The Path of Least Resistance
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Name: G.I. Jonesy
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Posts: 2441
Location:
Posts: 2441
Plenty of problems and solutions have already been identified, if not implemented. One key problem still remains, with the only solution being used in Q4, and abandoned for QL. That problem is waiting to play. Do you think gamers come home from a hard day of being virgin's, and say to themselves, "There's nothing i'd like more than to wait in line for 30 minutes, just so I can lose a 10 minute game of Quake."? We come to play, not to wait. With the lack of key progress, you'd think id was stuck in 1993. Waiting in line is resistance. With so much self-sabotage, it's a wonder anyone still plays Quake.
The solution, in Q4, was to use an ra3-style of server - where there was one team game, and multiple duel games, all taking place at the same time on the same server. For q4 duel, there was no team game, just a bunch of duel games. That system solved the waiting in line problem, except for servers crashing in q4max (which is bad British treasonous programming, mostly), and the stupid tournament model. If a ladder model was used, you wouldn't have to yet again wait in line after you lose. The tournament model was almost worse than the standard model, because if you lost the first game, and 4 games were left to play, you'd have to wait in line the equivalent of waiting behind four players on a regular server. Players would usually restart the map, after each game, so no one had to wait in line. Unfortunately, because of the poor structure of the system, that meant everyone played the same person over and over, and generally, it was a total mismatch. Simple solution - avoid British programmers, and use the same system, but with a ladder system instead of a tournament, that way you have the best possible match-making with the least amount of waiting.
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