competitive FPS future?

Relax, lounge around, and find out who hacks.
akiro
Posts: 491
Joined: Tue Jul 10, 2012 6:34 pm
Clans: 20id, hb, deadbolt, bubbles, 151

Re: competitive FPS future?

Post by akiro »

I played the original tribes competitively as well as tribes 2, was in a top 5 clan at one point and it was a blast. Tribes: ascend suffers from the ftp and microtransaction model, too many weapons and suff can be bought for cash and then people who dont want to spend are left wanting. However atm for 40 bucks you can unlock EVERYTHING, competitive wise its all based on the team size the league uses and the skill ceiling in the game is really really high.


Natural selection 2 while not huge at the moment just had a really big sponsored tourney between us and euro and the finalists were flown to germany to compete. Alot of fun, i know mare/crog and eckman all play as well as marshall. I had a really good team in ns 1 with jdub, eisen, frikk, holeman and theory, still love the game
scorch-
Moderator
Posts: 1461
Joined: Mon Jan 31, 2011 1:05 pm
Clans: #[e]xceptional.dod ~ #check-six ~ #jetty ~ dodod
Location: ventura,ca
Contact:

Re: competitive FPS future?

Post by scorch- »

Scott with the big drunk posts coming through.

Shootmania is probably the most spectator-friendly team fps game ever because the competitive mode is 1v3 so you always have a natural focal point to spectate.

There are so many things about DoD's gameplay that make it the best team fps game. The competitive mode (domination) is just the most natural team/war-game mode... frag to control the map, get points for controlling the map. The weapon aim/recoil system offers very subtle balancing features... if they removed the damn cone of fire and used recoil and damage to balance the weapons instead, it would be a ridiculously good system. I mean, the beauty of the recoil system is that you can make a heavy a "short-medium range" weapon by forcing the player to use a high sensitivity to control the recoil and make their aim naturally less accurate at long range. You don't *need* a cone of fire to do that for you. The gun can shoot 100% straight if you balance the recoil and damage properly. The movement system where you can shoot while counter-strafing adds a huge skill ceiling to the game, but I really think the penalty for movement should be huge recoil (or delayed bolt) instead of randomness.

I liked counter-strike a lot, but I think DoD is a better game for the same reason that futbol > football. CS is a game of executing very specific plays. Experience plays a role later in rounds, but a lot of rounds are won and lost by flashbangs and headshots to start the round. DoD requires your team to have a strong overarching strategy and experience executing that strategy including map- and situation-specific tactics. The free-flowing nature of the game rewards teams where every player understands the game much more than cs where you need 1-2 strat/decision-makers who understand the game and 2-3 players who need to be able to just headshot. You don't win a map in dod on one round, you win it on hundreds (or thousands) of opportunities to make good decisions and nice shots.
twist
Posts: 202
Joined: Fri Nov 02, 2012 8:52 am
Clans: nD, prophecy, dNc, vtec, shock&awe, [?], laudable, GI, ostrich, pure, epic

Re: competitive FPS future?

Post by twist »

i love day of defeat.
I think back to what the community was like in season 3-4, when i started playing (before certain teams and people showed up infected it), and I know there will never be such a thing again.
I have always wished someone would release a newer game with the same sort of teamplay and skill ceiling.
CraftyDus
Posts: 468
Joined: Tue Feb 28, 2012 11:05 pm
Clans: [ToKiN] |B.A.M| BIO* |-| |-| )sC( {GSR}
Location: NorthEast US
Contact:

Re: competitive FPS future?

Post by CraftyDus »

An1maL wrote: -dirty bomb: from the wolfenstein guys, this looks quite promising: https://www.youtube.com/watch?&v=zYvMOpV2Rjs , seems they're interested in keeping competitive balance, will be free to play I think. mostly objective based. expensive as hell to get in the closed alpha. movement looks a BIT slow, at least there's no ironsights
The approach these guys are taking in studying the class and map balances is really intriguing. Dave Johnston, maker of de_dust being involved makes me hopeful. Too bad alpha is $120. Definitely playing DirtyBomb when its released.
nhoj
Posts: 650
Joined: Fri Aug 17, 2012 6:49 am

Re: competitive FPS future?

Post by nhoj »

scorch- wrote: CS is a game of executing very specific plays. Experience plays a role later in rounds, but a lot of rounds are won and lost by flashbangs and headshots to start the round.
I don't often play cs 1.6, but when I do

I flash my teammates and myself in the beginning of every round.

