The Gang Garrison 2 Forum
May 24, 2013, 05:14:58 pm *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Chat with us on IRC: http://ganggarrison.com/irc.html
Server: irc.esper.net, Channel: #gg2
 
   Home   Help Search Login Register  
Pages: « 1 2 3 4 5 6 7 8 9 10 11 »
  Print  
Author Topic: Game Mode Modifications  (Read 2746 times)
RedBluYellow
Guest
« Reply #75 on: February 09, 2012, 11:55:37 am »

why do you people try breaking game modes with bad ideas

sorry for saying like that but seriously why
Logged
RedBluYellow
Guest
« Reply #76 on: February 09, 2012, 12:04:04 pm »

Might as well throw in my own personal opinion on this

All game modes right now are fine (with the exception of DKOTH taking forever but they should just add a time limit of 15 min)

CTF isn't bad, just cause you can't defend against a bunch of braindead people rushing your intel doesn't mean the gamemode sucks. The only implementable option that wouldn't completely break it IMO is implementing the 'less time everytime the intel drops on the field' idea, but even that isn't completely necessary

There is nothing wrong with CP at all, if you complain about backcaps and point capping to fast that's your OWN FAULT for overextending too much and leaving the point unguarded (backcaps) (dustbowl, anyone?)

Koth is fine

Arena is a really nice game mode and also fine right now. If you're going to complain about 'slow pacing' then sorry for you having the attention span of a squirrel. Arena_montane and arena_contra are both excellent maps who are always fun to play on. Complaining about 'have to wait because I died/specating for 30 seconds'...
It's arena. The whole point is not to die and be more strategic.

DKOTH should just get a maximum timer and more maps


bad team = /= bad game mode
Logged
trog
member of intel's squad of garbagemen against the yakuza
1000$ Monopoly Rich Beta Male
*
Offline Offline

Posts: 9882


i am uberdeath


« Reply #77 on: February 09, 2012, 03:35:23 pm »

Only thing I really have a problem with is CTF having a really fucked up overtime.
Logged

Adrenaline Rush
Full Member
***
Offline Offline

Posts: 241



« Reply #78 on: February 09, 2012, 06:40:03 pm »

i think we should have a 35 secs setup timer on ctf so teams can prepare defenses on the intel and making spies think about strategy.. Ninja
Logged

Ruirize
Jr. Member
**
Offline Offline

Posts: 69


Codemonkey


WWW
« Reply #79 on: February 09, 2012, 06:43:21 pm »

i think we should have a 35 secs setup timer on ctf so teams can prepare defenses on the intel and making spies think about strategy.. Ninja
This is stupid, and would invalidate every single map for CTF. No.
Logged

Machidro
Hero Member
*****
Online Online

Posts: 1891


Gardicolo time is over.


« Reply #80 on: February 09, 2012, 06:44:20 pm »

Arena is a really nice game mode and also fine right now. If you're going to complain about 'slow pacing' then sorry for you having the attention span of a squirrel. Arena_montane and arena_contra are both excellent maps who are always fun to play on. Complaining about 'have to wait because I died/specating for 30 seconds'...
It's arena. The whole point is not to die and be more strategic.

The problem was never about arena's pacing, if you read the discussion up to this point, the main problem was the delay of a match's end when one team has only a spy left after the rest of their team is dead. The argument was whether one spy should be able to stall the game as such, or should the point unlock so the game can end.

During that time, everyone has to wait, and though some people may be patient enough to wait through a spy hunt or a point unlock every single round, most people would rather play a mode where they can get back into the action, and the lack of arena being played indicates this painfully. Though death and some waiting is fine if the match continues at a reasonable pace, when the match is going to last minutes longer than it should because one player decides he's going to force everyone to hunt him down, that's when something should be done.

i think we should have a 35 secs setup timer on ctf so teams can prepare defenses on the intel and making spies think about strategy.. Ninja
This is stupid, and would invalidate every single map for CTF. No.
^
Logged

A CHALLENGER HAS ARRIVED.
Chu
Dino man
2011 Haxxy Award Winner
*
Offline Offline

Posts: 2686


hm


WWW
« Reply #81 on: February 09, 2012, 06:49:19 pm »

