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Topic: [IDEA] Damage Match

This is a game mode proposal that I've given quite a bit of thought to a while ago, but in the end decided it probably wouldn't be seen as different enough from regular Deathmatch to warrant implementing officially, or simple enough to get anyone to stop playing Instagib 24/7, so I didn't even bother asking to see if anyone was interested. I'm doing so now because my faith in the community has improved quite a bit with the release of 0.5.0, mainly its demo recording features and how it tries to push modifications to the sidelines a little.

The basis of Damage Match are some of the [admittedly slight] grudges I have with how certain very effective strategies in DM/1v1 games dominate over all other approaches to battle, resulting in many of the top players, whom I otherwise have a lot of respect for, ending up playing in pretty much the same way. Where I come from [Worms Armageddon], getting their ass handed to them by an experienced player is a source of inspiration for newer players. In Teeworlds, I fear a lot of the time it's just frustrating and results in newbies quitting and going back to playing with lesser players. DMG tries to change that not by modifying the core gameplay, but by awarding points a little differently, taking away some reasons for playing defensively and tweaking some details so that craziness in battle isn't punished as harshly as it is now. Optimally, this would result in a more relaxed alternative game mode that's fun for both experienced players with a sense of style and less experienced ones watching and learning from them.


How?

1) Players spawn with all weapons available on the map, fully loaded, but not with infinite ammo.
2) Amount of damage done to enemy tees is what counts, not the amount of kills.
3) Infinite health, meaning you only spawn onto a map once per round.
4) No self damage or negative points for it.


Why?

1) To prevent newly spawned players on a server from starting with too much of a disadvantage, like they do in regular DM after each death. This way they actually stand a chance of fighting their way to strategic weapon spawn points where they can replenish their supply of ammunition.
2) It promotes a different, more aggressive way of playing the game instead of always running away when your health drops below 6 hearts.
3) Same reason as 2). Also does away with stealing kills.
4) Makes grenade jumping a plausible transport alternative, even in games where you aren't infinitely better than everyone else.


Why not?

Like I mentioned up there, the game type could end up not actually feeling different enough and would therefor stand no chance of being implemented officially alongside DM. This leaves the possibility of someone making a modification of it, but seeing as I'm against mods in principle, the irony might kill me. D:

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Re: [IDEA] Damage Match

Your idea might work aswell, but I imagine i would be quite frustrated when i hit another player with four rockets and he would be still alive. Would anyone use the hammer in this gamemode ? I dont think so. It will also render armor and health useless. In _my_ opinion it would be very boring and pointless - what I mean is that in a DM game I have a goal - to kill the enemy players, in CTF i have a goal - to capture the flag, but in this mode I could if I wanted just stay in a place and shoot around with the pistol, or stop chatting in the middle of a battle, without any real punishment. Beautifull aspects of the game like chatkilling would also be lost smile

We will meet again when the flowers spread their glorious scent of victory and the birds sing us the melody of justice...

3 (edited by shmafoozius 2009-01-15 18:33:25)

Re: [IDEA] Damage Match

I think this gamemode's interesting. Shouldn't be hard to implement as a Mod, doesn't need to be an official game mode.

Only thing about this mod is that it would need a totally new weapon balancing. You can hit a player with the pistol more often per second than with the grenadelauncher or laser. Also the chance of hitting someone with the shotgun is higher than with some of the other weapons (for non pro gamers).

Some solution for this would be to use only one type of weapon per round.

bam: WARNING:'src/game/server/gamemodes/mod.cpp' comes from the future

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Re: [IDEA] Damage Match

Hmm, that might be an interesting way of playing, I'll add it to my tw-0.5-mods-todolist if nobody takes the ticket tongue

spl0k, aka Al`. From the HuH clan.
Noobing pwns since 01/01/1970.
TeeViewer - TeeComp

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Re: [IDEA] Damage Match

torch wrote:

