The consistent problem with multiplayer games: Half of players hate them

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Katana314

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Oct 4, 2007
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Now, we've all had that moment of glory in our lives when we're dominating a server. Each of our grenades hits two people at once, the enemy offense can't seem to reach the objective, you've churned out ten times as many barracks as your enemey has soldiers, etc, etc. But we have to take a step back once in a while and consider that on the other side of the battlefield, someone is getting their ass kicked.

I thought about this one day in TF2 when our side was getting spawnkilled right at the door. I was thinking about ways that Valve could remedy this, when someone on the other team said "Dude maybe it's just because we're better than you?"
Knowing that there will always be situations where he's right, I decided to accept it. Tonight hadn't really been my night for TF2, and the maps can never be PERFECTLY balanced; in fact, it's often celebrated for how balanced it already is.

But this still presents a problem because I was barely getting any kills, and if you consider that if every kill in a game is one death to another player, and most people don't have much fun until they get a kill/death ratio above 1:1...half of the people who play these games are probably regretting their purchase.

Now maybe a lot of people are good sports and understand they suck at the game, and probably won't play it much after this month. But that still shouldn't happen; I find it a little surprising that we've always yelled at MMOG developers for grinding us through "Kill X of Y" five jillion times, and never criticizing online games for not solving what I think is a very solvable problem. Here are some remedies I see:

Quake-style "Only one can win": I don't play Q3 often, nor do I actually own it (but it shows up at LAN parties often). Basically, when the map ends, it shows the list of people who did well, top to bottom. There's no announcer saying "RedCon HAS WON THE MATCH!!!" or "YOU LOSE." It's just "This is the end of this game, hope you had fun." For all its intensity, this actually works well. Only one person can win, and you weren't really EXPECTED to kick the ass of everyone in the server. Some deathmatch-style games only list your kills and not your deaths, and I think this may be progress as well.

Co-op: Even if Left4Dead is coming soon I'm gonna thwack Valve over the head for not covering this already. Some people just love single-player mode because they hate the competitiveness and extreme difficulty of human players, and there's no reason these people should have to always game in seclusion. Gears of War and even the original Halo have been immensely fun playing with friends. The fun of this mode can, of course, be remedied by placing amazing difficulties on both players, one of which will inevitably be someone who just learned the controls and must be escorted by the other player. But as long as game developers are paying attention, then they should be A. Attempting to put co-op in their games, and B. Keeping it casual. And if you're not paying attention...

Something else: I've already outlined the problem for you, so I know there must be other solutions out there. I'm basically looking for something that puts a little more reward in multiplayer games, and a little less punishment. Obviously, hardcore games should normally be restricted to what already exists, but I'd really like to see this concept elaborated on.
 

Bulletinmybrain

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Jun 22, 2008
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Indigo_Dingo post=9.69681.667514 said:
I always thought this could be remedied by allowing servers where the humans are on one team, and the bots are another. I ate that they've taken out bots in a number of games now.
KZ2 will have bots, Which will be fully customizable. :D
 

Danny Ocean

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Jun 28, 2008
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You win some, you lose some.

There are times in 2142, where I'll be dominating a server on my own.
Or Dominating it with a single teammate in a gunship.
Or Dominating it with the other 30 people on my team.

Then there are times where every shot will miss, I'll get what I like to call, "Newbie Jitters," which is where you literally jump at loud noises or sudden occurrences.

I'll throw grenades at my own feet, I'll jump into lines of fire, I'll crash, and burn.

But I'll learn.

I'll learn to look both ways before crossing the road.

I'll learn new escape routes, and where the Anti Air is.

We all have our good days and our bad days. Obviously I have more good then bad, because I know the ropes, I can change the tide with a little help and a willing squad. But I've been playing for a long time. We're all new at some point, in all games. And we all sucked at some point. Even Ultrajoe. We get through it, and we get better.

If there's a winner, then they'll be a loser. It's just the way multiplayer is. Hell, you can even be the loser in singleplayer (if you die, or if you lose one of the halo meta-games.)

Indigo_Dingo post=9.69681.667514 said:
I always thought this could be remedied by allowing servers where the humans are on one team, and the bots are another. I ate that they've taken out bots in a number of games now.
They have that option in 2142, it's called 'Conquest Co-op'. There are no public servers for it, unfortunately. (maybe an idea for the next gamerlympics?)

Doesn't UT3 have bots?
 

MercenaryCanary

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Mar 24, 2008
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spitball post=9.69681.667718 said:
"The consistent problem with games involving killing people: most people hate dying"?
Heres what I would've liked to see in pretty much any game.Basically when you die you don't have to respawn all you do is basically switch teams.Its kinda like infection from that Halo game only you don't respawn and the zombies can turn human.I guess that might fix a few problems.
 
Aug 1, 2008
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Katana314 post=9.69681.667495 said:
Tonight hadn't really been my night for TF2, and the maps can never be PERFECTLY balanced; in fact, it's often celebrated for how balanced it already is.
Unless it's a symmetrical map like 2fort.

Quake-style "Only one can win": I don't play Q3 often, nor do I actually own it (but it shows up at LAN parties often). Basically, when the map ends, it shows the list of people who did well, top to bottom. There's no announcer saying "RedCon HAS WON THE MATCH!!!" or "YOU LOSE." It's just "This is the end of this game, hope you had fun." For all its intensity, this actually works well. Only one person can win, and you weren't really EXPECTED to kick the ass of everyone in the server. Some deathmatch-style games only list your kills and not your deaths, and I think this may be progress as well.
In Quake, there were no deaths, stats or ratios, just your score at the end. Then the map changed. In Team Fortress, every member of the team got 10 points whenever someone captured the flag, and again nothing special happened when the round was over. It was just over.

If people are lazy and can't be bothered to practise and still expect that every game they play is going to end in a victory parade, then that's their problem. Why should developers accomodate them?