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Forum

TF2 Public Play - Improvements

Created 25th February 2010 @ 13:12

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TopGear

tH

Since I don’t have a clan to play for at the moment, I play mostly on public servers, but as I am sure that all of you are aware public servers are dire for team play. Now I was wondering what your opinions were on how to make public server play style more fun to play.

Personally I find that the main problem on public servers is class imbalance. The amount of times I join a server to find im on a team of 15 players with no medics, 3 or 4 snipers, 3 spies, 3 pyros, 4 engineers and every player calling for a medic. All sitting back at there own base.

I was thinking maybe additional console commands could be implemented for a minimum amount of a specific class aswell as class limits.

i.e medic_min_limit 2, this would force a team to have at least 2 medics on it before being able to switch to a support class like spy or sniper, although I can see several problems with this, such as min and max limits conflicting, or people being stuck as a class because it would break the min limit if they changed.

I think since the introduction of new weapons and updates that public play has been more solo orientated rather than team based due to the nature of the unlocks introduced.

Discuss ;)

Not worth trying. No way in hell will the majority of pubbers accept that. :)

ambra

the team with most people using the voip to comunicate usually wins in my experience, even if the players are generally bad.
There will be some guy goin “come on we need one more medic” “come on we need a demo to destroy the sentry” and so on.

While disable critical hits are generally well accepted, classlimits still tend to piss off a lot of people… still, putting a classlimit of like 3 on each class looks generally one of the best solutions: the team eventually will start having medics or will just lose in a few rounds anyway, leading to a scramble.

I wouldnt put much effort into seeking the perfect balance in terms of classes from the very beginning… it either adjusts itself or people ragequit

Waster

Nobody wants to play on those servers when you force these things. But yeah, how do you find (good) medics. Its the most important reason why teams lose or not in public.

Swarley

cool^m

Should play on knifeback mountain public server! We all use mumble when we play and we have class limits on the server :)

Randdalf

(0v0)

mp_highlander 1? if you like that sort of thing

iQue

keso

The entire point of public servers is that you can do whatever you want. Having a balanced team should definitely be encouraged and rewarded but having hard class limits and leaving players stuck with a class they don’t like, or just isn’t very good at, is just bound to make players ragequit.


Last edited by iQue,

Iller

tGa

Trying to make the people on the public servers play serious is very much a waste of time.
Belive me, I’ve tried a lot..

Everyone seems to hate to loose and often ragequit when they are on the loosing team or try to change to the winning team, but they don’t want to contribute anything to the team’s success themselves (generally speaking, there are exceptions of course).

They main problem is not that they are newbies, but that they simply don’t try or even care until that “you failed” voice from the lady is heard :-).
If you have class limits, people will just leave to a server where they can play sniper/spy.

TopGear

tH

The whole point of this topic was to develop ideas to enhance and improve the overall public play experience. And to make it more fun and enjoyable, personally and from other people that I speak to, public play simply is not fun to play, unless as mentioned you are on a server with more experienced players that know what to do. So what can be done to improve and enhance this?

If one team is “stacked” either via skill or more usually a class imbalance then how can this be improved upon. Currently class limits can help resolve this issue to some degree, but still you will have people who want to play a particular class unable to do so because of the limits imposed upon them. I’m not saying a min class limit is the way to go, but what would you like to see on a public server, what would make it more fun to play on

Perfect public server for me:
– 32 slots
– No class limit
– Crits ON

If I want to play seriously, I play 6v6.

DominiX

sP.

I can see the point of some limits of utilities, like 4-5 snipers/spies is pretty much enough. Everything else is just going to depend on what players are playing in your and oposite team, do they comunicate, do they try to do the goal, i.e. cap,push,hold etc. People don’t like being limited, especially on publics, they come to play for fun, maybe have a laugh, have some fun offclasses with some mates etc.

shank

vs

My expirience is kinda diffrent coz when i go pub and i want us to win i just tell em what to do (voice) and they mostly listen even though if you do an airshot or some fancy stuff you will have a personal medic with you 24/7.


Last edited by shank,

F2

Danmark

TopGear, there actually is a russian server which implements some of the things you suggested. It has 14 slots and there has to be 2 scouts, 2 soldiers, 1 demo and 1 medic (I think) before anyone can go support classes. The map rotation is granary, badlands and some other 5cp maps. It is not perfect but maybe it’s worth a try -> 194.106.196.112:27015

SnowiE

-9w-
-9m-

I’d like to see them give extra incentives for playing as a medic.

In Q3F/ETF the team scores were entirely separated from individual scores, which were entirely related to kills. This meant on public play, the incentive to play well and get to the top of the scoreboard was almost entirely unrelated to how well your team did, for example a chain concing scout capping 1 flag a minute still ended up at the bottom of the scoreboard because they hardly killed anything.

TF2 fixes this a little by giving points for kill assists and objective capturing, meaning the medic is almost always at the top of the scoreboard even if they’re not particularly good. I think they could go further by increasing the item drop percentages for high scoring players. They could also reduce the percentages for low scoring players, this might nullify some of the ‘benefits’ of being on idle servers all the time as well as rewarding good players.

Maybe we should be asking why isn’t it as fun for most people to play soldier/demo/medic as it is to play spy/sniper/pyro?

Koeitje

AUTOBOTS

Because one div5 skilled soldier/demo can handle 4 to 6 pyro/spy/sniper

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