StopWatch in ET:QW gets a twist
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28 Oct 2007, 18:05
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News
When you talk about W:ET in competition there is one major element which pops in your mind: StopWatch. The greatest gamemode a game has ever seen in my opinion, and possibly the reason why Return to Castle Wolfenstein and Wolfenstein: Enemy Territory have been such popular games in online competitions. Enemy Territory: QUAKE Wars, the spiritual successor of W:ET, features this popular game mode as well, however in a soon to come out patch, SplashDamage will twist the game mode around in a way which could either be loved, or hated in competition.
The following quote was taken out of an article announcing the upcoming update to the game:
A great move by SplashDamage to improve competition, or a major hit in the face for a team which just got fullholded at the first stage of a map? Only time will tell.
The following quote was taken out of an article announcing the upcoming update to the game:
A great move by SplashDamage to improve competition, or a major hit in the face for a team which just got fullholded at the first stage of a map? Only time will tell.
Team a takes it to the first stage, gets the flag and wents trough with 4 or 5 mins left. They build cp and go for the maingate but fail due to the crossfire tactics.
Team b attacks and get the maingate 6 mins before end, but the other team has a good crossfire on the cp, so they dont get it.
This way, to equal teams - not with luck but with tactics...
Another one would be:
Team a defends downstairs at supply, defending the controls and fullholded 1 min before the end. With the lack of motivation in the last 30 seconds to stay at their positions, team b gets the controls finally.
Team b defends upstairs and keeps the crane controls clear till end.
Overall, i'd say teams play different on different stages, cause of the details or their tactics. Seeing the current qw rules means teams get restricted much more and need much more attention during every single stage to get the final win and this makes it harder to defend, since they are possibly splitted on more objectes at ones.
Also, what about recapturing the forward spawn? Is this included in the fullhold thingy? It's an objective and it might be another problem there.
what more, are there recapturable spawns in qw at all? didnt play much so, dont know.
hmm ofc those rules fail if we take a look at them from the point of et. but those rules regard qw and thats different game, maybe "further you get, more chances to win" is allright for qw
WHAT A BREAKTROUGH
news & sticky (waiting for some mod to clean up this thread so all comments are 100% positive again)
Who's the sad guy? The one's who actually play a game designed for funoobs or the one who critisize ETQW for not having a pause/speclock/mouseinput feature?
I try tokeep up to date with the ETQW scene but tbh it's a big joke.
-Release a beta, but hey the netcode is nonexistent. Its not important in a MP shooter anyways.
-Release a demo that sucks and try to convince ppl the full product will be twice as good (well, they didnt lie. The gfx improved)
-Release patches which raise the game to a new level: OMG PAUSE FEATURE OMG RAW MOUSE API INPUTS OMG SPECLOCK FEATURE. This are things that should have been in the game from day one. Besides they hardly touch the gameplay so the endresult is the same: the game feels mediocre at most.
Do you expect any serious gamer to think highly of such results? Whats the point in playing a game that is just missing the most basics features of any competetive FPS, hoping there will be a mod/patch to fix all the endless flaws in the gameplay?
read as: lol somebody actually believes they can still save this game (sadly enough I was one of those :/ ... )
No, my opinion is shared by a lot of people. It is only a minority of ETplayers who actually enjoy ETQW. Its mostly the Xfire admins who is activly supporting ETQW. Afaik you can only become xfire admin if you like ETQW and let the whole world know. Have you even noticed its always the same ppl commenting that the new patch is 'nice!!!'
OMG THE ALLIES ARE 1 METER FURTHER THEN THE AXIS (or w/e they are called ) OMG , ASTONISHING PLAY TO GET THAT METER FURTHER, AMAZINGLY.
NOT
Example : Supply : We hold the flag for 15 minutes
We play the 2nd round , we get the flag and plant the main , ok let's quit , gg
TLR defends and holds dignitas at the flag for 15 minutes.
dignitas defends and loses first and second in the first 2 minutes but holds at last for another 13.
Worth the same points?
So funny "smart" idea. Kind a looses interest in that. When I spectate two teams fighting for win and they are both very good. Its 0-0 and here comes 3rd map, nobody knows what map that is and I get more action and more fun to see next map played.
About "it saves time" well... I like matches I dont understand what time it saves...?
Make gdf the attacking team on all maps, and you wont need this bullshit rule.
agree about balancing being more important though
With volcano, i think simply making gdf spawn 30 would help a lot, and it's quite easy to pull off afaik.
gg, thats sick
For instance it's easy for GDF to get unlucky on Salvage 2nd stage, but do good holds on 1st and 3rd.
Balance the game so its easier to complete all stages.
though you could argue that teams should be good on all stages, but the maps are made to be played like that by sD or not ;)
ETQW beta sucked => ppl promised it would be better in second beta
ETQW second beta sucked => ppl promised demo would be better
ETQW demo sucked => ppl said full product would be nothing like the demo
ETQW final sucked => ppl said patches + mod would be fix all
Do you see the pattern emerging?
Check the gamespy stats on ETQW and you will see the game is far from 'prospering'
The games you mentioned were actually fun to play from the start, eventhough they werent perfect from the beginning. Following your reasoning even Daikatana could have become a good game if there were just enough updates and mods.
No. I'm laughing my ass off at 'developers' who spend 4 years developing a game engine which runs at capped 30fps animation rate. I'm laughing my ass off at 'developers' who release a MP without netcode. I'm laughing my ass off at 'developers' who release an FPS without raw mouse api input. I'm laughing my ass off at 'developers' who think that the more noobs enjoy their game, the better it must be.
