It actually feels like the game is dying
CameraBeardThePirate wrote: »Something that hasn't been touched on is the fact that the BG maps could (and probably should) be specific to gamemodes. There's a reason games like OW, Team Fortress 2, Counter Strike, and the majority of other objective based PvP games have maps tailored to specific gamemodes.
When you design maps with intent, you prevent teams from wandering aimlessly, mitigate balance issues, and can help prevent things like spawn camping.
BG maps are one size fits all, which is much less development work, but very clearly shows trouble in specific gamemodes. In 3 team BGs, this meant that 2 teams would engage while the third would be able to cap unimpeded, because the maps weren't designed to force players into specific areas very well. In the two team BGs this problem exists, albeit in a different form, where the maps are sprawled out and objectives are just placed willy nilly around the map, so you end up having some players getting spawn camped the whole time while a few stragglers just run objective to objective thinking they're "helping" while their team gets obliterated because they're outmanned by the enemy team.
In CTF, for example, the maps have loads of wasted space. A couple flank routes are understandable, but lets be real: 90% of the map sees no use in CTF.
Chaosball should not allow people to bring the ball back to spawn. It creates a similar problem where now 90% of the map is useless when all 3 balls are in one place. Force the players to stay in specific areas with the ball to gain points.
For the Flag games, the opposite problem exists - the flags are placed willy nilly around the map so teams get spread out with no real incentive to stick together, leading to a snowball of death picking off stragglers until one team gets spawncamped. There's very few flags that have good rotation routes to other flags, so positioning is more or less nullified and replaced with "sprint at max speed across the map as soon as the next flag spawns and never look back". Admittedly, this game mode is arguably better in 2 team than 3 team BGs, but map design still shows to be problematic when a team can just be spawncamped endlessly while a couple Timmies wander flag to flag wondering why no one is trying to stop them (or even worse, go 0-15 because they were just bee-lining straight for the Flag with no regard for their own life or their team's well-being).
In Deathmatch, you have an issue where by designing the maps for the other objective modes, you make it too easy to traverse back to spawn to spawn camp for the enemy. Deathmatch maps should have more chokepoints closer to spawns, better sightlines for the spawning team than the attacking team, etc etc. Much like pushing a porch with oils dropping in Cyrodiil, it should be dangerous to push a team at their spawn, but it's often easier to get kills on people in their spawn with how the sightlines and spawn areas work. The problem? Since the map is designed for things like CTR/Chaosball, you can't make players too strong in their own spawn or the Relic would be untouchable. And don't get me started on the release system - releasing needs to be automatic in Deathmatch to prevent teams from trickling in. When one person gets delayed by 20 seconds because they happened to push the release button in 3 seconds rather than 2 seconds, it just causes your team to lose more. No one is really standing around reviving in Deathmatch unless someone is popping an instant res with Necro Ult.
In 3 team BGs this map design problem was mitigated somewhat by the presence of the third team, but still needed some adjustment on Objective Placement (in general, fewer objectives per gamemode) to really balance out some of the modes. At the very least it felt better even if it wasn't strictly "more balanced" because the fights were more enjoyable due to the chaos of having the third team. In 2 team BGs, it's an absolute cluster because every map feels designed to encourage spawn camping.
What do you think about the small changes that could be made to fix the three-sided objective modes?
The recent AUA on Reddit was just terrible. I can't put it any other way. How you can be so blind and defensive to reasonable feedback regarding consumables and sets is just baffling. I want to be constructive and leave it at that.
Just listen to Skinny Cheeks. He is making valid points and is a longtime standing community member and content creator, so he knows what the community is worried about.
https://youtube.com/watch?v=w0BbaObAw_k&t=401s
madmufffin wrote: »Not being able to pre-cast heavies would be very problematic for both RO and heavy attack burst sets.