Community Night official relaunch tonight!

Started by GhostMjr, May 14, 2010, 06:23:55 PM

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Snokio

Must say that it started off tactically, and with more dMw members it got better, with a few pubbies to is was good. When it reached it's peek in numbers, there was little tactics to be seen because I found it to be a little too chaotic, how many people were on the server at it's peek? Is it worth switching it to a 16 slot, which will not only keep it tactical and avoid the near instant spawn deaths, but better for learning the game for first timers and keeping it fun?
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kregoron

i agree that BC2 can be hectical, so maybe as snokio suggested, set the amount for 16 players on community nights.
 
But for the time being i dont see why it should be passworded
 
1. because as previously stated, you dont progress in ranks while playing on a unranked server.
2. Community night is the one night where dmw people actually join the server (atleast they joined last night) which makes pubs join.
 
 just warn people that we kick for members if the problem ever should arrise that some dmw was stuck in Queue
 
the upcoming onslaught mode will is something i for one look forward too, 4 m8's (L4D style) kicking ass agaisnt hordes.
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Tutonic

I should have probably pointed out that the password idea was requested by people who said they wanted to learn in a quiet environment.

Personally, I don'd mind if it's passworded or not as long as the teamwork is there - but we need to listen to people's preferences.

Kreg, it doesn't matter if you're not gaining ranks/XP - thats not what DMW are about imo.
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kregoron

im well aware what DMW is about, so dont lecture me on that.
 
I have my own reason for not wanting to play on a unranked server yeah, but thats not what im talking about there.
 
But as yourself previously mentioned that people wanted to learn the game in a quiet enviroment.
 
But by unranking the server your locking the people with their current items, a lot of the members arent above 24 yet, which means they dont have all the items/weapons yet.
And by locking the server in unranked mode, you dont give them the ability to gain those items in the nicely secure enviroment, with people that know how the items work and can help them get better with em. they will be forced to go play on other servers where there isnt the control we can have on a community night.
so for those under rank 24, points actually do matter.
 
so my two cents are still, decrease the server to 16 slots on a community night, this makes the game less messy, and still gives a small chance of getting regulars in and showing em what we are about, without them being able to controll or mess up to much. This way we can encurage squad play and if someone just wants to f*** about spamming CG's and stuff, well then show em the door. (which is the same thing we have been doing in other games for ages)
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GhostMjr

Several points have come out of this topic and i will get a thread up shortly for you to all vote for the features that have been suggested.

This will weigh up whether there is a strong backing for say password or no password and the player limit on friday nights.

The community night is to make sure we all have fun if people feel they need to leave early as they aren't enjoying it we can tweak settings and thats part of the trial hopefully leading to a successful outcome.

-=[dMw]=-GhostMjr

obsolum

Quote from: OldBloke;310396Is it just a spawn/rush/gun/die/repeat game or does it offer the potential for considered gameplay involving organised offence and defence (no prizes for guessing which one it should be)? (...) My personal perception is that it is the former.

Quote from: Snokio;310397(...) When it reached it's peek in numbers, there was little tactics to be seen because I found it to be a little too chaotic, how many people were on the server at it's peek? Is it worth switching it to a 16 slot, which will not only keep it tactical and avoid the near instant spawn deaths, but better for learning the game for first timers and keeping it fun?

I think these are very valid points. In my opinion this is the nature of the Rush mode. The name says it all: spawn, rush to the M-Com stations shooting at anything that moves and try to stay alive as long as possible, rinse, repeat. With 8vs8 teams there's a little room for tactics, albeit little IMO. With 16vs16 it becomes nothing more than a deathmatch fragfest where there is no place for tactics. The Rush maps are considerably smaller than the Conquest maps, and all the action is centered around the M-Com stations. For me, being used to playing Conquest mode, this is just sheer madness and I've usually had more than enough of it after only 1 round.

I've said it in the other thread where I suggested a different game mode, and I still stand by my point that Conquest mode offers for far more tactical play as

a) the maps are much much larger so you don't get 32 players squeezed in one small part of the map
b) the action is spread out across the entire map, with up to 4 different flagpoints teams have to attack/defend
c) the Conquest games are usually a lot less fast paced than the Rush mode games.

You can have different squads move on different flagpoints simultaneously, or you can choose to have them move on one single flagpoint from different angles to surround the enemy. Lay down AT mines, C4 and motion sensors on strategic locations, have snipers placed on tactical spots overlooking flagpoints and informing the rest of their squad/team on the whereabouts of the enemy, etc... Many of these things you don't see in Rush mode, I find. It's just spawn, rush, shoot, get killed.

Especially for players wanting to learn the game I think Conquest maps are the better option because of the above stated point C: it's much slower paced. The average lifetime in Rush mode is probably around 30 - 45 seconds. In Conquest mode it's well above the 1 minute mark if you take your time moving through the map.

This is just my opinion as a fan of the Conquest mode, but I think these are valid points.

Gone_Away

Good Post Obsolum.

I like both modes for different reasons. That's why a rotation of game modes would be ace..

NF

target

If we were to keep the server passworded on Community Nights (and therefore unranked), is there a mechanism to either unlock everything for everyone or to lock it down to the starting weapons (plus repair, ammo, heal and defib)?  Much like you can do in CoD4, should the desire ever take you....

This would have the effect of balancing everyone to the same level, whilst people learn the game in the "quiet" environment of community members.

Just a thought...

Now better go lay down, that thought hurt...

PS, I'd like to try Conquest mode - what I've seen of it looks fun :)
-=[dMw]=-target

I write down everything I want to remember. That way, instead of spending a lot of time trying to remember what it is I wrote down, I spend the time looking for the paper I wrote it down on.

kregoron

Quote from: target;310507If we were to keep the server passworded on Community Nights (and therefore unranked), is there a mechanism to either unlock everything for everyone or to lock it down to the starting weapons (plus repair, ammo, heal and defib)?  Much like you can do in CoD4, should the desire ever take you....

You cant do anything like that afaik
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target

-=[dMw]=-target

I write down everything I want to remember. That way, instead of spending a lot of time trying to remember what it is I wrote down, I spend the time looking for the paper I wrote it down on.