A lot of ETplayer feel like they got nigger c##k up their ass after playing ETQW. This is how we react. And yes, through all the sarcasm and flame I still hope one day ETQW will be fixed. Looking at the 1.2 patch there's still a long long long long long long long road to go.
Made my day :)))))))
I found it getting better and better by every beta, in the demo, the full release and every patch. How comes?
Also would be nice to see the forum topics where all your nigger-crap about "would be better" is mentioned.
and i am sure u r complaining bout things which u never knew when u started playin RTCW, right?
or do u always pick up the games if they have "raw mouse api input"???
theres a lot of space for improvements in QW, but as usual whining is easier than improving... u r talking like the games U r playin r always perfect when they r published, no need for improvement or patches ... u wont find that in the "product" video game
I can remember Planescape Torment once beeing a top selling game, however when I tried the game it bored me to death after a few hours. I'm convinced its an ok game and a lot of 'newbs' had fun while playing the game the first time, but the lack of depht and complexity just kills the lifespan of those games. You can have fun with it for a while but soon you get bored to hell.
No game is perfect when its released. ppl play the game and usually have fun in the beginning. Ppl will find overpowering tactics and if its a good game in the long term countertactics will be formed which will eventually lead to counter counter tactis. Once you reach this third step you can start all over again as you know the most powerfull tactic is A, which will result in your opponet using tactic B, forcing you to use counter counter tactic C ... but you might aswell use tactic A again because you know that he knows that you know :) The whole point is that some games reach this level of perfection where the game becomes more like poker where reading your opponents mind is worth as much as beeing able to execute certain moves flawlessly. Ofcourse no game has this level of perfection when its released. It takes time for players to find overpowering tactics who change the way the game is played, eventually leading to patches to balance things out.
ETQW doesnt have any of this complexity. It just has lots and lots and lots of features, guns and special boom boom things though it is lacking in solid gameplay. It might be fun in the beginning, but as you play the game more and more you find out its pretty dull and simple. The true beauty of Starcraft is its simple gamerules, but the gameplay is far from dull. I played the game ages ago and had fun with it as a noob. Years later I saw progamers playing the game and It got me back into the game, this time with pov of a somewhat experienced gamer. I played a totally different game of Starcraft although the gamerules were exactly the same.
There's two ways you can balance a game: you can actually balance it, making sure every overpowered move can be countered. The other way around is by making a game with endless features and rules. As there's so many things you can do there will always be a counter. Both games are balanced but guess which one is actually fun to play in the long term?
It also gives teams an incentive to never give up trying as that little bit extra they do towards an objective could give them the game which could lead to more exciting play and last ditch efforts to get objectives complete.
The better team will still be the winners.
Imo we should keep the old scoring system and start modding the maps to balance them for 6on6. Because it must be much easier for the attacking team and right now its not that way at all, epically on Strogg attack maps. (witch its most of as the gdf maps in many cases feature mcp stages)
Things that can be done without making a mod: (server side mapscript)
*Increase defending teams spawntime by 10 on maps where its needed (atm on most strogg attack maps atleast)
*Remove defending teams assets (as a tank), don’t think this a good idea btw, as this will cause as many problems as it solves.
Things that can be done with a mod:
*Change parts of maps, adding forward spawns, adding entrances to objectives, changing objectives (like removing firedrone stage on Volcano and adding planting). This was used in etpro on goldrush for example extending its lifetime, even when there was many good custom maps out that was balanced for 6on6.
*Balance strogg vs gdf when strogg is attacking. Right now Strogg is way underpowered on attack as they special abilities that make up for the slow revive don’t work very well on offence. Here my suggestion is to give strogg instant revive and keep the lacerator a little under powered vs the AR or only give strogg instant revive when attacking. Because the spawn host on offence is so bad compared to the GDF revive, witch is uber on both defence and offence.
*Create new maps witch is balanced to avoid fullholds.
*Mod the game so GDF attacks on all maps, will also require modding of objectives and other stuff.
As it removes the need for decider maps, the whole game time will be much shorter.
It makes no sense what so ever taking out a fundemental feature of the stopwatch mode, it's close to taking the piss.
I didn't know that it was possible to make that game even worse.
That's just freaking lame to keep telling that game is lame only because YOU (the person who plays it) can't succeed in it or is like a recless waiting for ET2, although developers have mentioned it, that ET:QW fucking won't (and ISN'T) be ET2 or related in any way with ET as only with classes and teamplay based gameplay.
Jesus, i knew that polish in general are only assholes and ugly jew-looking cheaters, and whiners... now I can see that again and again and again... o_O
destroys any idea of different tactics
I hope neither North American league implements this :/
I havent played ET:QW much so have no clue, but this seems kind of unrewarding and theres more chance of a better team winning making the game less competitive and less viewer friendly.
There are so many possible situations... if u compare it to ET and think about old matches on Oasis for example... a fullhold offensive from a agressiv team that don't even let you see the tankguns is something different than a short hold at the northgun with a few defuses etc... a match could have happend like that and would be a tie... even tho imo the team that defended agressiv offensiv should get the win... but on the other hand you could argue those are just different tactics...
Or if you think about oasis again... you attack, get the south gun quite easy but never make it to the north... the other team does the same, but lets say gets the south 10secs faster cause of a better spawn... is it fair that this team wins then ?
Like i said i have no oppinion atm... needs some testing... but i am open for something new if it is good !
Also Strogg differs from GDF while attacking, and I think people just havent gotten used to how to make a proper Strogg attack yet, since its so different from i.e: ET.
So, pretty useless change. Balance the game rather than applying bandaids.