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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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SOLVED. Gameplay variants for public servers.

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 SOLVED. Gameplay variants for public servers. 
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mousedisc


Joined: Wed Apr 18, 2012 11:38 am
Posts: 531
Post SOLVED. Gameplay variants for public servers.
A lot of people pub the core gametypes Arena, TDM, C&H, and CTF but there is a vocal community of people who want variations of these as alternatives. I myself have promoted the idea of an LT like gametype for Ascend.

Solution:
Instead of adding core gametypes, subdivide the gametypes with popular variations so it looks like this instead

Arena
  • Base
  • Classic
CTF
  • Base
  • LT
TDM
  • Base
  • No Flag
C&H
  • Base

In this additional menu level, you can choose from base arena or go to classic arena which would be the three classic system described here: viewtopic.php?f=313&t=71649

LT would be the gametype described here, my version of LT tailored to Ascend:
viewtopic.php?f=313&t=69441&p=874997

I don't know many TDM variations that people want, since most TDM pubbers seem to have a great time (unlike other pub communities), but occasionally someone gripes about there being a flag at all. Since I'm not a C&H player I don't know what they would want, but I'm sure they have something they would request.

Basically this interface addition would allow Hirez to explore insteresting new variations (or old loved variations) on the core gametypes present without muddying up the core game types, and be intuitive to the new users as well.

Win/win!
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Wed May 16, 2012 12:02 pm
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mousedisc


Joined: Wed Apr 18, 2012 11:38 am
Posts: 531
Post Re: SOLVED. Gameplay variants for public servers.
Another CTF subdivision might be "Large". Maps designed for many players with heavily fortified bases. The broadsides/scarabraes of T:A which people are asking for when they say "enough with the cowboy paths".

Obviously the names are something else, but subdivisions really help get people in the exact type of pub they want, not just hope that people are playing in the style they like.
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Wed May 16, 2012 12:19 pm
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WitchDoctorVega
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Post Re: SOLVED. Gameplay variants for public servers.
i like it
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Wed May 16, 2012 12:38 pm
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mousedisc


Joined: Wed Apr 18, 2012 11:38 am
Posts: 531
Post Re: SOLVED. Gameplay variants for public servers.
WitchDoctorVega wrote:
i like it

Nice, thanks! Means a lot from someone who is on here a lot contributing to ideas.
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Wed May 16, 2012 12:54 pm
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desolatedlunatic


Joined: Wed Feb 29, 2012 5:49 pm
Posts: 509
Post Re: SOLVED. Gameplay variants for public servers.
This is one of many things we need in TA but if rabbit didn't make it to official que, I think this have very small chance.
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Wed May 16, 2012 1:01 pm
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DemoEvolved
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Joined: Tue Apr 06, 2010 10:28 am
Posts: 2031
Post Re: SOLVED. Gameplay variants for public servers.
In one fell swoop you have split nearly in half the playerbase per gamemode.

Merit of the new modes aside, HR must be extremely careful in carving off playerbase from the default play modes.

Players may wind up needing additional information such if there are sufficient players for the selected mode in a nearby server, in case a player chooses a mode that has few players.

It is generally better to funnel players into a large general gamemode, even if that gamemode cycles between maps.


Wed May 16, 2012 1:13 pm
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mousedisc


Joined: Wed Apr 18, 2012 11:38 am
Posts: 531
Post Re: SOLVED. Gameplay variants for public servers.
They could post runtime estimates of popularity currently by each gametype. This would show players where everyone else is, without having to give up the actual, live, numbers. If someone doesn't get placed in a match because no one else is playing, they could simply jump into another popular gametype/variant.

Since everyone is navigating the same menu, its not such a threat to community splitting.

Also, they could start small, for example with TDM no-flag, to see how it affects a gametype they apparently don't care much about and dont want you to play, lol. I only say that because TDM gets no new maps, and players get very low XP compared to CTF.
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Wed May 16, 2012 1:45 pm
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SkepticTA
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Joined: Mon Dec 06, 2010 7:41 pm
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Post Re: SOLVED. Gameplay variants for public servers.
DemoEvolved wrote:
In one fell swoop you have split nearly in half the playerbase per gamemode.
^^^

Would also increase queue times for public games, not a good idea. Different "style" modes would be nice, but not conducive to a queue system like we have.
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Wed May 16, 2012 3:00 pm
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raqyee
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Joined: Fri Mar 30, 2012 5:52 am
Posts: 1914
Post Re: SOLVED. Gameplay variants for public servers.
SkepticTA wrote:
DemoEvolved wrote:
In one fell swoop you have split nearly in half the playerbase per gamemode.
^^^

Would also increase queue times for public games, not a good idea. Different "style" modes would be nice, but not conducive to a queue system like we have.


This. Playerbase is still not big enough for that to work.
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Wed May 16, 2012 3:13 pm
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AdiJager
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Post Re: SOLVED. Gameplay variants for public servers.
desolatedlunatic wrote:
This is one of many things we need in TA but if rabbit didn't make it to official que, I think this have very small chance.
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