Simple suggestion, extend the timer and frag limit for the matches. Matches seem to fly by too quickly, especially when playing a good team.
Simple suggestion, extend the timer and frag limit for the matches. Matches seem to fly by too quickly, especially when playing a good team.
-add a special menu/lobby for pvp and put everyone on the same level: let peoples choose their assets, their weapons, shields, grenades and mods in a list fully unlocked. Make new ego lvl only for pvp witch will unlock you some outfits and titles (more than already available and with much more differences). Like that it would be only a matter of skill.
-add some objectifs in maps in correlation with the game, and add the missing map for achievements.
-increase timer duration
And i'd like to say to all the people who complains about the shotgun in pvp that you must be frustrated snipers/campers in other shooting game and the fact that snipers are no longer the cheated weapon in this game is a good thing.
put people in shadow wars in their own instance so we don't have to deal with shmucks trolling us while we're trying to pvp.
put all shadowwar queues into the same queue and randomize where the location will be.
replace team deathmatch with deathmatch. Just plain deathmatch.
I love you Trion, I really do, but fix the pvp pursuits. Without fixing them first, I fail to see the point in attempting to add new pvp modes/maps/things. (Psst. Because they would be worthless.)
So... After playing something like ~15 TDM and 5 Shadow Wars on PC, I have to say that I don't really know what to think about PvP. Yeah, I know, great answer.
From my point of view, PvP is not bad. It's enjoyable but there are some issues that... well, I was about to say "ruin the experience", but it would be a little bit exagerated. So let's say that it is "average". Why ? (warning, giant wall of text incoming)
1. EGO, Y U NO IFF ?
Oh god, how many times have I sworn against that stupid EGO in PvP... I mean, that annoying little girl is able to teleport me, to cloak me, even to bring me back for the realm of death. And yet, it can't Identify Friends from Foes (IFF). OK, it can identify friends with that little green square above their heads. And... That's all. Oh yes, radar can too... When there's not too much lag.
What I want to say is : why don't players have different skin colors depending on their teams ? I mean, every shooter with TDM, CTF or KotH game modes have different skin colors depending on teams : from Quake to UT and even games like CS, foes have different skins from your friends. So why not in Defiance ?
2. Game balance is a complete joke
In other words : Cloak or GTF0. Of course, some really good players can do great with conceptual characters, but it's a fact that if you don't play with cloak, you gonna have a bad time. And no, Shotguns are not the problem. Cloak is. Oh, and Infectors, too.
a) Cloak OPness : reasons and cure ?
Imagine a power that makes you completely invisible (even on radar) if you don't fire your weapon or launch a grenade. Now, imagine that this power doesn't really stop when you fire your weapon, that if you stop firing, you are invisible again. Now, imagine that, while invisible, your shield starts regenerating, no matter the shield-recharge delay of your shield. Add some perks in order to deal extra damage when cloaked, when behind the ennemy, or crouched.
Even in Mass Effect 3, Tactical Cloak was more balanced. Why ? Three reasons : power duration was short, shield regeneration was blocked while cloaked and power ended if you shoot. On the other side, damage bonus was way more important and cooldown faster. And of course, ME3 was not a PvP game.
So, without copying another game, how can you rebalance Cloak ? First : cloaked players have to appear on your radar. They will still be invisible, but experienced players will instantly see that little dot on the radar meaning "Caution, ennemy ahead/left/right/behind". Second : block shield regeneration while cloaked, or at least, remove the "get-rid-of-shield-regen-delay" feature in PvP. Third, and perhaps the most drastic change : cloak ends after firing/meleeing/grenading, sending it back to cooldown. Or at least, reduce the duration by, let's say, 1 second for each shot fired/shot recieved/grenade launched/melee attack done, or in other words, reduce power duration by 1 second anytime cloak interrupts.
b) Suddenly, parasites... Thousands of them.
At first, I didn't understand why so many people used infectors in TDM... The weapon looked not so great : I mean, who cares about DoT when confrontations with other players end in less than 5 seconds 90% of the time ? That was during my first PvP game (that ended with a victory, personnal score just above average... something like 4/3).
Then came my second PvP game. It was a slaughter. 0/6. Anytime I was killed, it was by a player with an infector... Even when cloaked... Feature or cheat, I don't know, fact is that I couldn't do anything. And next games when also that disastrous. And I kept being killed by these damned infectors. So I tried.
AND. IT. WAS. RIDICULOUS.
12/3 or something like that, with longest killstreak, best score of the match and victory. Next game was also that ridiculous (somthing like 9/3). And guess why ? Auto-aim. Frakking auto-aim. Couple that with cloak and a very powerful grenade and it's almost an instawin button.
So please... Remove autoaim from infectors in Pvp. Please. S'il vous plait. Por favor. Per favore. Bitte. Bonvolu.
<troll>If dirty console peasants need an autoaim to play, give it to them. But we, glorious PC gaming master race, don't need it. We don't need cheats to have fun</troll>
c) And that's all ? Cloak and Infectors ?
Yes, that's all. When something is so grossly imbalanced, it completely eclipses everything else : it's hard to say if pistols are overpowered or not if everyone uses infectors, shotguns and sniping rifles (hint : I don't think pistols are OP)
3. Two maps ? Seriously ?
There, you must be kidding me. I know that Defiance is firstly a PvE/Co-op game, but only 2 maps for TDM is almost telling us : "sorry guys, we had to release the game two weeks before the show begins so we had no time to create more than these two maps".