An1maL wrote: -dirty bomb: from the wolfenstein guys, this looks quite promising: https://www.youtube.com/watch?&v=zYvMOpV2Rjs , seems they're interested in keeping competitive balance, will be free to play I think. mostly objective based. expensive as hell to get in the closed alpha. movement looks a BIT slow, at least there's no ironsights
Is it just me, or does this game look like a mix between CoD and Brink?
An1maL
Posts: 312
Joined: Thu Apr 12, 2012 3:58 pm
Clans: unplugged!

Re: competitive FPS future?

Post by An1maL »

CraftyDus wrote: The approach these guys are taking in studying the class and map balances is really intriguing. Dave Johnston, maker of de_dust being involved makes me hopeful. Too bad alpha is $120. Definitely playing DirtyBomb when its released.
yeh I was really impressed with that. They should hopefully have great promotion & a good player base coming from their wolfenstein background. That kind of attention to map detail and game balance will help to retain players too. I hope they'll be equally concerned about leagues & events, I know wolfenstein had some massive tournaments back in the early 2000's in the days of 4kings etc. This one definitely looks like the most promising game for the future

scorch- wrote:Shootmania is probably the most spectator-friendly team fps game ever because the competitive mode is 1v3 so you always have a natural focal point to spectate.
Indeed but a simple 1v3 frag off doesn't seem to be tactically diverse enough to captivate people. Apparently they had some massive tournaments with 100k on the line and only managed 1000 concurrent viewers. Since it's ubisoft, not sure they can put that down to lack of publicity! Like you said, dod's flag capture system is the perfect game mode for inciting tactical play. Dirtybomb works around objectives though, which could be good too, I had a blast playing UT's assault mode
milo
Posts: 1379
Joined: Mon Mar 21, 2011 12:31 am
Clans: Liverpool Football Club
Location: Anfield, Liverpool

Re: competitive FPS future?

Post by milo »

Not sure about anyone but prone driving for a capout still gets me excited :ugeek:
stile
Posts: 1018
Joined: Tue Apr 19, 2011 2:53 pm
Clans: dpk

Re: competitive FPS future?

Post by stile »

i like tribes ascend. I played tribes 1 back in the day also. It's really hard to get good at Tribes, but like whoever said, the free2play thing messes up a lot of shit. Otherwise it's a pretty good game. I'd play it more if I could run it properly

CS:GO is fun.
Swiss
Posts: 1295
Joined: Sat Jan 29, 2011 2:22 am
Clans: Super, bTw, LcM, DumbledoresARMY, iwa
Location: Dallas, TX
Contact:

Re: competitive FPS future?

Post by Swiss »

My issue is a lack of quality in newer games.

i'm really impressed by dirty bomb as well. I think the skill ceiling will be decent given that its mostly centered around map control and tactics. Looking at balance in maps, guns...etc. is critical.

I think the one major thing that separates DOD (and CS) is the element of recoil control. All the classes have downsides, whether in movement ability, recoil or visibility. Even small things, like slower movement and the gradual pause with the sniper rifle scoping in, help to balance that gun. And the combination of these factor forces strats and at least some variety of guns to be used. My impression with newer games is you do not have these same constraints that greatly affect gameplay and skill levels.

One downside is obviously the need to cater to casual gamers so there has to be a balance. (I remember in some of the reviews of CSGO ppl were freaking about having to actually control your guns recoil?!?!?). Maybe having different game modes based on difficulty - where recoil is increased and classes are limited - would be a good solution?? That way new gamers can get introduced and familiar with the game before turning away after getting rolled by more experienced players. They can gradually up their skill level mode - increasing recoil or other factors - to continue to challenge themselves. Having a matching system like DOTA (which CSGO tried) is also an option but this takes control away from the gamer, which I think is an added downside.

After seeing that video, a lack of realistic movement and recoil are my major concerns. If they add those elements I think they have a great opportunity to make a new FPS that has depth and requires a decent level of skill. That process of learning and improving is what appealed to me at least. I wanted to play a challenging game rather than one where I would get bored just running around and holding down the trigger. I think they have the potential to draw many competive FPS gamers.
SpoonIsBad
Posts: 202
Joined: Fri May 27, 2011 3:31 am
Clans: NoGo

Re: competitive FPS future?

Post by SpoonIsBad »

Natural Selection 2 has been the only game, since DoD (and a couple other HL1 Mods), that I've actually gotten hooked on so to speak.

I've followed a few of the competitive tournaments over the past months, and I was actually surprised how much I enjoyed watching. I've been impressed with the competitive "scene" and the support from the developers is cool and encouraging. I was considering playing it competitively until I saw this post from Voldemort.

Anyways, from my perspective, the developers seemingly take advice well from actual players in the community. Which in turn means they frequently release patches fixing bugs, editing maps, balancing game play, and new features.

OK I'll remove NS2's dick from my mouth now. :shock:
Post Reply