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Capture the Flag: Feedback & Suggestions
I almost like how you have limited items in CTF as it puts a larger emphasis on the main objective, however I feel there is some untapped potential in some items which would make the game more dynamic and encourage players to strategize further. Firstly, there's items which benefit the offensive team (people trying to cap)- such as speed potions and punch II bows, which wouldn't really work well with a lot of the smaller maps, but on the bigger maps it would give players more options. Then there's items which benefit the defensive team (players who are defending their spawn/flag), which could include fishing rods, weapon/armour upgrades, health potions just to name a few. CTF as it currently stands does not reward teams for being defensive; by no fault of its own mind you, but by its nature as a 5v5v5v5 gamemode - and I feel that adding items which encourage staying in your spawn area would do a good job of balancing that.

I used to play a little bit of Quake Live CTF, where a lot of the teamwork involved was based around everyone working to make sure the best player had the OP item spawn in the middle of the map; in the case of Quake, was the quad damage and battlesuit pickups (check it out if interested:

), which is a concept that I think could be copied over to Badlion's CTF with the right amount of balancing and beta testing. The items that spawn, the placement of the spawners, and how often those items spawn would drastically change the gamemode from what we know it as currently - in my opinion, for the better.

I don't really like how everyone can read every teams messages right off the bat in CTF. I'm well aware that /tc works and I try to use it when giving my team direction, but a lot of players don't use this feature - or try to communicate with each other at all really - I personally feel that making team chat default as soon as you join a team would work better. Just a mild annoyance tbh but I think it'd make a big difference.

As it is currently, when you press tab during a game of CTF it tells you how many kills you have when it should really tell you how many individual captures you have. I can understand the desire to rack up an insane killstreak (especially if you play defensively for your team), however I would still like to be able to see how many captures I scored for my team.

There is a known issue for 1.7 players where they cannot see the flag as clearly as players who are on 1.8+ (https://twitter.com/archyb0t/status/786764575500738561). As a 1.7 player I haven't found this to be a major issue except for in one certain situation - often there are times where I or a teammate have an enemy flag and have no fucking clue that we actually have it, this often happens after a messy group fight . Even in F5 mode, its hard to tell if you are carrying the flag - I once had to punch a teammate into our spawn because he was running around blue base with the green flag and holy shit was that frustrating. My solution would be for on-screen text (like this: https://imgur.com/a/27ubE) to remind the player that they have the flag.

Aaaaaaaand that's my feedback for Badlion's CTF. I never played Overcast Network so this is all new and exciting stuff for me, massive props to the devs, builders, etc who put the work in so we could have this awesome new gamemode. I hope you found my feedback and suggestions helpful, thank you for reading.

(EDIT: Also there should totally be a way for players to drop flags and items as it would encourage teammwork)
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joco wrote

I almost like how you have limited items in CTF as it puts a larger emphasis on the main objective, however I feel there is some untapped potential in some items which would make the game more dynamic and encourage players to strategize further. Firstly, there's items which benefit the offensive team (people trying to cap)- such as speed potions and punch II bows, which wouldn't really work well with a lot of the smaller maps, but on the bigger maps it would give players more options. Then there's items which benefit the defensive team (players who are defending their spawn/flag), which could include fishing rods, weapon/armour upgrades, health potions just to name a few. CTF as it currently stands does not reward teams for being defensive; by no fault of its own mind you, but by its nature as a 5v5v5v5 gamemode - and I feel that adding items which encourage staying in your spawn area would do a good job of balancing that.

I used to play a little bit of Quake Live CTF, where a lot of the teamwork involved was based around everyone working to make sure the best player had the OP item spawn in the middle of the map; in the case of Quake, was the quad damage and battlesuit pickups (check it out if interested:

), which is a concept that I think could be copied over to Badlion's CTF with the right amount of balancing and beta testing. The items that spawn, the placement of the spawners, and how often those items spawn would drastically change the gamemode from what we know it as currently - in my opinion, for the better.

Item spawners is something we'll look at later, but not now right before a tournament.

Anonymous Quote

I don't really like how everyone can read every teams messages right off the bat in CTF. I'm well aware that /tc works and I try to use it when giving my team direction, but a lot of players don't use this feature - or try to communicate with each other at all really - I personally feel that making team chat default as soon as you join a team would work better. Just a mild annoyance tbh but I think it'd make a big difference.

This has already changed in the dev version to default to team, and have to type /gc to type in global.

Anonymous Quote

As it is currently, when you press tab during a game of CTF it tells you how many kills you have when it should really tell you how many individual captures you have. I can understand the desire to rack up an insane killstreak (especially if you play defensively for your team), however I would still like to be able to see how many captures I scored for my team.

Already changed in the dev branch.

Anonymous Quote

There is a known issue for 1.7 players where they cannot see the flag as clearly as players who are on 1.8+ (https://twitter.com/archyb0t/status/786764575500738561). As a 1.7 player I haven't found this to be a major issue except for in one certain situation - often there are times where I or a teammate have an enemy flag and have no fucking clue that we actually have it, this often happens after a messy group fight . Even in F5 mode, its hard to tell if you are carrying the flag - I once had to punch a teammate into our spawn because he was running around blue base with the green flag and holy shit was that frustrating. My solution would be for on-screen text (like this: https://imgur.com/a/27ubE) to remind the player that they have the flag.

It says in chat when you pick up the flag, maybe we'll add something like this


Anonymous Quote

(EDIT: Also there should totally be a way for players to drop flags and items as it would encourage teammwork)

This was actually purposely not added because it hurts competitive.
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I was about to suggest most of the things suggested here .
Mid fights are fun but also pointless because there is nothing to gain (except gapples which arent that important because you could easily get a kill) so I agree there should be special items like buffs/better weapons so people fight for them.


-Add compasses for every flag. Archy made a poll on twitter and only 30% of the votes were nagative.

-Make deaths matter.
Respawn timer should be longer , I think 10 sec respawn time should be good enough.
Say you win a 5v2 to get the enemy flag but they just immediately respawn and there is nothing you can do even tho you and your teamates have better pvp skills , so this will increase the competivity and give a slight advantage to the team that is better at pvp(not only team work).

-Team chat timer.
This is not that important its very annoying. Make it so there is no timer in team chat and also if you do/gc or /tc you wont be able to chat for 2.5 seconds right after you did the command.
@Archybot :)
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Thanks for responding Archy! Hope my post was of any help :)
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Anonymous Quote

-Add compasses for every flag. Archy made a poll on twitter and only 30% of the votes were nagative.

This has been added in the dev branch

Anonymous Quote

-Make deaths matter.
Respawn timer should be longer , I think 10 sec respawn time should be good enough.
Say you win a 5v2 to get the enemy flag but they just immediately respawn and there is nothing you can do even tho you and your teamates have better pvp skills , so this will increase the competivity and give a slight advantage to the team that is better at pvp(not only team work).

Deaths are longer in competitive

Anonymous Quote

-Team chat timer.
This is not that important its very annoying. Make it so there is no timer in team chat and also if you do/gc or /tc you wont be able to chat for 2.5 seconds right after you did the command.

You don't have to toggle, you can literally do "/tc hi" and it works without toggling.
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