View Full Version : [Discussion] Bring back Teamdeathmatchs?
_Enio_
09-02-2014, 02:00 PM
I have been talking to many players about this topic and want to gather a more broad opinion about it.
Question: Do you want the Teamdeathmatchs back? Why or why not?
While we agreed it can at times draw attention away from the WZ we mostly agreed that the gathering for Dragon runs is much worse as people go reskill / on alts / afk at cs until it starts unlike queued players that usually keep on being aviable to fight in a war.
Dont hesitate to reply with your opinion!
Loque
09-02-2014, 02:14 PM
Bring back TDM and also CTF.
- Assign a maximum of 3 maps per category cycling between them.
- Give a cooldown period of one hour(example) for each player who has entered one instance and finished that cycle, so they don't ignore/interfere RvR.
- Ditch the Hall of Fame idea and make some fun and interesting rewards (including WMC and gold) benefiting both, the top player in the team as well as the winning team. Make rewards for the losing teams too like some generic drops which can be sold to obtain gold or gold itself.
- If I don't have gold in my account, I would be more interested in participating in an instance rather than boring grind.
_Enio_
09-02-2014, 02:19 PM
I voted yes, right now.
I liked the even numbers fights you could get there in an instant
I liked the low travel times between action
I liked the focus on team play
I liked that you often played against the same enemies creating "rivalries"
I liked the even map surroundings
I liked that you mostly got to fight people who wanted to fight as badly as you, for the sake of it (Rewards were not too great, which added to that)
I liked that even with low time to play you had the chance to get into a challenging fight
Room for improvement:
Wait times: Make one huge TDM playerpool from multiple serversl, either per player or per teams. This could decrease wait times alot.
Team composition: With enough players queueing you could allow premade parties to join, on a separate queue though to not overpower the random parties.
GUI: Ability to leave queue aswell as seeing the queue count while not queued would greatly improve usability
Dynamic aviability: If you fear it hurts the core mechanics too much you could dynamically allow/disallow queueing depending on the realms situations. Im against regulating this too much though.
Statistics: You could create great statistics, given you collect enough data, aiding you for future balancing when analyzing the state of the game on even numbers and a controlled environment. Also comparisons between differently designed maps could tell alot.
CTF Balance: In CTF, disable the ability to be stealthed while carrying the flag. Maybe even in the zones around the flags. It happens alot that you dont have a hunter with reveal on your team.
Best,
Enio
Hollow-Ichigo
09-02-2014, 02:20 PM
Or NGD could just make humulus an SGM so he can activate TDMs himself. Is it that hard?
MedicAlert
09-02-2014, 02:32 PM
Humulus for SGM.
roonwick
09-02-2014, 02:37 PM
Dragons are bad already, tdm and ctf will just empty the wz more. Instances are not a good idea for regnum. Get rid of them (including dragon).
Luce_Aimes
09-02-2014, 02:52 PM
TDM is a part of an event system it will be back as soon ngd decides to start the new TDM event :)
_Kharbon_
09-02-2014, 02:52 PM
I am looking forward to the promised enabling of instances.
They intensified wars into a small map, where action was easy to find. Same numbered teams meant no fighting against odds.
What could improve is the class composition of the teams (since barbs decided the outcome quite often), and adding more maps. The scoring could also improve, not giving a point to the last hit, but rather sharing across by the amount of damage dealt.
I think TDM was a great feature of Regnum, and it was a mistake to abruptly remove it.
Raindance
09-02-2014, 02:58 PM
TDM is a part of an event system it will be back as soon ngd decides to start the new TDM event :)
An event system with no rewards. Bravo!
Hayir
09-02-2014, 03:00 PM
An event system with no rewards. Bravo!
How about fun?
Raindance
09-02-2014, 03:30 PM
How about fun?
Fun? Of course, I'm just pointing out this flawed logic because people were promised statues, people were promised "special powers" when acquiring the full champion armor set.
This "event system" argument seems to me as an excuse as to why NGD won't re-enable the TDM battle islands because they can't keep their promises.
smeagle_errei
09-02-2014, 03:55 PM
I voted "other", because, I would like it back, but with moderation.
I believe 1 or 2 days per week of enabled TDM/CTF would fit and wouldn't make online people play just for it.
I actually agree that TDM was a great source of fun and escape from tedium that may reach warzone at some point. But, IMO we cannot permit that a TDM-overdose becomes the only activity on a server. I remmember players who just did not join wars or any fights because they were about to participate of an instance.
And I would like to point out how a dead War Zone can be unhealthy to the server. Honestly I liked TDM alot but I started to hate when most lvl 60 players left the rest of the fights just to wait for TDMs.
so yea, my answer is Yes, but only 1-3 days per week. Maybe enable it fridays and saturdays?
Pery3000
09-02-2014, 04:39 PM
Ofc I voted yes.. Bring it back plox.. Sometimes you just get bored of fort wars.:dumbofme:
,Best.
Pery3000
09-02-2014, 04:42 PM
I voted yes, right now.
