instead of removing ca/instagib/whatever I think mods with items should be more accessible, encouraged and rewarding to play.
For example there's the idea that no one read of making all items spawn in 10-20-30-60-120 seconds instead of them ending at 5 (15-25-35) because that's way easier to sum up.
I know timers are the most accessible way but would make the game a lot more predictable and stagnated (same situations over and over) therefore boring.
I also think reborn could use input from high/top players of different fps games, whether fast paced (qw, q2, q3, q4, ql, ut99, ut2k4, pk, cpm, etc.) and others (while some don't like them cs, cods, bfs and halos have lots of strong points).
edit: my other fps gaming input no one cares about is creating a kots clone (q2 mod called king of the server). In short it's a deathmatch/ffa mod in which you gain levels permanently attached to your account, with reasonable powerups, new abilities and all that while skill still matters. Incredibly addicting and surprisingly well balanced (10 years in the making including first and final version). Kots2007 is pretty much its ultimate version though farming q2 monsters kills it, so please check it out if you find servers still running and people to play with (no idea).
I generally like the idea of having items spawn in a pk-style (20 seconds armors and 60 seconds mh) but coupled with the wrong movement or non-tiered armor system this could potentially break gameplay imo.
Seeing how things are in quake when the situation arises that you don't have to play for items for some time you usually have around 15-20 seconds to hunt down or trap the player out of control before you have to turn up to an item, which is just enough in vq3.
duel is the easiest part to implement.. adding fun game modes, attractive to casual gamers is the most difficult task
like it or not, people don't like Quake Live enough to play it when it's free at a click away. even without the premium restrictions it won't have a significant playerbase.
it would take nothing short of a game designing genius to think of something as addictive as CS in a DM arena environment.
I agree that introducing a game with a significant learning curve can be tricky. We saw Quake Live try it, do everything wrong, and unsurprisingly fail. The slate is clean with Reborn. I think the number of game modes should be toned down. The more modes there are, more niches are created, and more players become trapped, refusing to expand their experience in what the game has to offer. It is no easy task to make a fast-paced competitive FPS game. How do you avoid giving players that decade of experience over the newcomers? How do you make it possible for newcomers to not feel overwhelmed and actually want to improve, so new pros can come about and compete with names that have been known for years? How is it fun for hardcore gaming veterans, while being fun for people who have never touched a FPS game? Time will tell. For now, I'm putting my hope in Reborn and my trust in 2GD.
Edited by hello_world at 12:09 CDT, 29 October 2012
tru dat. people want a ql/q3 game that's called Reborn which will attract 5 million players and MEGA AWESOME events. otherwise anything else but that will suck.
I agree with hello_world. No need to try and reinvent the wheel. Just make it more flexible, fun and try and to as much as possible to accommodate the newbies. By newbies I don't mean rapha playing the game for the first time, but a 14year old trying out this new game Reborn. But you all understand that.
I also think it's VERY important to discuss things Reborn while it's in development. Help 2gd with ideas and possibly contribute towards making the next big thing - a popular death-match shooter game.
A little less sarcasm, an overall positive attitude and some good ideas should be all it takes from every individual. 2gd is a nice guy that is also smart and understands gamers, because he is one of them, and always will be. That's a HUGE thing.
I don't have any revolutionary ideas as of yet, but Reborn should be a lot of what Quake already is minus the negatives. Maybe a good approach would be: compile a list of big negative things about Quake and maybe that will help 2gd coordinate Reborn development in the right way. Like a list of things that need to be fixed in Quake, even if it's just concepts. But make a list and explain why with examples so that it's easier to address those issues for developers with practical possible solutions.
We're playing the waiting game. Once we actually have something to work with, that's when the ideas should flood in. That's when we need to compile all the lists, from successful elements in FPS games across all platforms to the respective shortcomings of each. Take in all the good. Leave out all the bad. Throw in some unique features. Sort out what should and should not be in the game in general. It's a long road ahead and we haven't even begun the journey. Personally, I plan to contribute to Reborn as much as possible when the time comes because, in the end, I do want this game to be successful. I do want it to become what Quake Live could have been. I loved Quake and all other games just don't sate my competitive thirst. They are boring by comparison.
That's all true.. and I'm sure 2gd already has a list of things that he would like to NOT repeat in Reborn that exists in Quake3/QL.
And I hope with all my heart and soul that Reborn is good when it's released and that it becomes popular. Not because I want it to be like LoL, but only because popularity = more prize money/tournaments = more great players will stick with the game and not feel like it's time to move on.
afaik, 2GD is making this game as a serious business investment and considering Q3A and QL's lacklustre performance in commercial terms, maybe doing a copy/paste job of it is not the best idea....