#RANKED
170 messages · Page 1 of 1 (latest)
i do not think the game is built for a competitive scene
Why do you think that?
Its fighting game
Ofc its built for a competitive gameplay
youll have to make your own animations and such
so a lot of prep work is required to play
as you have to animate for a while
and then of course testing the moveset over and over
a game like league for example is pretty much set in stone
theres no maybes and probablies
but this game has physics and i dont think that would work
yeah but you dont have to make them yourself
People are still figureing new things out
here you both have to fight and create the moveset
Okay?
also the mindset that this could be a competitive game makes me worry people will get toxic about it
Its like Motosport in real life
evryone has to create their own car and have a driver who is good at driving lol
i feel like gladio can support a competitive scene, because its fairly consistent
there isnt a ton of luck when it comes to gameplay which leads to players being able to show their skill 1:1 towards each other without outside influence
people already get toxic about it, the balance isnt exactly "good" for the demo
but a league would also let legionare know what needs to be fix as its abusable
a ranked mode i think is good
then a ranked mode will lead to a competitive league. such as smudgyo's tourney.
consistency of gameplay is what allows a game to be competitive
smudgyos tournament was meant to be fun first
im worried a dedicated league leads to people playing to win
is there an issue with that though?
i agree that competition will bring out the toxicity. but with most 3rd party leagues, toxicity is not tolerated
The ranking system will also encourage players to win
yeah but im a mod
But i want dopamine from rekting other random players
imma have to deal with the toxicity
the toxicity is going to happen regardless, thats a human issue. not a game issue
competitive games to me seem to be much more toxic than other games
they CAN be. but again, it depends on the community
What is wrong with toxicyty?
do you really need an answer to that...?
i played a vr-shooter competitively for a good bit (was on the #7 team in the US).. toxicity does happen. but the community overall doesnt tolerate it and its punished via mandatory recording for competition
if a league were to organize, having players in seperate vc's or a moderated vc, with chat being monitored in game, toxicity can be handled
@scarlet rain we can remove crouhc button so people cant dbag and we can put option in menu that says ''Make chat invisible'' Or something like that
theres no crouch button
youll animate your own stuff
if you animate a teabagging animation we cant stop you
you do bring up a good point though
there should be an option to hide chat
for competitive games, especially ranked games, online should be big enough , Yes you are right, just many people want to play such games more seriously because the combat system in this game is interesting, so rank system would be good for playing with random people, still I think that rank is needed mainly for balance if the online will be good, in order not to lose it players would be good to start from the bottom, let's say I like to fight with strong opponents at once, so I don't care if I rank or not, I'll go to a server where I'll get my ass kicked by a claymore, but most people, especially in a game with this kind of combat, will want a level playing field and to keep both online and balance, rank would be good.
if ranked it good, then the game can support a league. toxicity is unavoidable, but can still be minimized
Exactly
There's no rank system being described. No.
Having ranked based on experience, rather than skill or some winstreak would be nice. Something like a total matches counter to then match with other people
It wouldn't be the most stable, but it does the job in a simpler way
MAYBE total wins INSTEAD but who knows
Total wins, Total Kills. Total deaths. K/D. Matches won and lost. This is the ranking system that's common.
a point system based around cause of death seems like a logical choice for a ranked system
it will help discourage cheese strats like bleeding your opponent and running away until they bleed out
bleeding death may be considered boring but it is a valid strategy especially against heavily armored foes
its valid, i agree. but if all deaths were scored equally...
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how would you rule a draw
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why would someone continue to fight if they bleed their opponent and have the mobility advantage if they could just get a free win from bleedout
a scoring system will encourage "targeted" combat, to keep the engagements interactive
perhaps but if you fight armored opponents then you cant really get hits on their vitals
so youll only get bleedout kills
maybe spine hits on the neck
so you could be winning but still losing in points
and thats the goal. its to encourage players to not give up just because their opponent may get more kills
you cant treat brain damage or heart damage as you would bleedout
yeah but to treat different victories as different points wise kinda fucks with it
not entirely
if you set, lets say 15 rounds. and you score points based of cause of death
its possible to win more rounds, but lose the "match". and thats by design
yeah but then everyone would use armor to guard their vitals no?
you want to encourage control and intent, not just wildly flailing, seeing a bleed and running
perhaps, but until we see how armor plays. we really cant say if its THE meta. maybe just a meta for a weapon type
any encouraging we do on our end would lead to an optimal playstyle
with armor being a variable, your loadout points are going to be what balances "meta"
Well if ranked is with rounds ''like best of 3'' then draw would not give anyone round win
thats also a possiblity, but it would also need to have a time cutoff. if you leave the scoreboard up, any player bleeding will eventually die
so people would be able to exploit that to force a draw and not lose the point. youd have to automate going to the rest round
But why are you getting hit anyways?
if player 2 is bleeding, and they killed player 1.
player 1 (the host) could just wait until player 2 dies from bleedout to force a draw
but if there is ranked
then dedicated server is the host not the player
Server counts 5s after first player death
which would require an automatic restart. as i said
And then its finished
Yeah
Well its not hard is it?
idk, im not a dev. i just feel a point system would be more dynamic and give players more expression over how they end the fight
yeah but it also enforces a playstyle
elaborate how it would force a playstyle
What forces playstyle?
