Teamplay Feedback (post opinions directly after gameplay here)



  • Jabbering on and on about changing the mechanics isn’t going to be much help without feedback from people with gameplay still fresh in their mind, and sharper opinions on what does need a change.

    Only post if you’ve played an RTP Game Day within the past day or so, to make sure we don’t have people from 2007 posting about how Assault should be removed.



  • Jabbering on and on about changing the mechanics isn’t going to be much help without feedback from people with gameplay still fresh in their mind, and sharper opinions on what does need a change.

    Only post if you’ve played an RTP Game Day within the past day or so, to make sure we don’t have people from 2007 posting about how Assault should be removed.



  • First step is to realize that if we want to even come close to a stable playerbase we need to break down the gamemode completely and build it up from scratch. EFT has a playerbase because the gamemode is easy to understand and get into.

    There has been a flood of really bad suggestions lately that are either small fixes or additions to fit “their” idea about an ideal RTP. Ideas from the RTP “elite” who, honestly, have no idea about basic game design or hold their hands over their eyes when provided with the fact that most people don’t want a hardcore fast movement spellspam (final destination) type of gamemode. And if we keep the gamemode like that, it’s going to stay empty, forever.

    Start coming up with framework ideas about a “gamemode with spells”, or forever patch the current broken gamemode. People who join the server won’t even notice the “patches” so why bother. They’re gonna leave anyways.



  • -A fast paced gamemode where not being able to twitch shift click as fast as a pro doesn’t mean certain doom.
    -A gamemode where the defense is still relevant and strategy more appropriate than the usual running into the pile and landing some comets or du-du’s.
    -A gamemode where vehicle gameplay actually isn’t only used in its most broken sense instead of being operable (crashing your vehicle into others is the only strategy with vehicles at the moment).
    -A gamemode that involves the core mechanic introduced in garrysmod, building, being used to defend key points when applicable so the game is not only just some strange and foreign object that deserves, in it’s own right, to be a separate mod altogether, but to have a place as an actual garrysmod gamemode.  I’ve seen countless mechanics used in other NoxiousNet gamemodes that look as though they would be perfect candidates for the currently outdated mechanics of teamplay.

    On paper, teamplay looks fucking awesome in all respects.  In game it becomes a jumbled heap of broken expectations.

    Also, like any good restaurant, the menu for items is narrowed down from the first iteration so people don’t take too long in an undecided state of choosing what to eat.  The same should be applied for spells in rtp.  There are too fucking many for each class to ever be useful.  The pros know this, I bet, but the newer players are trying to figure out combos and are getting frustrated that any and every player can fuck them up.

    I was just playing in the last rtp event.  These were what I thought was needed.  I may have some disagreeable opinions on how rtp should be though.


  • Banned

    Give all the classes different set of guns or something like that to make it easy for new people, also remove most of the spells from RTP and give every class a maximum of four spells bound to 1, 2, 3 and 4 by default. Every class should have different set of spells to make the classes more unique. Keep crafter and crafting the same as it is right now.

    Since no one is going to make any big updates to RTP this thread serves no purpose imo.


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