It's less than thirty seconds to wait (less if the team with the spy isn't completely terrible), tf2 spawn times get up to 20 seconds, it's not a big deal. there's no reason to punish the team with the spy just because he's a spy

Only thing I really have a problem with is CTF having a really fucked up overtime.

lock the intels at base when overtime is reached so they can't be picked up; any intels that are currently held by flag runners or dropped on the ground stay in play until capped or they return to base; timer for the intel runs down twice as fast.
Logged

Click links.
[Royal Gay Penguin Nachos Ibarra Gordita Agave] LC
shut up assholes
2011 Haxxy Finalist
*
Online Online

Posts: 3014


I'm not stretching the screen more than Brooklyn


« Reply #82 on: February 09, 2012, 07:26:21 pm »

I personally think the arena point should take longer before it unlocks in addition to capping slower. A lot of matches end up feeling more like a 1CP map than arena because it focuses on holding the point. Arena is a lot better than it used to be since it ends after a number of wins instead going on and on and oooooooon.
Logged

trog
member of intel's squad of garbagemen against the yakuza
1000$ Monopoly Rich Beta Male
*
Offline Offline

Posts: 9882


i am uberdeath


« Reply #83 on: February 09, 2012, 08:48:28 pm »

Only thing I really have a problem with is CTF having a really fucked up overtime.

lock the intels at base when overtime is reached so they can't be picked up; any intels that are currently held by flag runners or dropped on the ground stay in play until capped or they return to base; timer for the intel runs down twice as fast.
It's not just what happens once overtime comes into play though, it's the conditions that it happens under as well.

Overtime is about trying to avoid a stalemate and giving both teams one last chance to win, because stalemates aren't really fun.  But currently overtime will come into play even if the losing team is the one with the intel out, giving them a chance to force a stalemate. Which is happy go lucky.

It should only happen if both teams have an equal score, at least one intel is out of the base, then stuff you said, and then it should end as soon as someone caps or both intels return to the base.
« Last Edit: February 09, 2012, 08:48:59 pm by tiger.Trog » Logged

Humble Master
Hero Member
*****
Offline Offline

Posts: 1284


Maker of Drakora


« Reply #84 on: February 09, 2012, 09:51:21 pm »

An idea for the arena problem: How about the CP inlocks if one team as 3 or more players and the other team has only 1? This way we don't discriminate against Spies and still make arenas not drag on as much.

As for the CTF stuff I agree. Stalemates are no fun for anybody. In fact it might be nice if instead of a stalemate it turn into a sudden-death type thing where the first team to score wins.
Logged

Finally returned
trog
member of intel's squad of garbagemen against the yakuza
1000$ Monopoly Rich Beta Male
*
Offline Offline

Posts: 9882


i am uberdeath


« Reply #85 on: February 09, 2012, 09:55:29 pm »

Then if there's actually a stalemate it will drag on forever.

Which is the whole point of overtime.
Logged

Humble Master
Hero Member
*****
Offline Offline

Posts: 1284


Maker of Drakora


« Reply #86 on: February 09, 2012, 10:44:25 pm »

What I'm saying is that instead of stalemate it turns to overtime. So if RED has 1 cap and BLU has 1 cap and the timer runs out it goes to overtime. The first team to get one cap wins it all.
Logged

Finally returned
trog
member of intel's squad of garbagemen against the yakuza
1000$ Monopoly Rich Beta Male
*
Offline Offline

Posts: 9882


i am uberdeath


« Reply #87 on: February 09, 2012, 10:53:40 pm »

Then if there's actually a stalemate it will drag on forever.
Logged

Humble Master
Hero Member
*****
Offline Offline

Posts: 1284


Maker of Drakora


« Reply #88 on: February 09, 2012, 10:57:32 pm »

Well then maby give them a 5 minute window to get the cap. I don't know I never liked the idea of a draw for such a black and white game as GG2.
Logged

Finally returned
trog
member of intel's squad of garbagemen against the yakuza
1000$ Monopoly Rich Beta Male
*
Offline Offline

Posts: 9882


i am uberdeath


« Reply #89 on: February 09, 2012, 11:01:02 pm »

I don't understand what problem you are trying to solve.
Logged

Pages: « 1 2 3 4 5 6 7 8 9 10 11 »
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.262 seconds with 19 queries.