And please stop that "but you've got Shadow War mode" routine : SW can't be compared to TDM. TDM, for me, it's an instant-rampage/release the pressure/newb-bashing mode. I go there when I want to play easy or solo-rambo (sorry teammates). Shadow War, on the other hand, is... well... War. you can't compare a little skirmish with a full-scale battle. It's like comparing TDM and Onslaught modes in UT2004.
And what about that "Capture And Hold" mode ? And that third map in the Competitive Multiplayer Pursuit ? Why are they mentionned but not accessible ?
4. Lag issues
I have to say, I'm lucky. I live in the capital city of a "developped country" (Paris, France), I have a fairly good ISP and a good connection. It's not South Korea, but it's fine and, more importantly, very playable.
In TDM.
Because in SW, it's more like OMGWTFBBQ. I know you guys said you were trying to improve servers, but yesterday, it was teleport-fest (as long as visible players invisible on radar and even a three second rollback). When there was no more than 6/8 players in the area, everything was fine. Past ~15 (neutral players included), it was almost un-playable... In a 64v64 game mode, it's... Problematic.
I'd like to play PvP more often, and not simply because there are contracts or pursuits to complete. I really do want to enjoy PvP. But right now, no, it's impossible. Yes it is fun, yes there are good ideas, but there are too many issues to have a good experience. In the beginning of that post, I said "average". It is the best word to describe it.
So Trion, can you now turn it to good or even awesome, please ? Thanks.
Chaddington has been pretty quiet. Is he still working on the PvP or is another dev on the job? I would love to hear an update.
It would be great to see different types of Objective based game modes within the 2 current existing maps, just throw some control points on, you can do some king of the hill stuff pretty easily, and these are just short term solutions to the lack of freight yard that alot of the pvp crowd is yearning for. But yeah, pretty much more maps would be fantastic or game modes within the existing maps. We believe in you Trion, keep us interested and you have a great thing.
<Carnage> PC/NA
- More Maps for PvP
- Bigger Maps for PvP
- Different Objective Type Game Modes for PvP
Those three would in my opinion take care of a lot of the current balancing issues. If the whole map design and the objective is focused on Close Combat, it's no wonder everybody uses the same perks, powers and weapons. Why do you think it's the central hallways on both Waterfront and Observatory (especially Observatory) that see the most action?
- More Obstacles around Capture Points in Shadow War
- Less Damage done by Rollers in Shadow War
- Smaller Hitboxes to Rollers in Shadow War - Rollers should be consistently avoidable by jumping and rolling
- Less Health for Rollers in Shadow War
- Destroying Vehicle should kills Drivers/Passengers
- More Health to the Cerberus in Shadow War
- Increase Draw Distance in Shadow War
- Stop People from jumping in and out of Shadow War for cheap kills
- Move all Shadow War matches to a separate "Shadow War Shard"
Where the Shotgun and Infector seem to be the go-to weapons for TDM, the roller apparently is the best weapon in Shadow War. Many Capture Points are so open you can just race through, get some kills, race out of sight, turn around and repeat.
The Rollers also have huge hitboxes, it often looks like you get killed despite jumping clear over it, because the driver raised one hand and touched your toes.
And the Rollers take considerably more damage than they should, making it almost impossible to kill when one is coming for you - if you seem the at all before they're right on top of you due to the lag and short draw distance.
The Cerberus on the other hand seems like a death trap. A slow, ponderous deathtrap. If it moves like a tank, at least let it shrug off damage and roll over people like a tank.
Something Else I have been seeing lately, it people jumping in and out of Shadow Wars to get cheap kills. I don`t know what the point is, but there are idiots everywhere, I guess. You know how annoying it is if 20 people that are NOT part of the Shadow War, those purple blotches on the radar, hang around near Shadow War capture points, making it impossible to see who's an enemy or not? Now imagine those people quick-joining the Shadow War match, getting a few kills, then leaving the match - becoming "intangible" for you.
These last two issues could easily be solved by always force a teleport to a separate "Shadow War Shard", where NO Arkhunters but the Shadow War players are.
- PvP performance influences the PvE game world
- PvP actions gain small bits of Echelon reputation
Just a little thing to add as an incentive. Good Performance should be rewarded by results in the PvE Game World, like 1 Echelon Reputation for each kill, 5 for a win etc.
"We have detected a small convoy transporting a Cerberus to the north. Let`s get it before the enemies can get their hands on it."
- Dynamic Objectives in Shadow War
"There's a small Radar Station on that Hill. If we can hack it, we will have access to enemy coordinates for a short time."
You know what I mean. Instead of just spawning things like the Cerberus or giving stuff for kill-streaks, how about taking a page from Section 8 and let people fight for these bonuses?
1)Patch the Invinsicble Shield Recovery Cloak glitch
2)Patch the Speed hack glitch with Blur
3)Patch Wall hacking with Decoy
4)Patch the Damage glitch with Overcharge
If Trion need video on how people are doing these I can post links to private video of each.
make the blue and red teams more easily distinguished
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