Slayer *gV* wrote:yemDX, if it disturbes the "pro" gameplay, why not making maps without slopes, or keep the old maps as they are?
Why dont give less skilled players some advances, or chances to get into this game?
I think giving less skilled players some advances or chances to get into this game is great. However, these slopes are the wrong way to do it. Noobs won't learn one of the key requirements to being pro, keeping speed / gaining speed using hook, if those slopes are added. Actually, now that I think about it, making new players play using these slopes and then when they begin to rely on them, it will make them much less likely to be able to compete with higher level players. It hurts pro gameplay by putting could-be pros on crutches by having them rely on slopes.
A good example of trying to help newbs while not disturbing pro gameplay: Quake Live tutorials. Gives everyone the basics of the game that are almost required for gameplay. However, it does not streamline any of those processes and techniques. The equivalent to what we have been discussing would be if there was a strafe jump button which would automatically strafe jump for you. Yes, it helps newbs play better, but overall it does not help their skill and overall hurt would them in the end and make them even less capable of pro play.
Landil wrote:Where's your argumentation?
Excuse me, it was late at night. I'll reply now while it's early (12:00 here)
Landil wrote:2. High-Skill. Using slopes for movement will need additional skills. First of all, now you'll need to master diagonal movement, then you need to know when to use the slopes and how to benefit out of em. High skill players will find a way to use them for their advantages, especially if we have good map makers. Just think about how the grenade launcher nowadays is misused to gain speed. I can't remember people doing this in pre 0.4 times. It was not intended and now people think this is a standard game play mechanic. Every weapon, even the physics were changed in the past development process. And with every change we had reactionary people who mourned even before they tested the feature. "How can you decrease hammer damage", "A laser will destroy teeworlds gameplay" et cetera. The high-skill-scene always found new ways to pwn the others and use the game mechanics. So this change will enable new ways of movement, new ways of map design and new needs for strategy. Even beginners need to learn how to move properly. And map makers will find a lot of way to ensure this.
This is our main disagreement: you believe that these slopes without the changed jump mechanics will add plenty of skill for pro gameplay. I disagree. I'll explain.
Pro players already have the ability to do what slopes do, which is help themselves move faster. It won't add much, if anything at all, to pro gameplay. For newb gameplay, it will only let them go faster than they can using hooks. Yes, you can do cool stuff with slopes, but you can do similar things already. It won't add any new cool tricks.
Landil wrote:3. fast game play is one of the focus of teeworls. So why are slopes bad then, if they enable people to gain speed. Just saying that this will ruin the game play for high-skill players is not enuf, because it's simply wrong. I cannot see any proper argument on your side.
Unique gameplay means things that aren't in other games and allow for new things. Slopes are good if they allow unique gameplay. Slopes do not "enable" people to gain speed, it's already possible. That's the issue. Slopes are a mostly useless addition, and if slopes MUST be added, I'd rather they come with unique jump mechanics, to at least make them more fun for everyone.
Landil wrote:It's not that simple. I'm not going to make teeworlds a more simple and less difficult game. The main reason is to increase the opportunites of designing maps. If you have a look at the standard game maps you will basically see ctf2 clones. Maybe even ctf3. Everything else is meant to be low-skill or low-level ctf maps. That honestly sucks. So we want to find out how slopes can be used to increase the game play experience. Just a tiny part of this is done because auf the beginners. Just imagine ctf2 the lower way of the base. there is a small platform with a gl and 3 shields and hearts. if you put slopes on that platform you easen it to go out fast, but you won't make it as easy as if it was not there. You do not stop the movement you just slow the movement down. High skill players will still use the optimal way. But bad movement will not be punished that hard anymore. One mistake and the flag is gone. With a slope the flag will be gone, too. But you might have a better chance to gain speed.
I've bolded "key" parts and will reply to them, in order:
1. This is nice, except you can add water or boosting tiles to "increase the opportunities" as well. This isn't a good enough reason, and I doubt it's your main one.
2. This is simply false. There are plenty of maps that have been designed specifically as non-ctf2 clones that have been meant for high-level play. Slopes also won't somehow make another map on the level of ctf2, but different, possible. I would love to explain, but I'm tight on time. In your next reply if you request an explanation I will make one.
(Note: please remember that our main disagreement is that slopes will add a lot of gameplay. If you continue to claim that slopes will add gameplay, this will get nowhere. If you claim it in your next reply again with little evidence or examples, I will go ahead and provide you examples that show slopes add little to gameplay.)
3. This is where I'm iffy. The bad movement won't be punished as much, and it will make it even easier for pros to be pro. This makes the skill gap longer. The skill needed for pros will not increase or decrease, but the skill needed for newbs will decrease. This is exactly what you don't want.
Landil wrote:Besides, you we have not even decided yet how the slopes will work. We're currently testing the third approach of physics... so this is really ridiculous. Talking about hypothetical game play changes that have not even defined, yet. But I'm here to discuss it with you ... to make you happy.
It doesn't matter how they work. Any way you make slopes will be negative unless they somehow add unique gameplay and cool new tricks. My idea for the slopes barely do that, and the tricks you would be able to perform would only seem to be "cool tricks" for those who understand the game. To anyone else, they would, of course, look pretty plain.
Please remember I am not completely against the idea of slopes. I am against the idea of implementing them in a bad way, and the way I suggested they work is, in my opinion, the best way they could work.
Ex-King of Teeworlds