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Originally Posted by vonce8
stuff here
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Disagree.
Quote:
Originally Posted by vonce8
*When the number of blocks was high, everybody wanted to build contraptions, giant ramps, or personal bunkers. This by itself wasn't a problem (and it's fun the first few times) but when the flag was captured it sounded like failure. Noobs would rage quit after spending 10 minutes building a sniper tower only to have the flag capped in the first 60 seconds.
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Yeah, some of this is true (i.e. wanting to build random stuff that wasn't helpful), but it's more of just the whole losing thing in general. The fact that there were 300 blocks and someone built a 200 piece sniper tower (unrealistic, but that aside) and they got capped on in less than a minute, is irrelevant. People will quit when they lose in any game, the amount of blocks doesn't matter.
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Originally Posted by vonce8
*When the number of blocks was normal there are optimal solutions to each map.
A) It is (was) possible to build a perfect base and therefore pub games with two good teams ended in stalemates. On the flip side a single misplaced block would result in a steamroll for the entire team.
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Perfect bases in pubs never happened. The 35 block prebuilds aren't perfect. I've never seen a "perfect base" in a pub. A perfect base would have virtually no method of getting the flag and no weakness to even attempt to exploit (for example, one area being single thick compared to triple on another area). This never happened in any pub that I was ever a part of (maybe one). Misplacing a single block can obviously be hazardous but that's possible in more than just pubs (see bE vs Suverin cerca early .2, 2007/F41L's slam climbable flagd), at least before prebuilds obviously.
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Originally Posted by vonce8
B) Lower block counts required bases be build closer to perfection. This drew a gap between people who knew the plan and people who didn't. Usually this meant one person tore down everything else and build the entire base solo. This often resulted in rage, tears, and griefing from a new player who's nade cannon just got destroyed.
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Hardly. Most people who would "know the plan" would never ever ever build. It doesn't happen in pugs, and "top pubbers" that never played in any pugs don't know the "perfect base". I wouldn't say it 'often' resulted in rage either. Maybe occasionally. A lot of the time in the post 1.9.2 era, certainly, there was a lot of "this is quite useless, do you mind if we put it on the wall?" Obviously there wasn't a lot of this, given uberforting and such, so this is a rare occurence one way or the other.
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Originally Posted by vonce8
Solution: make sf more fluid during combat. Flags should be on the field more often and capping should be a regular event.
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This is always a possibility. I always felt like 1.9.2 style - with 6000 blockhealth and more stalemates and what not - was better for the game than the rocketspam/dominated game that .3-.4 turned into. Seriously, think about it.
1.9.2 had closer games and was more open for either team to win (which is the important thing IMO), as talented cappers on both sides always made for amazing moments. In 1.9.4, capping skill is more or less irrelevant. Pugs turned into who can frag the most, as who can frag the most would get the wall down sooner due to more time in mid, thus have the flag open sooner and so on. As I said, in 1.9.2, it never felt so dominated as it did in 1.9.4
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Originally Posted by vonce8
There was also a huge divide between the skill level of players on pub servers and the pug groups. Other games have this too (CS/CS:S) but SF was never large enough to compensate. The best players could always win for their team in a pub server, but if you cap the flag in the first 60 seconds the server clears out. With nowhere else to go, the whole game would die for a while.
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You are right here. TF2 is the same way. The key thing is having enough players to compensate for having largely varying skill levels. I still disagree with the "cap the flag in the first 60 seconds the server clears out". Perhaps this was the case with uberforting - I tried to avoid 120+ block servers as much as possible when I played - but there was always a good portion at the very least that would stay despite giving up a cap.
Quote:
Originally Posted by vonce8
Solution: Balancing so that pro players don't have as much of an advantage. I know this is a volatile subject (at least it was) but trick jumping was the real problem here. Think how tf2 requires no 'inside knowledge' or special tricks to be good. (I know they exist but it's not as common as in other games)
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You're right, to an extent here. Pro players will have an advantage in every game and will be much more polished in everything "trick" related. There needs to be something to distinguish between good and bad, otherwise you have a really horrible game. The trick is implementing something that takes skill, but requires a lot of skill to be *great* at, not just *servicable for a pub level*