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    Originally posted by Castle View Post
    Request: Can anyone post a video playing this mode on a serious competitive level? I am wondering how it is to actually watch. Bonus with commentating.

    This mode has become very interesting I think.
    I found this, kind of old though, but it is a game between quite a few notable players.

    Comment


      Originally posted by Jewvia View Post
      I found this, kind of old though, but it is a game between quite a few notable players.
      Found what? dont see a link
      - Russell Meakim AKA The Castle
      YouTube: https://www.youtube.com/channel/UCjE...JOGtfv1RK2DpNg
      Steemit: https://steemit.com/@thecastle
      Twitter: @zZCastleZz

      Comment


        I think that removing the wait is really important. It is too slow to play.

        I've also watched a few new people on twitch.tv and they're all like "Oooh Showdown, lets see what this is". Then they go in, don't know what's going on, spend half their time on a waiting screen and then exit.

        Fortunately, most of these streamers are willing to give the game a try and experiment with DM or CTF after that and seem to enjoy it.

        Personally, I think it needs to be just finished off and then move on to a better game type.
        Current Main Issues: Tri-Rox (Remove), Scoreboards lack player stats,Team Balance.

        My Pre-Alpha Highlights 2016 to early 2017 https://www.youtube.com/watch?v=IKlKQ349o8A | http://plays.tv/u/Smurgl

        Comment


          Originally posted by Castle View Post
          Found what? dont see a link
          Weird, let me try again.

          Comment


            Originally posted by Jewvia View Post
            Weird, let me try again.

            ****, ever think about this from a commentators perspective. They would be having a field day predicting plays and talking about why each play is happening. Good god.

            This mode has a lot of potential.
            - Russell Meakim AKA The Castle
            YouTube: https://www.youtube.com/channel/UCjE...JOGtfv1RK2DpNg
            Steemit: https://steemit.com/@thecastle
            Twitter: @zZCastleZz

            Comment


              meh, I love showdown so far. People complaining about it being boring and too slow doesnt have to be playing it. Theres still CTF and Deathmatch. From my perspective the mode is the only one that pushes the game on the competitive scene. I've been playing Unreal since I'm 14 and I'm now 25 and still think this mode is the best. Thank you epic games!

              Comment


                I deleted this post because was no feedback, or was? (I say was boring)

                I wrote real feedback about Showdown in my last post and future post here.
                Last edited by VeroUE; 06-17-2016, 12:09 PM.

                Comment


                  One of the things they are saying about Overwatch is that the game lacks breaks to talk about the plays. So for those of you saying the mode is boring or too slow maybe thats actually a good thing.
                  - Russell Meakim AKA The Castle
                  YouTube: https://www.youtube.com/channel/UCjE...JOGtfv1RK2DpNg
                  Steemit: https://steemit.com/@thecastle
                  Twitter: @zZCastleZz

                  Comment


                    Originally posted by Castle View Post
                    One of the things they are saying about Overwatch is that the game lacks breaks to talk about the plays. So for those of you saying the mode is boring or too slow maybe thats actually a good thing.
                    Agreed. If Epic games wants the game to succeed in competitive they gotta think about every aspect before listening to community. There is already lots of casual gamemodes out there for the community + the game will have mods.

                    Comment


                      Originally posted by BL4M3 View Post
                      Agreed. If Epic games wants the game to succeed in competitive they gotta think about every aspect before listening to community. There is already lots of casual gamemodes out there for the community + the game will have mods.
                      I for one believe that if Unreal Tournament 4 gets the attention it deserves then it will have one of the strongest modding communities in the history of gaming. With blueprints and the tools in UE4 the mods will be insane.
                      - Russell Meakim AKA The Castle
                      YouTube: https://www.youtube.com/channel/UCjE...JOGtfv1RK2DpNg
                      Steemit: https://steemit.com/@thecastle
                      Twitter: @zZCastleZz

                      Comment


                        I really love the mode, but I think the map layout isn't intuitive enough.
                        A tad too much downtime for my likings as well. Not a problem when playing with friends, but I do think it prevents players from 'hopping in' and having a good time.

