![]() The way Tremulous had solved this problem is something that not even NS1 has from what I know, and that is the fact that the "resource required for research is scaled up by team size" (in Tremulous vanilla rules, you require 4 frags per player for a stage up meaning that a large team will take a long time massacre-ing a small team to get their upgrades while the small team, although may be suffering for a player shortage, is rewarded strongly for their successful efforts.)Ĭ) Because of the above two, I feel that Veterans will not stick too long. If team 1 has twice as many players as team 2, they will only need to wait 4 seconds while team 2 needs to wait 8 seconds for every resource 'tick.' It isn't much, but it is something. ![]() All it does is simply scale the period (wait time) between the resource 'ticks' that you get your resources based off the ratio of team sizes. A few months back I created a simple slightly game changing mod which apparently only Wooza's server uses in the form of a mod pack combining various mods into one. Just because Team 1 has two players with aimbot reflexes, if their team doesn't even do something as simple as capturing and securing resource nozzles then they've already lost the resource game.ī) The game tends to reward larger teams. A direct reference would be the lack of "kill for resources" but that isn't all of it.Īnother reason would be because a team that starts to lose will generally start losing players. Instead they reward a team for doing well. The reason for this is simply because the game is soo focused on team play that they forget to reward players for doing well. Which team will win most of the games? Team 2. Team 1 has two players with hiveskills at 3000 or above while the rest have hiveskills belowġ002. Let's say you have two teams in a n 8v8 (since that is what pubs seem to be at least) of 1500 hive skill. Tremulous does have a 'concede' function without any server enhancements but it is rarely used because there simply isn't a need for it most of the time due to "sudden death" function and just the way the game functions overall.Ī) It is very hard to turn the tables once your team is losing, especially if your team has poor co-ordination and/or skill. ![]() When compared to Tremulous, it seems as though Tremulous did pretty much everything better in this subject. "Concede Simulator" - Players don't like the feeling of losing. Apparently the "draft" feature of this forum doesn't workġ. I doubt that more than 10 more people than the usual rate even bought the game in the next 7 days after that free weekend.īelow are two major subjects that I have pointed out, but I may add some later. It's not about the sudden player increase, it's more about the players gained after the free weekend. Looking at these graphs I realised that the free weekend was pretty much a disappointing failure. The way Tremulous was distributed was often, and usually, through either through LAN parties starting from a USB transfer (since the game was only 90 MB with pure vanilla assets), or ModDB's "game/mod of the year" attention. Heck, even NS2 got TV ads in my country, and I was not even expecting that to happen. But the thing is Tremulous didn't get as much publicity as Natural Selection 2 did, and NS1 despite seemingly having a larger current playerbase than NS2: Combat and NS1 and AusNS2 combined. Yes I know that it isn't a "good comparison" because Tremulous has been out for so long and is a free and open sourced shooter. Middle: NS2 average players per day in a month. TOP: Tremulous player per-day moving average count since statistic gathering started after 1.1's standalone release.
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