Derpty Derp
Dead Man's Game RUST415
525
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Posted - 2014.10.14 20:31:00 -
[4] - Quote
In a stomping situation it would be nice to end at 0...
But have you ever had those 'down to the wire' ambush matches where everyone hits 0 clones at about the same time. I'd rather they went down to 'last man standing' rather than who's last clone bleeds himself out first. |
KEROSIINI-TERO
The Rainbow Effect
1358
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Posted - 2014.10.14 21:04:00 -
[5] - Quote
Derpty Derp wrote:In a stomping situation it would be nice to end at 0...
But have you ever had those 'down to the wire' ambush matches where everyone hits 0 clones at about the same time. I'd rather they went down to 'last man standing' rather than who's last clone bleeds himself out first.
That last man standing -solution has already been discussed and deemed unwanted. In short: - The hunt for the final sniperat all map edges (hmm that would be nice justice in a way)
- amb ending in 3-4mins but 2-8 mins looking for the final guy who does not want to be found (and reasoning for that was far before there were any cloaks) or one who wants to AB away with DS at flight ceiling
- All other players waiting, not able to play but stare at map, or, leave battle and give up some/all battle rewards
- Matches reserving players so matchmaking having harder time to manage games with smaller pool at any given moment
In short short: players want to play the game, not stare at map
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Kaze Eyrou
Molon Labe. General Tso's Alliance
730
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Posted - 2014.10.15 03:01:00 -
[6] - Quote
Derpty Derp wrote:In a stomping situation it would be nice to end at 0...
But have you ever had those 'down to the wire' ambush matches where everyone hits 0 clones at about the same time. I'd rather they went down to 'last man standing' rather than who's last clone bleeds himself out first. Doesn't matter.
Whoever, hits 0 first loses. I've been in a match that had a small amount of people I believe. We were down to the wire and as I watch as we hit 0 clones and our enemy hits 0 clones only 3 or 5 seconds later. My team had proceeded to clear out the enemy team and there were no other enemy clones left so even though we both hit zero clones, technically we win right?
Wrong. Defeat. Clone reserves depleted. Commencing TACNET shutdown.
Sudden death matches are only exciting when it's announced and/or when it's one-hit-one-kill (example: Halo games or Smash Bros.).
In the end, OP is right: matches need to end when the clone reserves hit 0, not when the game feels like it.
Closed Beta Vet // Logi Bro // @KazeEyrou
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KEROSIINI-TERO
The Rainbow Effect
1411
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Posted - 2014.10.26 11:08:00 -
[7] - Quote
Anyone else annoyed at this?
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Haerr
Clone Manque
1688
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Posted - 2014.10.26 11:10:00 -
[8] - Quote
KEROSIINI-TERO wrote:Anyone else annoyed at this? Yes. +1
Haerr's huge list of wish for 1.9 - 1.10:
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KEROSIINI-TERO
The Rainbow Effect
1411
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Posted - 2014.10.26 11:14:00 -
[9] - Quote
I call that time "Extra Humiliation Time".
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Derpty Derp
Dead Man's Game RUST415
580
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Posted - 2014.10.27 18:13:00 -
[10] - Quote
KEROSIINI-TERO wrote: In short short: players want to play the game, not stare at map
That's not true... Every damn match lately seems to be 1 team sitting in a tank/on an installation staring at the map, boring the enemy team into submission... lol.
Also the timer could be set at say 2 minutes or even 10% of the time left in the match when the teams hit 0 clones... With a simple 1 minute or 30 seconds after the first team hits 0 clones for the other team to get down to 0 clones.
First team to down the enemy to 0 still has the advantage, only now there's a reason to keep playing rather than just, oh they hit 0 just don't bleed out until the timer so you can save your investment. |
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John Demonsbane
Unorganized Ninja Infantry Tactics
4275
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Posted - 2014.10.27 20:23:00 -
[11] - Quote
There also must be a point on the other 2 modes where you can't possibly win because the MCC's damage eachother in addtion to the null cannons. So if even somehow the current losing side gets it's act together and manages to take and hold all the points for 99% of the remaining battle (so000 unlikely) they will still lose. Maybe you can win on clones but that's the minority of the time.
If that point is reached and one MCC still has 75% of it's armor left, and the current winning side has more clones left than the losing side, the match should just end right there too, imo.
(The godfather of tactical logistics)
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Talos Vagheitan
Ancient Exiles.
620
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Posted - 2014.10.29 16:47:00 -
[12] - Quote
When a team reaches zero clones it should activate a "Last man standing" mode to finish the game.
Redlines would disappear, and the team with 0 clones left would display the chevron indicators for the other team.
The winning team would have 60 seconds to hunt down all the surviving clones. After 60 seconds, the team with 0 clones still loses, but surviving players on the field don't lose a clone.
If both teams reach 0 clones, then the 60 second timer still starts, and whoever has less clones on the field after 60 seconds loses.
If the timer starts and it's down to 2 people who don't look for each other, then whoever reached 0 clones first loses.
Who cares what some sniper has to say
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The-Errorist
Sver true blood
830
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Posted - 2014.10.29 17:52:00 -
[13] - Quote
Talos Vagheitan wrote:When a team reaches zero clones it should activate a "Last man standing" mode to finish the game.
Redlines would disappear, and the team with 0 clones left would display the chevron indicators for the other team.
The winning team would have 60 seconds to hunt down all the surviving clones. After 60 seconds, the team with 0 clones still loses, but surviving players on the field don't lose a clone.
If both teams reach 0 clones, then the 60 second timer still starts, and whoever has less clones on the field after 60 seconds loses.
If the timer starts and it's down to 2 people who don't look for each other, then whoever reached 0 clones first loses. When there is 0 clones left one side, the match should just end; there would be no point in having a last man standing mode to finish the game. Having that would needlessly put devs workin on something that so very few of us want, it can be abused, and it'll probably make more people just quit before the EOM screen or restart dust.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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