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Want Respawns In Quickplay? Here Is My Offer..


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#1 Livaria

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Posted 18 April 2017 - 09:04 PM

If there is ever going to be respawns in quick play, I only want one respawn per player. You pick a mech, and you have one extra chance to fulfill your goal. 15 minutes, is not enough time for constant respawning. They might even have to increase the game time to 20 minutes if this sort of thing is ever going to happen.

If players want to achieve objective victory, let it be 12 minutes. But if neither side gains an objective advantage over another. Then sudden death should occour. Whereas, someone has to either tip the objective scale in their favor, or clear all enemies off the map.

If we add in more than 1 respawn; Quick play is no longer quickplay. It is faction play without contested planets.

Edited by Livaria, 18 April 2017 - 11:41 PM.


#2 Savage Wolf

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Posted 19 April 2017 - 03:54 AM

While a compromise may be in order and four mechs are not necessarily needed to get to the time needed for objective play, there are certainly more differences between quickplay and faction play than simply contested planets. Quickplay also has a matchmaker, a pug queue and map voting.

Personally, those are the things that keep me from faction play despite personally thinking that the gameplay with respawns are superior.

#3 Livaria

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Posted 19 April 2017 - 04:43 AM

View PostSavage Wolf, on 19 April 2017 - 03:54 AM, said:

While a compromise may be in order and four mechs are not necessarily needed to get to the time needed for objective play, there are certainly more differences between quickplay and faction play than simply contested planets. Quickplay also has a matchmaker, a pug queue and map voting.

Personally, those are the things that keep me from faction play despite personally thinking that the gameplay with respawns are superior.


Of course, you don't need to tell me this, I just don't want to explain every detail.

All I'm saying, is that quick play as a whole needs to retain it's feature as having a shorter amount of time played when compared to faction play. Otherwise, most gameplay modes might as well be removed from quickplay and trasferred over to faction play. Or vice versa.

Edited by Livaria, 19 April 2017 - 04:50 AM.


#4 Anjian

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Posted 19 April 2017 - 08:11 AM

Are you worrying about objectives not being accomplished in 10 to 15 minutes?

All you need to do is design the game mode where the objectives are reached and captured in 1 to 2 minutes, and in the rest of the game, the two teams battle to defend or regain possession of these objectives, through waves of counterattack, with the team HP bar counting down as a function of possession, and whoever's bar losses the most, loses the game when the game's end timer goes.

Edited by Anjian, 19 April 2017 - 08:12 AM.


#5 Daggett

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Posted 19 April 2017 - 08:25 AM

I particularly like the short matches and map awareness capabilities in quickplay.

Any respawn mechanic will not only drag the matches longer, but will also lead to awkward situations.
For example when i'm behind enemy lines in a light i usually know that there is no other enemy behind me. But with respawn it is almost guaranteed that a freshly respawned mech will stumble upon me sooner or later.

So because i like short matches and having access to the enemy backyard as my flanking and assasination playground, any respawn mechanic will probably make quickplay much less interesting for me.

#6 Anjian

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Posted 19 April 2017 - 08:29 AM

Respawn mechanics are independent of match time.

Match time is simply how long you --- the developer --- want the game will last. I can put a buzzer in every game that will last only 10 minutes for example. Doesn't matter what mode, what you are doing at the end of the 10 minutes, whether the objectives are accomplished or not, the game just ends, like a school recess buzzer or the bell in the round of a boxing match. At the end of 10 minutes, the game simply stops, all totals are calculated and the computer chooses a winner.

Lets say, no matter how many respawns are in the game, every War Thunder arcade mode game lasts for 20 minutes. Every single freaking time. And often less. But never never more than 20 minutes. Guess why? Because there is a buzzer that forces ends each game when 20 minutes is reached. Its called a Time Limit.

Edited by Anjian, 19 April 2017 - 08:34 AM.


#7 Savage Wolf

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Posted 19 April 2017 - 08:44 AM

View PostLivaria, on 19 April 2017 - 04:43 AM, said:

Of course, you don't need to tell me this, I just don't want to explain every detail.

All I'm saying, is that quick play as a whole needs to retain it's feature as having a shorter amount of time played when compared to faction play. Otherwise, most gameplay modes might as well be removed from quickplay and trasferred over to faction play. Or vice versa.

Well, there I disagree. Faction Play was never about longer games. It was supposed to be a more immersive rp experience of fighting for your faction. It became the playground of tryhard units instead. But irregardless it was not defined by the length of matches.
While one could easily say that quickplay are supposed to be quick, currently they are also maybe too quick already. Many games are done after 3 minutes. Games can still be alot longer and still be quick. As long as it's quick to find a match.

And maybe then we use more gameplay time actually fighting than walking to the fight.





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