Magnet wrote:I don't agree. People play mods because it brings them EASIER fun, that is the return-on-investment has a better rate on mods than the regular game. Why is it? Because most mods and maps makers don't try to provide a balanced or interesting game, but only be popular. All mods except sports and races which do offer completely different end-games (and I include servers with tuned physics) appeal to new players because:
1) they are up in the list and most players order the list by players . Fortunately it may be solved by the 0.5.0 option that makes tuned/modded servers hidden, unfortunately this option is too visible imo .
I very much hope this is the problem, and 0.5.0 will indeed bring the right solution.
Magnet wrote:2) they are beginners and the mods are easier to play than the real teeworlds. So they get trained for the mods which are mostly very simplistic (except very few like domination or survival which use regular gameplay) and lack the skills except those provided by instagib (which represent 0.10% of the skillset in a regular TW players, playing against "good" instagib players on regular proved this to me). Since regular is harder they don't try to challenge themselves, they just keep on playing their easy mod.
I think the main problem you're summarizing about regular gameplay is the following. Yes indeed regular gameplay takes skills to an entirely new level, and in some ways indeed higher then the skills required for certain mods. But because there is such high level of skill involved, this discourages new players to practice it, and turns them to the modified games. The main problem therefor lays with with the steep difficulty curve of regular gameplay. The only real solution (which I think should never be implemented) would be some sort of ranking system which only makes you face equal opponents. This way new players can develop their own skills against equally matched opponents, while at the same time won't get discouraged when high-end skilled players repeatedly conquer them. But as I said, this is no solution for Teeworlds.
Magnet wrote:The problem is very real for top clans who are tired of only fighting each other, the game is severely lacking new blood, compared to 6 months ago. So yes there is something to do about it, no it's not because mods are better: The dark side is easier and more seductive, but it is not stronger. In case of TW mods it is even a lot weaker .
I think the emphasis of Teeworlds never involved the principle of clans, and if they lose interest in the game because there is no new blood to spill this will only mean new players will find it easier to access regular gameplay.
Magnet wrote:I loved map downloading, but it killed the good maps. Because like the game, a good map isn't an easy map. Ctf2 is certainly not easy, but it is perfectly balanced. My problem is finding new, promising players on vanilla ctf2, that's why I host a server that welcomes newbies so that they can learn, and it has a big success, so much that I'm thinking I will open another. But most of these players come here once and are led astray by the sweet call of the sirens of Instagib, never to come again.
I think you are doing a very good thing by increasing accessibility to your server. It's a great start and if more servers like that arise it could certainly make a difference. Personally I don't think it's map downloading what killed good maps, it's the fact that there's we are from a generation of players which currently dominates above new players on professional maps, purely because we had the time to develop ourselves. The moment I start liking a map is the moment I actually manage to get a high score on it. Until that moment it's no fun and I'm deploying lot's of self-control to stay practicing while it's a small step to go some funny mod.
CTF2 is definitely one of the best maps every created, but while it's fun for a while it's also a lot of fun to become creative with the map editor and play in an environment which you created yourself. I think many new players are attracted by the fact they can create some kind of a map (regardless of quality) within an hour and play it with friends. Same goes for instagib, it can be much more fun to actually conquer there then to get conquered in regular gameplay. It's not 100% to blame on the mods, but for a large part on the difficulty curve of regular gameplay.
Magnet wrote:You are wrong. Most players don't even try it. I talked with MANY instagib players which I go challenge for clan wars (because that's what clans are about) and they systematically refuse playing vanilla (while we accept to beat them on instagib, no segregation! ) because "they never played it" or "played it just once". I think the problem is a lot more serious than you see it; if mods weren't shadowing the vanilla game so much, I wouldn't care. But they are. If I had it my way the mastersrv would make sure servers are unmodded right now, and people wanting to play mods would have to add the modded server mastersrv thay they would host themselves manually to the TW config file. I know I would add it. It would force players to get interested in TW enough to actually hear about mods, and learn how to access them.
I know instagib is a trivial matter, but don't you think people choose to play any mod because that is what makes them enjoy the game the most? Who are we to say how people should enjoy their game, especially because it's open source. People are free to do whatever they want, as long as it is in terms with the rules they accepted when participating. People are allowed to disable all other weapons except laser, increase it's damage and remove all hearts, which creates instagib. People like it that way, unfortunately at the severe cost of regular gameplay.
I think decreasing accessibility is a direct offense against the very core idea of Teeworlds. Although this would be a harsh but effective solution, all you would do is reduce the interest in Teeworlds as a whole. Players that are forced to leave their mods are definitely not going to play regular games.
Magnet wrote:Oh, no. Teeworlds would be lively in any case. A lot of people who get to Teeworlds get addicted no matter the mod. If there were no mods, there would be plenty of vanilla servers, different maps, and all with very different levels. Some pro servers, some midlevel servers, and some beginners servers. Plus a bunch of "learn how to move, aim, etc" servers.
If people enjoy Teeworlds that much without mods, why don't they play regular games? Without mods Teeworlds would only be for those that like 2D shooters in the shape of DM, TDM and CTF. If you wouldn't like those games you wouldn't play it. But now you have the ability to modify many things, so if you simply like to race the fastest time you will also enjoy the game.
Although it would be nice to have certain professional servers, and some beginner servers there would be no way to prevent these from mixing. Some professionals (bad guys as they are) enjoy taking out on beginners, and some beginners would like to practice against professionals. It would require extensive monitoring of the skills of a player (like giving everyone a rank). As said before I don't like this solution because it would only thrive the old and new generation further away from each other.
Let me conclude by asking you that if you could change one thing to fix this issue, what would you like to see changed? What do you think will make a majority of the entire playerbase (modplayers) move towards regular gameplay, by that giving up the one thing they apparently enjoy about Teeworlds?