Your idea might work aswell, but I imagine i would be quite frustrated when i hit another player with four rockets and he would be still alive. Would anyone use the hammer in this gamemode ? I dont think so. It will also render armor and health useless. In _my_ opinion it would be very boring and pointless - what I mean is that in a DM game I have a goal - to kill the enemy players, in CTF i have a goal - to capture the flag, but in this mode I could if I wanted just stay in a place and shoot around with the pistol, or stop chatting in the middle of a battle, without any real punishment. Beautifull aspects of the game like chatkilling would also be lost smile

I think that's a valid point there about DMG offering a less clearly defined goal than other game modes at any one point in time, but I don't doubt effective strategies would evolve in time just as well. Rather than chasing down enemies whom you know are low on health like you do in DM, you'd have to find other ways of selecting targets; go for those in the worst position in relation to yourself, perhaps. Doesn't sound that boring to me.

It is also true armor and health pickups would have no place in this game mode, but while I agree they're an important part of DM, their lack hasn't stopped Instagib from being challenging in a way too. It's just one thing less on your mind, which leaves more brain power for other tasks like concentrating on your movement so you don't give away too many cheap points.

About the hammer, it would be a lot more risky to get into hammer duels and become an easy double target for a third party equipped with a grenade launcher, yes, but you're going to be running out of ammo quite a bit since you won't ever respawn with a fresh supply, especially in large games. The thing still has a huge damage output and is a lot of fun, so I wouldn't just write it off like that.

You won't get the gratification of seeing a tee you've just unleashed 4 grenades on disappear in a splash of paint, but think of it this way... you'll be able to get 4 more hits on the same tee afterward as he tries to get away and humiliate him even more!

As for the beauty of chat killing, I'm not entirely sure what you mean. It will be in your best interest to not stand still and let everyone with two seconds of spare time
rain grenades on you, because they'll just get a lot more damage per second than you will with your pistol, resulting in them running away with points and you staying glued to the bottom of the score sheet.

Also, what's not beautiful about doing huge grenade jumps and speeding past enemy tees to snatch the weapon they were about to pick up, then using it to get a mass of damage points out of them because they're poorly equipped? /me drools.

shmafoozius wrote:

Only thing about this mod is that it would need a totally new weapon balancing. You can hit a player with the pistol more often per second than with the grenadelauncher or laser. Also the chance of hitting someone with the shotgun is higher than with some of the other weapons (for non pro gamers).

Some solution for this would be to use only one type of weapon per round.

I'd say a fully loaded grenade launcher in the hands of a relatively okay player does a lot more damage than a pistol still. I think I might have failed to explain that by hitting someone full-on with a grenade launcher, you'd get 6 points [same as the number of damage stars coming out of him as you hit him], while a pistol hit will only give you 1 point. So a fully loaded grenade launcher has the potential of getting you 60 points on a single opponent, meaning the pistol would have to be emptied and reloaded 6 times for the same effect.

6 (edited by William Tee Riker 2009-01-15 22:25:08)

Re: [IDEA] Damage Match

I like the idea, also because it would be more fair. Often, a player just does 1 or 2 damage and gets the kill someone else should have got, because he did all the "work".

But I think this wouldn't work for the following reason:
There are often players who are away from keyboard (afk). You could make any number of points by just constantly hitting them with the hammer.

If the server could kick idle players automatically, it could work.

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Re: [IDEA] Damage Match

TomasRiker wrote:

If the server could kick idle players automatically, it could work.

Easy done with setting the idle players spectator i think i remember 1 or 2 mods which have inclueded this.

Well it would be a great alternative  .would be quite fun for seeing the score going up that fast .
But there are still some problems i see:
.) A skilled player still does a lot of more damage than a noob
.) only can be played with timelimit cause scorelimit would be hit very fast i think.

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Re: [IDEA] Damage Match

KRD wrote:

I'd say a fully loaded grenade launcher in the hands of a relatively okay player does a lot more damage than a pistol still. I think I might have failed to explain that by hitting someone full-on with a grenade launcher, you'd get 6 points [same as the number of damage stars coming out of him as you hit him], while a pistol hit will only give you 1 point. So a fully loaded grenade launcher has the potential of getting you 60 points on a single opponent, meaning the pistol would have to be emptied and reloaded 6 times for the same effect.

