Early Game Too Short and End Game Too Long?

Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
It seems to me that most people get the enjoyment out of the early game battles and the race for the higher level tech, however once the high level tech comes in, the fun level drops off as you often find yourself heavily outgunned in battles.

While the new changes brought in with build 206 have increased the game length overall, it feels to me as though it has grown in the wrong proportions.

We have a very short early game now, with 2nd hive abilities up at 6mins, from that point on the End Game begins with the big weapons. Currently games on pubs are lasting up to 2 hours, and even gathers are getting longer in the end game than is entirely comfortable.

While I can't offer any hard solutions, I feel the game needs to reverse it's current trend by lengthening the fun, tightly contested early game, and make the end game that much shorter, so the feeling of helplessness doesn't go on for an hour after you realise you have lost.

We all love the early battles, so let's make them the real meat of the game, rather than a small, almost unimportant, period of the game.

These are just my feelings currently. I can't offer any really helpful solutions, but hopefully some others in the thread can :)

Comments

  • ubikjamubikjam Join Date: 2011-10-04 Member: 125618Members
    Thats a nice way of looking at it, and importantly if you want to stop people fleeing a sinking ship you need to make the game seem winnable up until the last 5mins or so, any longer and the end game is just depressing for the loosing side.

    I do think alien changes help set up a proper mid game now. Taking longer to build rt's, requiring a gorge or two etc.

    Glancing at the tracker - we could reintroduce the importance of a second hive to stagger alien strength.
    1st hive Augmentations for Skulk/Lerk,
    2nd hive Augmentation Fade/Onos.

    Additionally you could make Aliens "mature" into their augmentations like structures. So fades would have to play it safe for a few minutes until they got blink, and a dead lifeform would be more of a power shift in the short term.
  • TinkerTinker Join Date: 2003-03-11 Member: 14395Members
    I agree almost entirely. I don't know what mechanics to adjust or what to tweak but the early game doesn't seem nearly long enough for how fun it is. I'd like to see the early game last 6-10 minutes (currently feels like 3-5) midgame another 6-10 minutes and endgame 1-10 minutes. Yes I think some games should ending before Final Tier Tech and I think the endgame should be very short unless the losing team can manage a breakout victory.
  • TinkerTinker Join Date: 2003-03-11 Member: 14395Members
    It would be nice to see killing an advanced lifeform have more of an impact even if the aliens are floating res. I potentially like the maturing life forms concept.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Yes, a lot of us have been saying this for a long time now, currently the majority of time spent in a long game is time spent with max-tech. This when early game is definitely the most fun part of the game. Prolong early game! It's also by far the most balanced part of the game. All they'd have to do is address augmentation and starting p.res/p.res rates to be honest.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    <!--quoteo(post=1930482:date=Apr 27 2012, 12:53 AM:name=Tinker)--><div class='quotetop'>QUOTE (Tinker @ Apr 27 2012, 12:53 AM) <a href="index.php?act=findpost&pid=1930482"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I potentially like the maturing life forms concept.<!--QuoteEnd--></div><!--QuoteEEnd-->

    What's that?

    You'd grow stronger the longer you're alive? Sounds cool - and you'd get a thrill if you killed one of the best players as a fully matured alien.
  • TinkerTinker Join Date: 2003-03-11 Member: 14395Members
    <!--quoteo(post=1930480:date=Apr 26 2012, 06:50 PM:name=ubikjam)--><div class='quotetop'>QUOTE (ubikjam @ Apr 26 2012, 06:50 PM) <a href="index.php?act=findpost&pid=1930480"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Additionally you could make Aliens "mature" into their augmentations like structures. So fades would have to play it safe for a few minutes until they got blink, and a dead lifeform would be more of a power shift in the short term.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Basically yes, you'd grow stronger the longer you were alive to your max health. I don't think it would be applicable to gorges or skulks.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    that could make for a really fun mechanic. See a fade/onos in the field, and immediately go into fade/onos hunting mode as marines, only to realize that he's already matured.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    edited April 2012
    While I'm not certain, haven't logged enough hours in NS2 yet, this may stem from map control not granting enough of a bonus. For example, if the game is lasting two hours then I'd hope both sides have equal RT's. If not, we need to look at why the side with the majority of the RT's is unable to over power the side gaining less income.

