Forum Discussion
I jumped into some TT last night and I have to say, I've played the PvZ shooters since right around when GW1 launched on PC and I've seen some skewed games over the years, but not as bad as it has been in BfN since the TTK patch and 8v8 changes was implemented. Every match I was in last night was a blowout one way or the other; either the attackers blew through all the points and steamrolled at the last point or the defenders held the first point the entire time, with one exception on turning point where the plants took the first point but didn't get the 2nd.
The actual play does feel better since the TTK update, less people running away so easily, main weapons are feeling better, and it just seems more fun to actually move and shoot but these match results are terrible. The TT maps in BfN feel huge and having smaller matches indeed feels and plays worse than 12v12. If your're trying to fix lag some players have, this isn't the way to go about it.
I was open to the change as my posting can show but it's just not working out well. By all means, fix that lag, but something must be done about these lopsided matches. They're frustrating and boring and are not going to help retain and grow the population.
I was hoping somebody brilliant at Popcap figured out how to make games more focused and fair. But now i know this solved nothing. At least for me.
As far as i understand console players get a bit more performance headroom with less players. But i play on PC so~
- Iron_Guard86 years agoLegend
@Screion wrote:I was hoping somebody brilliant at Popcap figured out how to make games more focused and fair. But now i know this solved nothing. At least for me.
As far as i understand console players get a bit more performance headroom with less players. But i play on PC so~
Same here. I've been a few matches with you before in fact. I don't really mind them trying to fix issues for any platform, even if I'm not experiencing the issue myself, but this change is making the matches play badly. I jumped out of the PvP stuff and directly into Ops afterwards and had a lot more fun, even finally beat the elite Yeti for the first time last night with a pretty solid team that I didn't know but we worked together very well for several rounds.
- 6 years ago
Thanks for the thoughts and feedback. Nothing (like this) is permanent and we'll continue to monitor the feedback and data to determine next steps. As soon as we determine what those steps are we'll let the community know.
- 6 years ago
@Shaun_Popcap wrote:Thanks for the thoughts and feedback. Nothing (like this) is permanent and we'll continue to monitor the feedback and data to determine next steps. As soon as we determine what those steps are we'll let the community know.
Not trying to bust your chops here - just trying to catch you while you're on the forums.
Has any consideration been given to the spawn points of a 12 v 12 being adjusted to fit the 8 v 8? - 6 years ago
Spawn points will be considered when its determined where we go from here. Don't have anything I can share just yet.
- 6 years ago@Shaun_Popcap Thanks for letting us know.
- 6 years ago
Okay, so I’ve played more Turf Takeover since the changes and I’ve come to the conclusion that I’m having much less fun.
The main issues that I experienced happen when playing Defense. While playing on the assaulting team the game seems about the same or even easier at times but when on Defense it seems really off from the previous experience with the attackers seeming to just steamroll right through everything with little effort more often than not.
What I noticed on multiple maps while playing defense is that the TTK changes, combined with the smaller team size and the fact that some objectives in Turf Takeover were made easier all at the same time make it super easy for the attackers to practically sprint through the objectives.
On almost every objective when I was on defense I noticed that once I got vanquished, waited out the killcam, respawned, and sprinted back to the objective the capture progress would have already gone from 0% to 90% or more.
While the new TTK feels good the smaller team sizes, delay in respawning and returning to the objective combined with the changes to make some objectives easier to capture the defending team really has no chance to actually defend when the team needs to simultaneously have players inside the objective to prevent capturing and outside the objective to help keep the attackers at bay.
I love Turf Takeover And I don’t have a problem with either being on the losing side or being vanquished by players but the speed at which the attackers can blow through every objective to reach the end now has drained all the fun out of playing defense and I can totally understand why more people would want to Team Swap off of the defensive team or just quit playing in favor of another mode.
The feel of Turf Takeover now is totally off when playing defense and what used to feel like a fun, fair, and skill/tactics based experience is now so frustrating and skewed towards the assault team I don’t want to even try to play it any longer.
- 6 years ago@realitysquared I think that's true if you can get to the first base when you're on the attack.
I was finding all too often the defence team were camped at the spawn, with the attacking team being held there until game over. I've stopped playing TT, too many frustrating elements atm, the worst of which is the uneven teams through team-swapping which makes many of the recent changes hard to assess properly. - 6 years ago@ToastedSarnie Yes, that stonewall defense occurs as well, however that sort of thing Also happened prior to the update so I did not want to cite it as a direct consequence of the changes, the way the rapid capturing of objectives by the assaulting team can be attributed to all of these combined changes.
Prior experience showed that even when the assaulting team broke the defense and forced them to regroup after respawning the defensive team could still rally and put up a good fight and that allowed for good, involved and prolonged battles over every objective- but after these combined changes once the defense is initially broken at an objective that objective is as good as lost before the defense can even manage to get back into the fight, let alone regroup to keep up a decent fight so rather than seeing pitched battles which can run the timer down to Overtime we see shorter battles which are over the minute the initial defense is broken. - 6 years ago@realitysquared Yes, I appreciate what you mean & the good observations. I wasn't saying the stone-walling was a direct consequence of the change to 8 vs 8, just that there's so much of it that (for me) it's often prevented the game from getting going enough to be able to assess the change properly.
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