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Changelog 23/08/16

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bloodi
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Re: Changelog 23/08/16

Post#51 » Tue Aug 23, 2016 3:49 pm

i see the point of the 6v6 crew dictating if the wall is there or not if the sc was for 6vs6 premades only.

As it is now, we all have to play it, so this "if you dont play 6vs6 you dont have a say in it" its a pile of nonsense.

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Penril
Posts: 4441

Re: Changelog 23/08/16

Post#52 » Tue Aug 23, 2016 3:49 pm

peterthepan3 wrote:Caledor Woods is cool if there are no guards imo.

@Penril: noone is disputing the importance of strategic punts and situational awareness; but when you are basically pidgeonholed into fighting a certain way - lest you get killed by the click of a button - it doesn't have a place in any scenario being purported as a 6v6. just my 2 c. also if the vast majority of 6v6 players voted to have a wall in the designated 6v6 scenario then that shouldn't be ignored.

i agree with what dani said: "In EC if the invisible wall didn't exist, people would have to hug the wall and don't move away from it. That's an extremely fun way to play a scenario."
I doubt squishy classes would just hug the wall and tank. Some like AM or Sorc need to kite or they will inevitably die. So the best chance they had was kiting around and coordinating punts with their groups to get rid of dangerous enemy tanks/mdps. Walls remove that option, so now the only thing they can do is kite in a very reduced area and hope they don't get caught.

This is why CW works much better for 6v6 since you have open space with enough room for any class.

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peterthepan3
Posts: 6509

Re: Changelog 23/08/16

Post#53 » Tue Aug 23, 2016 3:54 pm

bloodi wrote:i see the point of the 6v6 crew dictating if the wall is there or not if the sc was for 6vs6 premades only.

As it is now, we all have to play it, so this "if you dont play 6vs6 you dont have a say in it" its a pile of nonsense.
1) you can blacklist it
2) given the talking and recent events pertaining to the scenario - and the wall's implementation - it's a safe bet to assume that EC will revolve around 6v6 premades, irregardless of how it is now (aka after only having been implemented like a day ago)
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Penril
Posts: 4441

Re: Changelog 23/08/16

Post#54 » Tue Aug 23, 2016 3:57 pm

peterthepan3 wrote:
bloodi wrote:i see the point of the 6v6 crew dictating if the wall is there or not if the sc was for 6vs6 premades only.

As it is now, we all have to play it, so this "if you dont play 6vs6 you dont have a say in it" its a pile of nonsense.
1) you can blacklist it
2) given the talking and recent events pertaining to the scenario - and the wall's implementation - it's a safe bet to assume that EC will revolve around 6v6 premades, irregardless of how it is now (aka after only having been implemented like a day ago)
I doubt it.
Londo wrote:Wall will be removed and replaced with different mechanic. Something that will reflect the madness of Tchar'zanek throne room.
Wall will be removed, regardless of what the majority of 6-man premades wanted. What i get from that is that people will still be punted, but it won't be insta-death anymore. Maybe some random teleportation, or one of those rays we had in Inevitable City (you know, the ones that pulled you back and bounced you around). I would be happy with something like that.

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Lindisfarne
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Re: Changelog 23/08/16

Post#55 » Tue Aug 23, 2016 4:03 pm

Penril wrote:
Wall will be removed, regardless of what the majority of 6-man premades wanted. What i get from that is that people will still be punted, but it won't be insta-death anymore. Maybe some random teleportation, or one of those rays we had in Inevitable City (you know, the ones that pulled you back and bounced you around). I would be happy with something like that.
+1 a lot of people are still complaining about punt being instagib, but i dont think they even read the whole thread lol
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peterthepan3
Posts: 6509

Re: Changelog 23/08/16

Post#56 » Tue Aug 23, 2016 4:36 pm

Fair enough, but it was my understanding that EC were to be implemented as a means of appeasing that small segment, which is why Ryan even made a thread about it aimed solely at premade players.

Is there a specific reason why the wall is possibly going to be removed after less than a day of testing/in spite of thread results? I don't really mind if we can have CW 100%
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Morbidmind
Posts: 71

Re: Changelog 23/08/16

Post#57 » Tue Aug 23, 2016 4:48 pm

I kinda liked the death pits in live in EC. It was like the one place you got to have a blast as a tank.

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Gobtar
Posts: 799

Re: Changelog 23/08/16

Post#58 » Tue Aug 23, 2016 4:54 pm

That may have been the case originally Peter, though I do have a feeling that our small community has been picking fights, getting threads locked etc. Ryan's thread in particular was closed due to this.This might have had an effect in it being opened up to all players. #NotAll6mans

Just a thought.
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Jaycub
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Re: Changelog 23/08/16

Post#59 » Tue Aug 23, 2016 5:11 pm

There is also a division between "6 mans"

You have guilds dedicated to it who have the meta setups necessary to compete at the highest level possible, for instance we tried running EC w/ a 3-2-1 engineer pull bomb group and well... it didn't work out to well against half decent groups running mara/chop melee trains. Thankfully we have the WL/Slayer answer.

You have ORvR focused guilds that put together mish mash 6 mans every once and while

And you have pick up group 6 mans from /5 /t4 whatever


While dedicated 6 man guilds are a small fraction of the population, it doesn't neccasarily mean that they are the only one who are or should be getting anything out of 6v6 competitive focused scenarios.

Putting systems in place to make 6v6 more smooth/accessible whatever you want to call it can benefit a large group of people. One way of doing this is by adding non deathmatch 6v6 maps with an even greater emphasis on objective based play (shattering the current meta by changing how 6v6 is played currently which is blob fighting). I parrot it a lot, but i think reikland factory would be a very good 6v6 objective based map. To win you can't blob, it breaks the meele train meta and forces 6 mans to come up with intereting comps and roles within the map such as having players dedicated to one objective, or roaming, or... you get the idea.

As long as 6v6 is viewed only as death match style play it is gong to alienate a lot of people from participating in it becuase of the strict meta that have evolved around it. Losing a DM style match is also much more punishing than losing an objective style based game mode which may further discourage people from participating in it.


Again not asking for DM to be gone or for objective based to become the defacto competitive mode... just saying that increasing the amount of game types for coordinated 6 man groups can open up that style of play to more people.

Playing objective based scenarios when you have virtually no communication with half your team is also quite frustrating at times and would be a refreshing change of pace.


Also increasing the amount of 6 man groups fighting each other rather than beating on pugs improves the gameplay for all people using the scenario system.
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zak68
Posts: 394

Re: Changelog 23/08/16

Post#60 » Tue Aug 23, 2016 5:23 pm

will this scenario rotation require a server reboot ?

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