Automatic restart?
how so?
if you bleed me to death 2 times and i vital hit you 2 times i win
even though we both killed the other twice
giving less points for bleed deaths is scuffed
Its best of 3
you cant kill eachother 2 times
yeah you can lol
How?
Draw isnt considerd winning round
Its like Paper-Rock-Cisor
lets say its "first to 15 points"
with a dynamic point system, you have reasoning to attack different kill requirement
Yeah
Its much better than points
''fair''
if bleed and run becomes common people will get better at countering it
but what counterplay is there? chase them? thats not very interactive
Why do you even get hit to start bleeding 😁
if your counterarguement is "skill issue". you dont have much to stand on
Whole game is built on skill?
if your opponent can cause you to bleed then run away (with augmented movement once move editor comes out). what can the bleeding player do
Its not pokker where its luck
everyone gets hit
possibly, possibly not
lets say i run a reach weapon, get a single bleed on you. then just spend your bleedout time running away
what is your counterplay AFTER you start bleeding
Make arena smaller so that there is nowhere to run?
Currently map is built for 6 players
or even 8
lol
id rather add the rule that not actively engaging the enemy takes away points
as in
hey you havent blocked moved towards the enemy or attacked them
Okay but how game would dectect who isnt engaging?
Both would lose points then?
Isnt realistic then
no
well
depends
if the system is automated then yes its unrealistic
but if its just done by people in their free time then it isnt
the point system i envision handles that
you CAN take the easy bleed, but if its only worth 1 point, its going to take a while to get to the goal and win the match
Would you want to just watch how others play the game 😭
yeah but its unecessary
bleed runners are a hypothetical and there is nothing to play for besides bragging rights
if you win by being a bleed runner noone will acknowledge your achievement
But they dont know how you play if we dont make stat cards
bleed runners would still have their choice in fighting, but its not going to be as impactiful on a scoreboard as a head/heart shot
stat cards?
but a bleed runner cant win the tourney
if they bleed run every round and simultaneously another guy is headshotting each guy then the headshotter wins by default
you are effectively eliminating a play style
Yeah?
Statistics that show K/D, How you died, how you have gottent your 666 kills lol
Sorry my english is bad and i dont know how to express myself very good in english
take your time
join vc please, i feel we're misunderstanding each other
If either of you bothers, you could let us know what conclusion did you guys reach
didnt really end up agreeing on anything i think
@scarlet rain I thought, and in general it’s better not to add a ranking system, it needs to be replaced with something more original, well, I mean, more suitable for hardcore players but not losing newcomers, well, the most important thing is to do it so that people don’t see the ranked game button and more didn’t know that the game has this, it’s not necessary to make the game salty and competitive, or rather, it needs to be more refined so that it is not a sports game, but the spirit of swordsmen and fun remains, you can make a danger system for each player by keeping statistics of their not just winnings, but their mistakes in their skill, well, that is, there will be in-game statistics that will determine the level of danger and let the player choose which level he wants to fight with, add just a random game, and a game with these levels, maybe I just wrote what was written here, but my idea is in order to give the player freedom, that is, the player must choose how and where he will go and with whom he will fight, add a danger level only for a separate mode where you can select a person with a specific level so that the player chooses the difficulty according to his preferences, and in contrast to the rank, the danger level will always fall without wagering and for each of your deaths and not for a won round, my idea is to make a very strict system but not imposed like ranks and does not allow you to win back so that it exists only to retain hardcore or players who just want to have fun or beginners mode where you can choose for yourself which player you will mate with, it will probably be terrible to implement all this, there are a lot of holes, but I want to give the author an idea, how can we make a balance between a great indie game and retaining players
I clicked "go to present" and got paragraph jumpscared.
Occasional hosted tournaments here and there through the discord would be quite nice to do. I'll see to it that, at some point, we do another tournament before Full release drops.
I will just need to find a reasonable time since I got exams rn. Though, the whole concept of having a somewhat competitive scene that shines and then fades away in an almost wave-like manner would keep the game either fresh or just ensure that people don't CONSTANTLY hunt for the best combos/strats.
Yeah I think no ranked, but tournaments is better, more fun and less toxicity