I liked the even numbers fights you could get there in an instant
I liked the low travel times between action
I liked the focus on team play
I liked that you often played against the same enemies creating "rivalries"
I liked the even map surroundings
I liked that you mostly got to fight people who wanted to fight as badly as you, for the sake of it (Rewards were not too great, which added to that)
I liked that even with low time to play you had the chance to get into a challenging fight
Room for improvement:
Wait times: Make one huge TDM playerpool from multiple serversl, either per player or per teams. This could decrease wait times alot.
Team composition: With enough players queueing you could allow premade parties to join, on a separate queue though to not overpower the random parties.
GUI: Ability to leave queue aswell as seeing the queue count while not queued would greatly improve usability
Dynamic aviability: If you fear it hurts the core mechanics too much you could dynamically allow/disallow queueing depending on the realms situations. Im against regulating this too much though.
Statistics: You could create great statistics, given you collect enough data, aiding you for future balancing when analyzing the state of the game on even numbers and a controlled environment. Also comparisons between differently designed maps could tell alot.
CTF Balance: In CTF, disable the ability to be stealthed while carrying the flag. Maybe even in the zones around the flags. It happens alot that you dont have a hunter with reveal on your team.
Best,
Enio
Only problem I have with this is premade parties .. Would be OP imo. Random party's were fine.
schachteana
09-02-2014, 05:03 PM
I liked the even numbers fights you could get there in an instant
I liked the low travel times between action
I liked the focus on team play
I liked that you often played against the same enemies creating "rivalries"
I liked the even map surroundings
I liked that you mostly got to fight people who wanted to fight as badly as you, for the sake of it (Rewards were not too great, which added to that)
I liked that even with low time to play you had the chance to get into a challenging fight[/size]
...
Wait times: Make one huge TDM playerpool from multiple serversl, either per player or per teams. This could decrease wait times alot.
Team composition: With enough players queueing you could allow premade parties to join, on a separate queue though to not overpower the random parties.
GUI: Ability to leave queue aswell as seeing the queue count while not queued would greatly improve usability
Dynamic aviability: If you fear it hurts the core mechanics too much you could dynamically allow/disallow queueing depending on the realms situations. Im against regulating this too much though.
Statistics: You could create great statistics, given you collect enough data, aiding you for future balancing when analyzing the state of the game on even numbers and a controlled environment. Also comparisons between differently designed maps could tell alot.
CTF Balance: In CTF, disable the ability to be stealthed while carrying the flag. Maybe even in the zones around the flags. It happens alot that you dont have a hunter with reveal on your team.
very good summary, I totally agree with everything said here.
Give a cooldown period of one hour(example) for each player who has entered one instance and finished that cycle, so they don't ignore/interfere RvR.I like the that, but it cannot be solved just like that. Here is why / my idea:
If we had individual cooldowns, instances could theoretically be ran at all times. Ppl would always try to find allies for an instance, of whom most can't because of their cooldown. There will be an endless struggle to get into instances, at least as long as they are not server-comprehensive.
On the other hand, if instance cooldown were global (e.g. every 2 hours), the fights would regularly start quite instantly without any greater delay. For example, you could say, that every two hours there is a server message like "Instance joining enabled for 5 minutes NOW". This might not be too bad, but it would definately pull large groups out of possible warzone battles.
As far as I can see, the best way to keep instances in Regnum permanently while not destroying WZ action, would be to have
> an individual cooldown for every instance participant, but having the cooldown preferably to become effective for the whole account AND making the instances run with participants from ALL servers, having the instances to be server-comprehensive.
I really hope you got my point.
Besides, I personally wouldn't mind the missing, "promised" player statues if we could enjoy some instance action then and again. I doubt anyone would blame NGD for anything, considering the current situation.
If NGD planned on actually adding the statues or at least on introducing some instance ranking on their website, this could also be server-comprehensive, because if there was a cooldown for each player, RA would have no advantage fom their massive player base, but all servers would profit from each other.
Cuchulainn
09-02-2014, 05:03 PM
I voted "other", because, I would like it back, but with moderation.
I believe 1 or 2 days per week of enabled TDM/CTF would fit and wouldn't make online people play just for it.
I actually agree that TDM was a great source of fun and escape from tedium that may reach warzone at some point. But, IMO we cannot permit that a TDM-overdose becomes the only activity on a server. I remmember players who just did not join wars or any fights because they were about to participate of an instance.
[...]
+1
I also voted other, with the same thought in mind.
Xenopuff
09-03-2014, 02:50 PM
I voted yes.
Bring back TDM with a new map and some tweaking, i remember we had a big problems with afkers and people giving away kills over and over. This needs to be solved before we can get a season two.
I also agree with Pery on not having premade teams, it could turn into the same thing that happend when TDM was first introduced and the Ignean team that was pretty much the same eight people just ran over everyone eles.
The score between realms was something like 15-0-0 before they lost their first fight.
_Enio_
09-03-2014, 05:15 PM
Only problem I have with this is premade parties .. Would be OP imo. Random party's were fine.
These would be on a separate queue as i stated, so only premade parties would fight eachother. A larger playerbase were needed though to make this work.
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