Title: Rare game types are rare Post by: cheb on February 03, 2017, 10:08:30 AM I never see anyone playing anything but DM and CTF.
Why? Because gathering initial crowd is difficult. The current approach to this is wrong. To promote these game types, OA3 should tempt already gathered crowds playing DM or CTF by offering them to switch to these game types for the next round. There is a voting system, just make server use it if there are 6 or more players. And this should be the *default* server behavior, server owner should set a new variable to 1 to disable his. Otherwise we'll never see these game types really played. P.S. The option "changes randomly after each round" is also viable. Experienced this in AoS, liked it. Title: Re: Rare game types are rare Post by: Gig on February 03, 2017, 11:01:31 AM If the fact that -since q3a- changing gametype breaks map rotation scripts would be fixed, maybe server admins may simply change gametype in their map rotation scrips. NOTE: I think in OAX it's already possible to create specific configuration files to be executed when entering a certain gametype, so maybe the problem could be workarounded and a new rotation script may start depending from the gametype. But I haven't tested that yet.
Or maybe one might create something like "g_autonextgametype" to be used together with "g_autonextmap"? However, I would not automatically change gametype by default. Title: Re: Rare game types are rare Post by: Suicizer on February 09, 2017, 07:12:57 AM I never see anyone playing anything but DM and CTF. Why? Because gathering initial crowd is difficult. The current approach to this is wrong. To promote these game types, OA3 should tempt already gathered crowds playing DM or CTF by offering them to switch to these game types for the next round. There is a voting system, just make server use it if there are 6 or more players. And this should be the *default* server behavior, server owner should set a new variable to 1 to disable his. Otherwise we'll never see these game types really played. P.S. The option "changes randomly after each round" is also viable. Experienced this in AoS, liked it. Your idea of changing gamemode achter each match is horrible; especially as it's not mentioned properly in OA which mode you are actually playing (would be awesome if it is being stated when connecting tot a server or starting a new match). People will leave the server if they don't like the mode. Hou can't force them. It's that simple. Title: Re: Rare game types are rare Post by: GrosBedo on March 11, 2017, 05:02:06 PM I don't know the latest advances in OAX, it might now be possible with OA vanilla.
ExcessivePlus also allows to switch gametype, and even to have multiarenas (http://cinderwick.ca/files/games/quake3/excessiveplus/docs/server.html#multiarena) (with multiple gametypes and maps on a single server). You might also want to look into OATMeal (https://github.com/lrq3000/oatmeal). You can also achieve this without any mod with a bit of scripting either by using B3 (http://forum.bigbrotherbot.net/) or oa-game-rotator (https://github.com/lrq3000/oa-game-rotator), a Python script I made specifically for that purpose (but it works using a "planning" file, so by time of the day, not by server population, but you might tweak it to do that). Title: Re: Rare game types are rare Post by: cheb on March 12, 2017, 11:27:12 AM Quote Your idea of changing gamemode achter each match is horrible; I did not mean an automatic switch.I meant server starting a vote to switch to another gamemode after the current match is over. Title: Re: Rare game types are rare Post by: Neon_Knight on January 30, 2020, 05:31:37 AM This is one of the things UI3 should tackle. In Nexuiz/Xonotic, the SP is composed of a series of rungs that show the players what every gamemode/option is about. Players won't know there are more gamemodes than the default ones if the game itself doesn't show them.
OA3 will have 13 gametypes and plenty of options inside of those gametypes. The highly requested "Capturestrike" mode was already present in OA0 as the one-way mode of CTF Elimination, but very few know about this, for example. It's the responsability of the SP to show the players about these modes, regardless of their popularity (remember: popularity != quality). My idea for the SP are 14 rungs, 13 for each of the game modes, and a bonus one which is unlocked after everything else has been unlocked. Each of the rungs would be 3 maps long. The order of the rungs would be the following:
Clearing all regular and Endurance rungs (thus ensuring players have played at least one match in every gametype and every map, thus getting used to them or at least having the idea) would net the player a bonus 1on1 match with a Nightmare++ (i.e. something even more difficult than Nightmare) bot against the most difficult bot to deal with. And then the credits, lol! |