Calling out all the AoD players.
With changes in progress for the Zombie gamemode and custom kits being introduced in CTF, Free for all is now priority to get some changes to it. Some people still enjoy it but right now we're quite unhappy with the general opinion on the FFA gamemode.
What we consider as problematic in FFA right now:
What we wish to end up with after the changes:
Removing a point for dying which means you can't just rambo in if you wish to win. This can add strategic depth by having to think about your health bar. Here we could also play more with kits and make players choices in kits/store relevant.
Changing deathmatch into a very short paced elimination round. Players get rewarded for getting kills building an advantage over hiders. It's extra tense because dying means game over. Orbs awarded for kills with a multiplier for top 3. A disadvantage is that dead players can only spectate, however, if the round is short this doesn't have to be a big deal. More about my idea here: http://escaperestart.com/forum/threads/rework-suggestion-ffa.19072/
What do we want from you?
We have some ideas thrown around but there has not been enough good discussion to come up with a good plan of what to do with FFA. It would be awesome if everyone that has played AoD could write a bit on what they dislike about FFA and more importantly, how to improve on it. We want to use this thread to hear your plans for FFA and to discuss them. Even if you don't have a full plan pointers can still be useful. Think about: Scoring, kits, gamemode type, store, player choices ingame, making it exciting for everyone, etc...
If it seems useful I will open a poll to see what the general opinion is, after that we will make a final decision of what to do.
If there's anything I forgot to mention in this thread I will let you know. Questions are of course also welcome. Thanks for reading!
With kind regards,
Vatu~
With changes in progress for the Zombie gamemode and custom kits being introduced in CTF, Free for all is now priority to get some changes to it. Some people still enjoy it but right now we're quite unhappy with the general opinion on the FFA gamemode.
What we consider as problematic in FFA right now:
- Only kills matter, there is no strategic depth, everyone just piles on and fights.
- Many games are decided by being lucky with last hits or waiting for the other players to fight it out to swoop in for the kills.
- Some kits are stronger than others on some maps and especially poison can be annoying as you can win a fight but still be left for dead staying at 0.5 hp.
What we wish to end up with after the changes:
- Still free for all, as the other gamemodes are all teamed it's fun to have one where personal skill matters.
- Exciting gameplay for a larger group of people, in the worst case good enough for no one to leave because they dislike it.
- Winning a fight should be rewarded while losing one should mean something bad. Getting into a fight should be risky.
Removing a point for dying which means you can't just rambo in if you wish to win. This can add strategic depth by having to think about your health bar. Here we could also play more with kits and make players choices in kits/store relevant.
Changing deathmatch into a very short paced elimination round. Players get rewarded for getting kills building an advantage over hiders. It's extra tense because dying means game over. Orbs awarded for kills with a multiplier for top 3. A disadvantage is that dead players can only spectate, however, if the round is short this doesn't have to be a big deal. More about my idea here: http://escaperestart.com/forum/threads/rework-suggestion-ffa.19072/
What do we want from you?
We have some ideas thrown around but there has not been enough good discussion to come up with a good plan of what to do with FFA. It would be awesome if everyone that has played AoD could write a bit on what they dislike about FFA and more importantly, how to improve on it. We want to use this thread to hear your plans for FFA and to discuss them. Even if you don't have a full plan pointers can still be useful. Think about: Scoring, kits, gamemode type, store, player choices ingame, making it exciting for everyone, etc...
If it seems useful I will open a poll to see what the general opinion is, after that we will make a final decision of what to do.
If there's anything I forgot to mention in this thread I will let you know. Questions are of course also welcome. Thanks for reading!
With kind regards,
Vatu~
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