Fredrik, on 23 March 2017 - 02:15 AM, said:
Bomb mode won't get any trajectory because of CS, so just forget about that.
Maybe
Fredrik, on 23 March 2017 - 02:15 AM, said:
you accept that it will be played very slow and still think it will offer something unique compared to other slow paced first person shooters than sure, but it kills our selling point by not utilizing the fast movement.
:)
I have 2 important points I would like to make:
1) Team Survivor doesn't have to be played slow. Actually, well co-ordinated, planned and executed rushes can be used effectively and strategically based on available information, practice and instinct (or whim). Just as in Football or Basketball, the offensive and defensive distinction of a give/take relationship remains in-tact, as does (should) play-calling (or at least, basic co-ordination). But, this distinction must be recognized, and while what I'm describing would appear to be basic practical fps/tactical knowledge which applies in sport and most multiplayer games, I doubt that most people comprehend it's depth to the point of being aware of positional 'advantage' (logically) beacuse it can be a very subtle aspect of a very fast game which requires...again, co-ordination (of mind and body).
This recognition of the 'hidden' aspects/elements of the game may or may not be a part of it's 'indie' (or hipster) appeal at present (no shame in it), but given the growing number of FPS-smart players who may be joining us soon, I think most players will see and/or try to learn the difference between offense and defense rather quickly (in the context of each map)...and, I anticipate that
especially in competition, there will be well co-ordinated efforts with less camping and more offense, simply beacuse a (perhaps REALLY) good offense is better than playing defensively (unless you catch someone trying to go up the crazy choke-point stairs leading to the massive balcony on Cambridge for some reason).
As in CS and all eSport games,
Smart play is the key (use of sound, anticipation, awareness of probability etc.) Not to mention, I think everyone will probably naturally take the game much more seriously than at present as we may see the game evolve from the image of getting together for beers with your adult bowling team and enjoying the shit out of bowling into something more respected and more respectable... which, for certain mature people could perhaps even be viewed as an art-form. This is, instead of the image of company-softball.
2) Playing TS has made me into a better CTF player, and CTF has made me into a more confident TS player. Personally, at this stage, if I'm going to join a server and play... CTF may seem more attractive and fun, but if I want to get competitive, I will likely respect TS and spend the necessary time thinking, meditating and reflecting on various aspects of the game...preparing myself to perform at my personal best once again (Ip Man-style). Furthermore, I think it helps us and motivates us to really learn to accept our limitations, but also to appreciate what we can do with a 'single life', so to speak (enter art-form appeal).
A Team Survivor server can quickly become a fun atmosphere where players will drop in, hang out, test the waters and decide if it would be good practice to stay and spend some time playing. But, as far as the purpose it serves, I think an earlier level, TS helps each player to really figure out how the game works, by watching better/worse players who are doing things we like/don't like and consequently we gain a better sense of the necessary (basic) habits required to possess the ability for higher function required while thinking on your feet in clutch situations because of mental muscle-memory...so, practicing checking stamina and health when hit, for example along the way to becoming a better and more proficient player (who is having a better time).
Be honest, CTF public servers now are like, how we used to see TDM and FFA when we started playing CTF...am I right? It's either a situation where you wish you were scrimming because the matchup between players is arbitrary and you can't enjoy yourself unless you're mildly stoned or buzzing on coffee. Once you get into it though, despite risking hurting your competitive form, you literally choose between feeling like a heartless monster on a recentless killing spree (beating up children at a nursery) or Neo from The Matrix. Either way, TS is better for you if you want to 'get better' and/or 'be good'.
And then...competitive CTF isn't even fun unless you're doing well. Actually it can be downright scary af unless you've prepared and your team has set roles and you have an idea of what's happening at all (most) times and you're staying connected. Otherwise, we experience this sensation of a gap in skill and consequently this 'divide' which was spoken of... between 'competitive' and 'non-competitive', but the reality is that each player is progressing and growing in their own unique way and like-minded people are going to be the examples for them whether it is in a public server or a match-setting. Because 'competitive' can be split again and again and endlessly divided and in the end, all we're doing is making labels which only apply as a matter of opinion.
I think ultimately, the answer is to just accept that with more good teams who are taking the game seriously and truly practicing, the spirit of playing UrT will carry us to new heights.
This post has been edited by Valour: 23 March 2017 - 07:24 AM