Doh', sorry. Somehow I've thought of "number of hits" instead of the actual damage. No balancing needed this way and even more easy to do. Might es well do this little thing tomorrow myself, if spl0k didn't finish it until then.

bam: WARNING:'src/game/server/gamemodes/mod.cpp' comes from the future

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Re: [IDEA] Damage Match

Is making the server count the damage done instead of kills really that easy? Excellent. Anyway, I'm glad this is being considered seriously, it should be a lot of fun trying it out in reality and seeing if anything is bizarrely imbalanced. Suicide attacks with the grenade launcher come to mind if there's going to be no self damage, for one thing.


TomasRiker wrote:

But I think this wouldn't work for the following reason:
There are often players who are away from keyboard (afk). You could make any number of points by just constantly hitting them with the hammer.

If the server could kick idle players automatically, it could work.

Yeah, that's a bit of a problem, but even aside the solution Marik16 suggests [which I think should and will be implemented officially too at one point], there are a few possibilities to counter such behaviour. Other than the obvious one of playing with people you know, it's also not completely unrealistic for a good player to try to hook the afk killer away, get him involved in a real battle and punish him. Not a very serious solution, I know, but I've seen it happen before on public servers, even by more than one player at the same time. Funny stuff.


Marik16 wrote:

But there are still some problems i see:
.) A skilled player still does a lot of more damage than a noob
.) only can be played with timelimit cause scorelimit would be hit very fast i think

1) It's only right that he does! The purpose of DMG isn't to bring everyone down to the same level, but rather to make it just a little less annoying for a newbie to get into the game. Right now in a duel against a better player, you will often spawn with less armor, less weaponry and less control of the map after being killed each time, and that's on top of being worse at the game. That's not a problem and actually a good thing among evenly matched opponents because it keeps things interesting and intense, but I do believe an alternative would be nice.

2) Looking at the source, the score limit seems to be capped at 1000 the way things stand now. I'm pretty sure that'd be enough, but in case it isn't, I guess the time limit would have to do. Best wait and see how quickly the score goes up in practice.


shmafoozius wrote:

Doh', sorry. Somehow I've thought of "number of hits" instead of the actual damage. No balancing needed this way and even more easy to do. Might es well do this little thing tomorrow myself, if spl0k didn't finish it until then.

Hehe, no worries. Hopefully this is my last confusingly long post in this thread and we'll be letting the guns do the talking from now on. Do you guys come to the IRC channels on QuakeNet? I'm usually there as KRD or NogardDerNaerok and unless I'm too far away, I'll respond if someone types out my nickname.

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Re: [IDEA] Damage Match

dude, great idea but when someone reaches a certain level (50 hearts damage. You MUST have that guy respawn or have some sort of penalty or else me and some other guy would stand beside each other and keep on shooting at each other for massive points and a win)

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Re: [IDEA] Damage Match

shmafoozius wrote:

Might es well do this little thing tomorrow myself, if spl0k didn't finish it until then.

I haven't started yet. wink I have some work to do before I can allow myself to work on work on extra-scholar projects (goddamn compiler project neutral).

spl0k, aka Al`. From the HuH clan.
Noobing pwns since 01/01/1970.
TeeViewer - TeeComp

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Re: [IDEA] Damage Match

Franchan123 wrote:

dude, great idea but when someone reaches a certain level (50 hearts damage. You MUST have that guy respawn or have some sort of penalty or else me and some other guy would stand beside each other and keep on shooting at each other for massive points and a win)

I guess we'd have to either kick/ban such players or check if players are moving and then kick them. I don't see any other solution for this problem.

bam: WARNING:'src/game/server/gamemodes/mod.cpp' comes from the future

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Re: [IDEA] Damage Match

shmafoozius wrote:
Franchan123 wrote:

dude, great idea but when someone reaches a certain level (50 hearts damage. You MUST have that guy respawn or have some sort of penalty or else me and some other guy would stand beside each other and keep on shooting at each other for massive points and a win)

I guess we'd have to either kick/ban such players or check if players are moving and then kick them. I don't see any other solution for this problem.

