Team Death Match
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UncleSmek
- Posts: 1027
- Joined: 2008-09-02 05:07
Team Death Match
Please create Team death match mode for late night low pop periods.
Would be fun to just go into a server with 10-20 people and kill with 10 second respawn time.
Would be fun to just go into a server with 10-20 people and kill with 10 second respawn time.
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Brotherscompany
- Posts: 167
- Joined: 2016-05-29 15:23
Re: Team Death Match
If I remember correctly the Death timer is tied to the server, Im not completely sure they can change it for game modes.UncleSmek wrote:Please create Team death match mode for late night low pop periods.
Would be fun to just go into a server with 10-20 people and kill with 10 second respawn time.
But then again if you kill a civilian you get a longer spawn timer, who knows might be possible would be a much needed game mode for those slow seeds.
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Grump/Gump.45
- Posts: 643
- Joined: 2018-12-15 21:35
Re: Team Death Match
Lets encourage getting into fire fights with skills and not fast paced dying like its Call Of Duty. Encourage firefights, not one way push in with no skills. Sometimes or many times enemies are too easy to kill already due to casually walking around or playing it like its Call of Duty. 40 second spawn timer encourages bailing away when you see enemy or get shot at instead of fighting him right there where you die. Bailing away or moving to new spots is what keeps firefights going. We have skirmish already and without flags there is nothing to direct the combat.UncleSmek wrote:Please create Team death match mode for late night low pop periods.
Would be fun to just go into a server with 10-20 people and kill with 10 second respawn time.
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AlonTavor
- PR:BF2 Developer
- Posts: 2991
- Joined: 2009-08-10 18:58
Re: Team Death Match
We have something better on the way designed for seeding, 5v5 to 15v15, with 1s respawn time.
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BigBigMonkeyMan
- Posts: 187
- Joined: 2017-12-16 05:08
Re: Team Death Match
As big of a fan as I am for the INF combat, I don't know if TDM with 10s spawns is the way to go. Maybe one life style on the skirmish layer maps so that people actually have an incentive to cooperate and use teamwork, then everyone spawns after a whole team is wiped. I don't know if servers are able to have back to back rounds without reloading the server though.
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Brotherscompany
- Posts: 167
- Joined: 2016-05-29 15:23
Re: Team Death Match
Thats the thing you guys have no real experience in seeding (no offense or trying to sound elitist), those ideas work on paper but reality and how players react is much different. This on the other hand is something that could work and players wouldn't mind playing more than 4 days and the would have enough.BigBigMonkeyMan wrote:As big of a fan as I am for the INF combat, I don't know if TDM with 10s spawns is the way to go. Maybe one life style on the skirmish layer maps so that people actually have an incentive to cooperate and use teamwork, then everyone spawns after a whole team is wiped. I don't know if servers are able to have back to back rounds without reloading the server though.
Im talking about Skirmishes but the same would apply to your idea.
Skirmishes dont really work on low pop or in seeding,, it has been tried several times with always the same result, it has a really slow growth of players and sometimes it even depops. Player skill and actually having SL or people with mics has a huge impact on gameplay (because the people that actually seed usually arent the experienced players), what can you do if one side has a SL and the other side is human waving or you are always dying to significantly more skilled players, having to wait 60sec plus the time to walk to the frontline to maybe die again, that's not a fun experience and players quit. Having teamwork has the main focus of the fun doesn't work based on what l explained.
On this TDM you would eleminate those issues and let players enjoy themselves for a longer time and keep them entertained rather than having them playing for 1h and after the 4th day they dont show up because they know its not as fun nor it will result. This is why Fallujah works, just allows to fuck around solo and still be entertained and come back.
This might even open the door for seeding 2 servers even if at the cost of gameplay during that time
EDIT: although 1sec death timer would be a bit too low
Last edited by Brotherscompany on 2021-06-26 02:02, edited 1 time in total.
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AlonTavor
- PR:BF2 Developer
- Posts: 2991
- Joined: 2009-08-10 18:58
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Iguanadjy
- Posts: 215
- Joined: 2008-04-12 23:31
Re: Team Death Match
It’s the gungame mode I tried last week or am I supposed to see something else?AlonTavor wrote:https://www.youtube.com/watch?v=dJM3nBigJzU
Soon
Supporting this game since 0.6 Never gonna give up!
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WingWalker
- Posts: 349
- Joined: 2020-04-09 21:03
Re: Team Death Match
I like the seeding fights a lot, though they can be random.
For seeding, you are really trying to encourage a fight that is 1 player vs 1 player... I really never worried about spawn time while seeding.
I worry about ACTION to entise other players to not go AFK, or leave.
Starting with 1v1 and trying to grow it, you need stuff to do to kill time but still be doing something game related or be able to fight. You also need that 1 other player to fight you, and not just just go AFK.
It should be made tactically interesting to a single player to do something, not arcade or call of duty like.
I personally think the things a seeding map should have/be is this:
1. the ability for one player to place one flag like a hideout, and that flag could be capped by only one player. (would draw everyone together, and people would know someone is wanting to fight)
2. no vehicles of any kind with guns (people overuse them when its low server pop)
3. tactical variety in the terrain, and its large enough to facilitate strategy in movement (Jabal Skirm and Fallujiah 1Km are good examples)
4. no restriction on kits ( I know its been a free for all in the past, but its fun to just pickup your favorite kit)
I've always like the idea of trying new things in PR.
But.... something that I've noticed over the years... if it is up to the servers to implement something you might as well not waste your time creating it. The server operators seem to have no capacity for being creative or to do something different.