    Ideally, a game could be ended quickly by a rush or some other fast aggression build at the cost of map control. If a team chooses a more slow opening, ideally, they would have the opportunity for more map control which would set them up for a strong mid/late game.

    Personally, I'm all for resource nodes heavily influencing who is in control. It should be obvious when a team has, and in able to hold on to, 2 or 3 more nodes as they should be out researching or pounding the enemy team with weapons/lifeforms. With the infestation/DI mechanic in place the possibility for hits against specific areas to cut resources and attempt a comeback are still possible.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    Map design has a lot to do with it too. Each start is fed with two corridors which act as chokepoints. It can be hard even for a winning team to actually get into the last room when defense is focused on the last chokepoints, making the final kill drag.
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    i like the idea of maturing lifeforms, everything else does now, why not players? would keep aliens at a varying tech lv throughout the game
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--quoteo(post=1930560:date=Apr 26 2012, 11:04 PM:name=Evil_bOb1)--><div class='quotetop'>QUOTE (Evil_bOb1 @ Apr 26 2012, 11:04 PM) <a href="index.php?act=findpost&pid=1930560"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Map design has a lot to do with it too. Each start is fed with two corridors which act as chokepoints. It can be hard even for a winning team to actually get into the last room when defense is focused on the last chokepoints, making the final kill drag.<!--QuoteEnd--></div><!--QuoteEEnd-->

    remember marine start in ns_eclipse?
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    Maturing lifeforms sounds like a pretty fun concept. Really fits the theme of the current alien side.
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    +1 for giving maturing lifeforms a shot
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I agree, the end game becomes a spam fest and the skill factor is lost.

    Basically end game wins are based on this equation.

    How fast you can keep spawning and return to the front line + amount of spam/damage you can lay down = win.

    This in my opinion is all to do with how close the late game weapons are. Flamer, gl.. Spam weapons in crowded rooms. Gets boring. ARC should clear rooms, so should flamer.

    I think gl should be anti life form. Fast travelling and firing and require skill. Lower damage.
  • BaTsBaTs Join Date: 2012-04-27 Member: 151165Members
    Good point. There was a game I played last night in which it was obvious that the marines were going to lose after about 20 minutes but for some reason it dragged on another 15 minutes past that point. I was a marine so I basically spawned from the IP, started spamming my rifle, died after 10-15 seconds, and repeated the process. After the commander was killed we just fled the base and all split up around the level waiting for the aliens to finish destroying our base but even then it took a few more minutes for some reason.
  • dalleckdalleck Join Date: 2012-04-07 Member: 150061Members
    I like the idea of alien 'evolution' over time as well, but I have a very different notion of what that means. Starting at a low health level and growing is nice and all, but it really only pressures the alien player to wait while he gains health.

    What I propose is aliens losing all PRes on death, perhaps being converted into TRes. PRes will not carry over to the next life. The alien player will now need to stay alive in order to evolve (hence the alien evolution).

    The cost of lifeforms would need to be lowered to accommodate for this. I am imagining a late alien game, with majority map control should allow the player evolutions in a matter of minutes.

    In the long run, I think this should result in a far more cautious and slow early game for aliens, while they would still have a strong endgame. Player would now need to decide who will go grunts and who will play cautiously to focus on evolving.
  • fenrir1179fenrir1179 Join Date: 2011-11-05 Member: 131263Members
    long game you say....
    xenocide
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Answers:

    1) Lowering Pres to allow early game
    2) Make it so losing map control makes you lose some form of tech so turtling is ineffective / a quick affair.
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->+1<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->for giving maturing a drive! <!--sizec--></span><!--/sizec-->
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