Personally I don't see how a game mode that actually kicks you when you're doing what you are suppose to do (dealing damage) would become very popular. Maybe it's better to implement the camper penalty of committing suicide and losing some points?

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Re: [IDEA] Damage Match

shmafoozius wrote:
Franchan123 wrote:

dude, great idea but when someone reaches a certain level (50 hearts damage. You MUST have that guy respawn or have some sort of penalty or else me and some other guy would stand beside each other and keep on shooting at each other for massive points and a win)

I guess we'd have to either kick/ban such players or check if players are moving and then kick them. I don't see any other solution for this problem.

Also, that woudn't work as well because people would move back and forth (left/right/left right) and they would s\support each other in kicks

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Re: [IDEA] Damage Match

Azon wrote:
shmafoozius wrote:
Franchan123 wrote:

dude, great idea but when someone reaches a certain level (50 hearts damage. You MUST have that guy respawn or have some sort of penalty or else me and some other guy would stand beside each other and keep on shooting at each other for massive points and a win)

I guess we'd have to either kick/ban such players or check if players are moving and then kick them. I don't see any other solution for this problem.

Personally I don't see how a game mode that actually kicks you when you're doing what you are suppose to do (dealing damage) would become very popular. Maybe it's better to implement the camper penalty of committing suicide and losing some points?

Wth... no. Not kicking the players attacking AFK players, but kicking the AFK players so others can't easily score because of them.

bam: WARNING:'src/game/server/gamemodes/mod.cpp' comes from the future

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Re: [IDEA] Damage Match

Franchan123 wrote:

dude, great idea but when someone reaches a certain level (50 hearts damage. You MUST have that guy respawn or have some sort of penalty or else me and some other guy would stand beside each other and keep on shooting at each other for massive points and a win)

Hmm. How about making it so that getting hit subtracts points from your score at the same rate doing hits adds them? Then the average of points in a game would always be 0 and about half of the players would be below 0. The problem I see with this is that an evenly matched game would move nowhere, though. Also, new players joining a server would then start in the middle and would have to play for at least a while for their score to reflect their actual skill. But I guess it's like that in other game modes too, in a way.

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Re: [IDEA] Damage Match

It seems very weird.

As torch said {with grenades}, imagine yourself with hammer in this mod.
Hits and more hits and "nothing".
Except your finger, that's sucked.


Do you have an example of score limit for this gametype?

check out these maps: infiltrate - choco - dustycloud

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Re: [IDEA] Damage Match

Here we are.
One of the HuH servers (88.191.17.73:8303) is currently running the Damage Match gametype as described in the first post.
- Tees spawn with every weapon available in the map (except the katana)
- Tees score points by hurting other tees.
- Tees can't die.
- There is no health or armor since it's useless.

To devs: it would be great if the game controller class had a damage modifier function.

spl0k, aka Al`. From the HuH clan.
Noobing pwns since 01/01/1970.
TeeViewer - TeeComp

19

Re: [IDEA] Damage Match

Niceness! I've spent a while on the server earlier so here's some early thoughts:

1. It in fact seems easier to keep players playing for at least a couple of rounds, even though they're gaining points slower than you are. Hurrah!

2. It's all very brutal, as expected. Once you have someone trapped in a corner, you can rack up lots of points quickly, but I guess this will be less noticeable with good players once they get used to the concept of immortality.

3. The grenade launcher feels a little too powerful without self damage. The shotgun has its uses, but it mainly ends up being used after you've run out of grenades, which isn't optimal. We should try it with self damage turned on, so that suicide attacks lower your points a little [6 - 3 = 3]. Sadly this will also mean grenade jumps won't go unpunished anymore, but they'll still be useful since you can't die, just lose a bit of points. Could end up being a strategic decision.

4. On the smaller maps like dm1 and dm9, the map runs out of weapons very quickly when you have more than just 2 players playing. This is understandable and spawning with all the weapons addresses this problem already in part, but I guess it's still better to only host 2 player servers on small maps.

5. The hammer gets *a lot* of use. This probably won't be the case on larger maps with more available weapons, but still.


Slinack wrote:

Do you have an example of score limit for this gametype?

