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07-02-2011, 06:32 PM | #1 |
Join Date: Nov 2010
Gametype: Capture the Flag Posts Rated Helpful 38 Times
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Idea on How to Keep New Players
From what I've noticed, the normal course of a new player is:
1. Join a ctf game. 2. Either go on blu and defend or go on red and cap. 3. Get bored. 4. Try defending, get destroyed by bhopping and concing. People need to realize that ctf is not a good pub gamemode in FF and that AvD is much better for pubs. In AvD, every class is useful in some way and the map is straightforward: Take the flag to the capture point. It would allow new players to adapt to fortress-forever while still being useful. I think that there should be a server that runs ONLY AvD maps such as dustbowl, ksour, avanti, genesis, palermo, vertigo etc. This server should be made as beginner friendly as possible. |
1 members found this post helpful. |
07-02-2011, 06:39 PM | #2 |
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 45 Times
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Well yeah, this is a massive problem. Trouble is, AvD doesnt utilise concs and all the fun movement stuff that attracts players to CTF (AvD is largely a DM gamemode). We tried for a while to invent a gamemode which used concs and fun movement skills of CTF and the natural team based progression of AvD but we didn't really get it right.
I still think theres a gap which can be filled with a gamemode which bridges the gap, in particular something similar to payload whereby attackers can conc towards the payload and move it forwards by getting near to it, which avoids 1 guy simply capping on his own, and also allows DM based attackers to push forwards and be useful. Unfortunately no-one finished any payload maps. |
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07-02-2011, 08:22 PM | #3 |
Join Date: Nov 2010
Gametype: Capture the Flag Posts Rated Helpful 38 Times
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I disagree. Offense on AvD is all about jumping the flag. AvD maps would allow players to be effective on defense and offense no matter their skill level. If a new player sees a good player jump the flag they will probably wonder "how do I do that?". It still makes people want to learn all the movement skills while still being fun INITIALLY.
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07-02-2011, 09:46 PM | #4 |
QUAD ROCKET
Server Owner
Fortress Forever Staff Join Date: Jul 2007
Class/Position: Soldier Gametype: Rocket Jumping Affiliations: -g1 ]qS[ -eC- :e0: [ESAD] Posts Rated Helpful 11 Times
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It's not so much CTF that turns players off, it's CTF with nuisances; such as security, overly long battlements, and confusing routes. Good pub CTF maps would be 2fort and well.
Another CTF map with potential would be crossover, but the FF version has a battlements that isn't fun. The reason it's not fun is because there are 4 routes through the battlements. One path on each side, the water, and the top route. CTF maps should ALWAYS have 2 routes through the battlements, and 2 routes only. Then no more than 2 routes while inside a base to get to the enemy flag. Look at the successful TFC pub server CTF maps for example: 2fort, well, crossover, casbah, and badlands. Each map had 2 routes through the battlements, then 2 routes in the bases themselves. The best thing about these maps is there were no nuisances, except badlands with a battlements a bit too long. I do agree with oaties though with his AvD points. You don't want to force the movement down the new players throats. Let them ease into it in fun pub style maps where they don't have to play like it's a damn pickup game. In my opinion the best pub maps are AvD, pub CTF, and avanti style maps (w/e that is). Oh and also, directly ported maps from TFC are huge turn off to almost all new players, especially if they use the exact TFC textures. They just look like crap in this day and age, new players don't want that. |
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07-02-2011, 09:53 PM | #5 | |
D&A Member
Beta Tester Join Date: Jun 2010
Class/Position: anything but Sniper and Spy Posts Rated Helpful 6 Times
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You make some very good points, oaties.
Imho, the worst map for pubs is dropdown. It has an incredibly confusing layout. Quote:
I've got the impression that some TF2 players are confused by avanti (there's a TF2 remake of it), because they strongly associate AvD with cz2-like control points. Last edited by episkopos; 07-02-2011 at 10:08 PM. |
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07-02-2011, 10:47 PM | #6 | |
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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Quote:
2fort - not bad, especially with the visual improvements, you get to the yard very fast and a lot of fighting on the bridge can be fun. aardvark - Good looking yard, but too big for a lot of fighting there. Can be fun if you're sniping or know how to get across the yard quickly. Side route can have some good espionage possibilities. Badlands - visually awesome once you get outside. Corridors are a damn maze. Relatively fun if you can get outside your base to some fighting. casbah - visually more interesting, though it usually feels like a hike before you get to any action. congestus - very easy to get to the yard or other base and get to action fast, generally enjoy this one crossover - hate everything about it, I always quit when this comes up. Concrete corridor city, changed from the desert theme in TFC to the cold snowy theme which I don't think works as well, bridge where all the fighting used to be seems to be missing from the FF version, somewhat confusing route, not much action. destroy - pretty good, visually kind of drab, but very small map means you get to fighting quickly dropdown - nice visuals on the yard, can get to fighting relatively quickly, but a total maze if you're actually going for the flag. monkey - great visuals in the yard, fair amount of fighting, though not my favorite for some reason openfire - nice lighting / yard, very easy to get to the action, generally good action and fun shutdown2 - kind of a mix. Interiors are more concrete corridors, but yard looks nice and can have a decent amount of fighting well - not that fun unless you're sniping. Visually not very engaging. Contains lots of plain, concrete corridors with a concrete yard to boot. I never especially liked this one in TFC either. xpress - my favorite CTF map for someone not that into CTF. CONSTANT action, fun watching enemies fall off the edge, fun as hell blasting over as a demoman and raising hell. If you want CTF to have more public appeal, I would host maps where you get to the action as fast as possible, not the ones that may have the best nuanced CTF games. The thing to remember is that successful TFC CTF severs had all-dustbowl or all avanti/warpath servers running 24/7 right next to them. FF doesn't have the same kinds of numbers, so if you want to cater to some of the would-be AvD crowd with CTF maps, they may not be the same maps. |
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07-02-2011, 11:17 PM | #7 | ||||||||||||||
QUAD ROCKET
Server Owner
Fortress Forever Staff Join Date: Jul 2007
Class/Position: Soldier Gametype: Rocket Jumping Affiliations: -g1 ]qS[ -eC- :e0: [ESAD] Posts Rated Helpful 11 Times
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This map is fun for a while but gets boring fast since it's design is so simple. This is also like congestus where you are at a huge disadvantage if you can't conc well. Last edited by hlstriker; 07-02-2011 at 11:18 PM. |
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07-02-2011, 11:26 PM | #8 |
Beta Tester
Join Date: May 2010
Class/Position: Soldier Gametype: Capture the Flag is there any other Posts Rated Helpful 26 Times
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the problem with ff right now is most maps can't handle the influx in players. the game isn't optimized enough to play with 22 players. (the lag my fps spikes up and down because of all the nades flying everywhere.) then once you get past 14 players on a server which i think is the best optimal number for a pub or competitive. anything more and its spam anything less and its feels empty.
part of the problem is that the maps aren't sized for large numbers of people and the ones that are, either not popular or garbage. i feel the best player count for the current maps we have are 14 it starts to feel crowded at 14 players once you go higher it gets worse very fast. nades become a problem (not there in-game quality's but,) the frame drop and the fact i can hear every nade that going on in the entire map whether im close to it or not. to sum it up basically past 14 players on a server and it becomes spam-fest no matter what game mode your on. the only way i think to fix is add either a map vote system that picks a selection of maps that can handle the current player count. (which you might need to make a few more maps for.) or make ff alter map size (length, height, width of map and certain areas.) and maybe add/subtract a few routes depending on the player count.
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