Global Communications > Development Media
110722: A Moment of Reflection.
VC:
--- Quote from: markpeterjameslegg on July 24, 2011, 10:21:53 am ---I don't bother voting, I'm too busy playing, I let other players do that.
--- End quote ---
Ah, but if you aren't paying attention to what you are playing, then you are just participating. You're also assuming that your vote doesn't matter or is marginalized, which is a 20-randoms server thought, not a 4-friends server thought.
--- Quote ---Players can choose to handicap themselves having -10 armor, -10 health or whatever.
--- End quote ---
That's no good. Be it automatic, if you nerf a good player, you move the dominant strategy to be to play as good as possible without tripping the penalty, and be it elective, no one will elect except for a few people who are the "no damage speed run" type of player. For most, it would just mean they get ganked by Klobb spam. However, fortifying a bad player does not affect the normal or good players much, since both reduced damage on the noob or boosting the damage they inflict is countered by their inherent badness of play, thus the handicap effect is felt only when they get a little better, making those boosted shots count or successfully evading attacks. Training wheels for neophytes = good; boat anchors for regulars = bad.
WNxEuphonic:
I think we need to really classify what we're talking about: making GE:S online and offline play different.
LAN play will be more like sitting down with your friends and playing N64 -- choosing settings, maps, handicaps, etc. Online play will be more like other PC FPS with servers controlling most of the experience. Really having two branches of the experience is an interesting idea, one for LAN parties (and 4-person servers I would imagine) and one for online servers.
I was playing around with an idea for handicaps before, but I could never make it really fair. Maybe just allowing people to set up handicaps in LAN and 4-person servers would be best?
VC:
What I'm talking about is making LAN our target audience and letting Online be an out-growth of that.
Just being an online DM mod brings nothing to the market and we cannot compete with established jump-in-have-fun-jump-out games. But, almost no games specifically target LANs as a mission. That's where I think we need to be. We need to be the go-to game when you have a bunch of people LANing and looking for something everyone can jump into. One thing that the Dev crew cannot do is be the ambassador who speaks up and says "hey, we all got Source on these computers, let's do Goldeneye," but we have lots of people who claim to want to spread the word on GES. I've tried, but online it always falls flat because once they get all the shit installed, I have almost nothing to offer them but an LTK server (oh this game is just one hit kills) or one of the elaborate scenarios with die-hards who make it feel like one-sided LTK to the newbie. Online-GES doesn't offer what the first-timer needs.
Automatic handicapping done right can ensure that gameplay is, and stays, balanced. Leaving it to the players to choose is just going to lead to confusion (who knows what +2 means? I do, if you know your maths you might, but most just know it's more than +1 and less than +3) and arbitrary effectiveness.
Entropy-Soldier:
--- Quote from: VC on July 24, 2011, 08:26:54 pm ---What I'm talking about is making LAN our target audience and letting Online be an out-growth of that.
--- End quote ---
well, i wasn't sure at first, but this pretty much confirms that this whole topic was just VC trolling us.
killermonkey:
I actually dig the idea of a slightly more communal lan experience. I ignored the rest of his post.
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