What I've noticed was that, at least in a game with fewer players, the points don't go up as quickly as you'd expect, even if some players are being chat killing jerks. And anyway, it's wise to keep the rounds short because the action is pretty intense, especially with many players. Somewhere between 100 and 150 feels about right for 2 player games, 250 for 4 players and I guess 500 for 8 players and more.

But obviously these depend on our findings regarding the other scoring system I'd like to try; that one's probably going to take significantly lower values. spl0k's working on it. big_smile

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Re: [IDEA] Damage Match

Hehe, I played some match on this gametype and it's quite fun and intense smile
But some people just stand in one spot and smash themselves with the hammer. We should think about a solution to prevent this if what follows doesn't fix this.

Scoring system changed:
- You still earn points by hitting your opponents, but you will also lose point if you get hurt.
- Which means you'll also lose points if you try to rocket jump

spl0k, aka Al`. From the HuH clan.
Noobing pwns since 01/01/1970.
TeeViewer - TeeComp

21 (edited by Franchan 2009-01-18 14:49:02)

Re: [IDEA] Damage Match

um... when is the server up, because i put in two letters DA for "DAmage" and i cant find anything except DAzoe some random ones with "players" section highlighted
[I have filters "compatable version (0.5.0) and No Password]]

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Re: [IDEA] Damage Match

lol...
Either search for "Huh" (since he told us the server name), enter the ip adress (which he told us as well) or simply search for DMG as game type.

Server's up and running all the time, but with no one playing.

bam: WARNING:'src/game/server/gamemodes/mod.cpp' comes from the future

23 (edited by Franchan 2009-01-18 20:25:16)

Re: [IDEA] Damage Match

shmafoozius wrote:

lol...
Either search for "Huh" (since he told us the server name), enter the ip adress (which he told us as well) or simply search for DMG as game type.

Server's up and running all the time, but with no one playing.

Nah. It just wasnt up when i searched. 5 min ago i searched up da again and damage match expirimental was first.
First thing, it was pretty fun.
But, I GOT SMOKED. The first time i played, i wasnt expecting i could lose so many points so i stood in one place and kept on jumping to avoid fire. Some new guy got -200s, i got -51 and another guy got 200s.

I think that this mode is actually harder for me to play (i dunno if ima newb or an average-to-Almost-Awesome-Player)
But this definately fun. You get to swing around doing whatever u want without worrying you will get hit and you can fire back if you feel like.

Anyways, i disconnected and reconnected (to reset my score) and started to play normall again and i got the guy to 30 and me to -30 so i figured this mode isnt untierly unfair to people who suck (like me)
To make this more appealing to newbies is to probably make the minimim amount of points -100 or something (so they wont feel too discouraged)

You should add a full set of shields just to make it look good.
Anyways, needs a bit of tweaking (not sure what it is) but keep on expirimenting!

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Re: [IDEA] Damage Match

shmafoozius wrote:

I think this gamemode's interesting. Shouldn't be hard to implement as a Mod, doesn't need to be an official game mode.

Only thing about this mod is that it would need a totally new weapon balancing. You can hit a player with the pistol more often per second than with the grenadelauncher or laser. Also the chance of hitting someone with the shotgun is higher than with some of the other weapons (for non pro gamers).

Some solution for this would be to use only one type of weapon per round.

Thats actually a great idea

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Re: [IDEA] Damage Match

I've only had one longer game since the update, but I have to say it's shaping up to be quite balanced and fun for me. Thanks again for your efforts, spl0k. big_smile

The only downside to the way the points work now is that it can look discouraging to be below 0 for a large part of a round, but I don't think this is something players would never get used to, as it's really just cosmetic. I'm not sure I would like a limit on how low the points can drop because it would have to be different for smaller and larger servers... but I guess it's still an idea worth considering.

By the way, could a few different score limits be added to the list of possible votes on the HuH server? On top of the time limits, I mean. Do negative score limits work too? It's probably not necessary, but it'd be nice to play around with, just in case it does work.

I've got a pretty busy week ahead of me, but I'll try to be on when I can in the evenings. See ye there, gents.