                        In theory this mode would be awesome to learn new maps where you don't know the item locations, but in reality it's actually more confusing than running around.
                        My suggestions for this:
                        - Make the spawn screens fullscreen background instead of the small rectangle. (Would help a ton imo)
                        - Make the map 3D. Playing on maps with vertical depth is really confusing. Items vertically above each other cannot be hovered as well (I missed the shield belt for the first 4 rounds on a new map like this)
                        - Color each floor on the 2D minimap

                        I love to make the choices to go for uDamage / Shield belt / a good weapon (sometimes you can get the belt but end up without a weapon..)
                        and I'm not even considering the team positions that much yet.
                        I think this mode needs some more attention. Imo it sucks with bots though, unfortunately.

                        Other suggestion: Options to select [n] spawns in a row per team?
                        For example, first red team chooses 2 times, then blue chooses 2 times.

                        - Adds strategical depth to the game mode of this is a variable.
                        - Reduces downtime in between rounds.

                        Comment


                          I deleted this post because was no feedback, or was? (I say was boring)

                          I wrote real feedback about Showdown in my last post and future post here.
                          Last edited by VeroUE; 06-17-2016, 12:10 PM.

                          Comment


                            My short exposure to it just feels like an almost "class based" version, where your spawn dictates your equipment, and you make the best of your limited inventory. Most of the time, it really feels like it just disregards the complexity of having a full arsenal in this game. At least in TSD.

                            I'm pretty well still with Stolid on it. Worst of both worlds. Items AND round based. Rather play NI with continuous spawns. Which is why that game exists, and is probably still the most popular QL mod.
                            Originally posted by Mysterial
                            An instant hit, accurate, instant kill weapon is overpowered. There's no skill ceiling. It's limited only by the shooter's accuracy. It also severely impairs the defensive side of the game - ignoring ping, it is nearly irrelevant what your opponent does - click the right pixel and you win. Even non-instant kill instant hit weapons are often problematic - the Shock Rifle example is obvious before even getting to other games.

                            Comment


                              Originally posted by -AEnubis- View Post
                              My short exposure to it just feels like an almost "class based" version, where your spawn dictates your equipment, and you make the best of your limited inventory. Most of the time, it really feels like it just disregards the complexity of having a full arsenal in this game. At least in TSD.

                              I'm pretty well still with Stolid on it. Worst of both worlds. Items AND round based. Rather play NI with continuous spawns. Which is why that game exists, and is probably still the most popular QL mod.
                              But you can choose not to grab that weapon near your spawn. The other team will be expecting you to go for it. There is an element of prediction involved which is not a bad thing.
                              - Russell Meakim AKA The Castle
                              YouTube: https://www.youtube.com/channel/UCjE...JOGtfv1RK2DpNg
                              Steemit: https://steemit.com/@thecastle
                              Twitter: @zZCastleZz

                              Comment


                                Just to be clear, I don't mind rounds or items or even the combination of rounds and items. I do think that combination is problematic in current Showdown though.
                                Rounds have a great appeal for both players and spectators. The short break now and then can make people feel less exhausted and therefore play more. There being clear points per round and potentially having less and less players as the round goes on makes watching it and casting a game much easier as well.

                                Items have a very distinct role in TDM, but most of that is lost in Showdown. There are still some choices to be made, but the amount is very low and after making those very few decisions there is no more to be done and the rest of the round plays as if you were playing without items all along. This isn't necessarily because of there being items and rounds. The rounds do put a halt to momentum to an extent, but even without rounds you'd have the same problem as things don't respawn. Of course items respawning within short rounds isn't a solution on it's own either, as the team that is in the lead in the first 2 minutes of TDM is quite random.

                                In my view the solution has to come from having more options so that players have to make decisions and act/move continuously. (specific) Item control can be a tool to dominate a map, but it shouldn't be the only goal and basically equate to "map control" and therefore be the determining factor in which team wins a round. Other strategies should be viable to finish a round, be it rushing an opponent to quickly overrun them and eliminate the team or to go for some alternative objective that would secure a win or something else entirely.
                                Every decision you take should have an advantage and a disadvantage.

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