A good example of this is CNC mode, where people need to at least have it up on a server regularly to be able to gain experience with it.
Spawn time while seeding is pretty meaningless.
A 1 second spawn time would not matter at all...
however, it may deny a player that time span it takes to come to a decision to disconnect...
For seeding, you are really trying to encourage a fight that is 1 player vs 1 player... I really never worried about spawn time while seeding.
I worry about ACTION to entise other players to not go AFK, or leave.
Starting with 1v1 and trying to grow it, you need stuff to do to kill time but still be doing something game related or be able to fight. You also need that 1 other player to fight you, and not just just go AFK.
It should be made tactically interesting to a single player to do something, not arcade or call of duty like.
I personally think the things a seeding map should have/be is this:
1. the ability for one player to place one flag like a hideout, and that flag could be capped by only one player. (would draw everyone together, and people would know someone is wanting to fight)
2. no vehicles of any kind with guns (people overuse them when its low server pop)
3. tactical variety in the terrain, and its large enough to facilitate strategy in movement (Jabal Skirm and Fallujiah 1Km are good examples)
4. no restriction on kits ( I know its been a free for all in the past, but its fun to just pickup your favorite kit)
Is there a link describing what you guys have in mind?AlonTavor wrote:We have something better on the way designed for seeding, 5v5 to 15v15, with 1s respawn time.
I've always like the idea of trying new things in PR.
But.... something that I've noticed over the years... if it is up to the servers to implement something you might as well not waste your time creating it. The server operators seem to have no capacity for being creative or to do something different.
A good example of this is CNC mode, where people need to at least have it up on a server regularly to be able to gain experience with it.
Yes.Brotherscompany wrote:Skirmishes dont really work on low pop or in seeding,, it has been tried several times with always the same result, it has a really slow growth of players and sometimes it even depops.
...the time to walk to the frontline to maybe die again, that's not a fun experience and players quit.
... This is why Fallujah works, just allows to fuck around solo and still be entertained and come back.
Totally agree.Grump/Gump.45 wrote:Lets encourage getting into fire fights with skills and not fast paced dying like its Call Of Duty.
Spawn times are a way to sort of punish someone getting killed, make it annoying for them, and to slow things down a bit.UncleSmek wrote:Please create Team death match mode for late night low pop periods.
Would be fun to just go into a server with 10-20 people and kill with 10 second respawn time.
Spawn time while seeding is pretty meaningless.
A 1 second spawn time would not matter at all...
however, it may deny a player that time span it takes to come to a decision to disconnect...
Last edited by WingWalker on 2021-07-05 16:16, edited 12 times in total.
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v0.4
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UncleSmek
- Posts: 1027
- Joined: 2008-09-02 05:07
Re: Team Death Match
nice alon now we are fucking talkingAlonTavor wrote:https://www.youtube.com/watch?v=dJM3nBigJzU
Soon
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saXoni
- Posts: 4180
- Joined: 2010-10-17 21:20
Re: Team Death Match
Jesus christ. Your KDR is 0.77 - if anyone could use some fast paced CQB to get better it's you.Grump/Gump.45 wrote:Lets encourage getting into fire fights with skills and not fast paced dying like its Call Of Duty. Encourage firefights, not one way push in with no skills. Sometimes or many times enemies are too easy to kill already due to casually walking around or playing it like its Call of Duty. 40 second spawn timer encourages bailing away when you see enemy or get shot at instead of fighting him right there where you die. Bailing away or moving to new spots is what keeps firefights going. We have skirmish already and without flags there is nothing to direct the combat.
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Grump/Gump.45
- Posts: 643
- Joined: 2018-12-15 21:35
Re: Team Death Match
Try playing dead for kills. Its fun but costs you a death almost every time even if you pop up, eat one or two then go back down for more. I have explained every reason in past for my high death count. Im the squad leader who goes to defend the objective nobody else will, out numbered we get wiped. Thats not just deaths counted, thats squad wipes of my squad. Thats getting shot while traveling, but also falling, getting crushed, killed by enemy APC without friendly APC support, so many ways to die. Mostly by being let down by team mates or everyone is overwhelmed too. I mess around with vehicles a lot using bullet proof aspect then get LAT.saXoni wrote:Jesus christ. Your KDR is 0.77 - if anyone could use some fast paced CQB to get better it's you.
There is no way to teach or practice Call of Duty style force on force 50/50 chance against enemy you make body contact with in those few split seconds, you are both in open coming around corner on each other. Especially in this game with up close deviation putting gun into somebody. Other than that how am I supposed to come out of cover and peek an enemy dot who is waiting for me as a dot to appear? Thats where skills and teamwork come into play, like bailing away or pre-firing just next to enemy without seeing them. But this backs them off keeping them alive, I tend to like playing with my food because firefights in this game are fun. Enemy is not going to always be so easy to kill, they want to survive as much as you.
Its all just evidence of learning, my self preservation in game changes in an instant, I take risks when I have other ways to do it easier. Im better at surviving than killing, I become stressed when survival becomes dependent on killing when its just me and X amount of enemy. I like to try new things or the same old things different ways, not going easy route for kills. They should count how many enemy I wound cause they always get revived. Playing dead needs to be a widespread tactic for kills, it would add a fun horror dynamic to the game.
- Suchar
- PR:BF2 Lead Developer
- Posts: 2208
- Joined: 2016-10-12 13:25
- Location: Poland
Re: Team Death Match
There is no need to discuss this further.
Feel free to leave your feedback on the new gamemode here.
Feel free to leave your feedback on the new gamemode here.


