Author Topic: Blockland Default Competitive -- Is it worth it?  (Read 3325 times)

What do you want again?

I've been contemplating creating a large tournament/competitive server based on default and popular weaponry that takes both skill to use, but is relatively straight forward in functionality and familiarity.

The tournament or competitive server would offer several maps built with default prerequisites and a handful of popular and default-like add-ons to add a little differentiation. The default idea would limit downloads and minimally create faster loading times while adding a little theme. Builds would be optimized to function well across all computers without any advantages based on your machine (unless you have a really stuffty computer, I'm sorry -- but you're on your own).

The core of the GameMode would include team-based gameplay with one life, several weapons for each player, and full on competitive fights forcing players to move as a team and rely on each other. Players would either form teams to participate in the tournament or alternatively play on a competitive server in which they earn a reputation based on their score over time. This would hopefully resurrect a little bit of the old Blockland, but with a modern twist of extreme competitivity and frustration we could all enjoy.

Where is the issue?

The issue is a lack of a server provider and a lack of further planning. What I'm asking indirectly is, if anybody is interested in this, and if anyone is interested in helping in small ways with suggestions, additions, and feedback.

As for planning, if anybody would like to add onto my thoughts, feel free.

Here are pictures of a completed build I released that was originally intended for this:

(Click to enlarge)

Here is the topic where I posted the build: http://forum.blockland.us/index.php?topic=257444.msg7505504#msg7505504

Hint: The intention could somewhat be related to the CS:GO competitive gameplay.
« Last Edit: July 26, 2014, 03:31:14 AM by YK »

Pretty cool!

I could help with suggestions and feedback I guess.

I could host; my internet's good enough that I no longer see complaints from most players, even with a large number of players. (This was really convenient when I hosted for /v/ a little while ago)

As for the idea, it seems like a lot of fun; I can't say I have a lot by way of ideas, but I would like to help if at all possible.

as long as you dont pull any 'random weapon every match' bullstuff like nobot did and consistently keep to your word

though i wouldn't do one life. i'd say something more like first team to Xty points, and on top of that first to 2 wins. its a little less immediately punishing but still keeps things easy-to-understand

you know what, here, run us by exactly the details of what you're thinking here

I say also keep a record of deaths/kills for kdr's

I say also keep a record of deaths/kills for kdr's
This was a part of the entire idea, to be honest.

though i wouldn't do one life. i'd say something more like first team to Xty points, and on top of that first to 2 wins. its a little less immediately punishing but still keeps things easy-to-understand
After experimenting various games, I found that a GameMode based on one-life will force players to create decisions quickly, prove their skill, and put pressure on every move.

The GameMode itself isn't very complicated and is a pretty barebones team-deathmatch with a handful of weapons to go around. At the spawn of each map, a player is given a long range weapon, a short range weapon, and a melee weapon that can almost instantly kill a player if they don't react. By this I mean a knife, machete, chainsaw, whatever it may be, you still have to sneak up on someone who could easily kill you in two shots.

The weapons wouldn't be anything stupid and has been thought of a long time ago. A player would be given an Old School Sniper Rifle, Double Barrel Shotgun, Chainsaw, and several Pills. The sniper rifle would serve as a long range weapon, the shotgun would protect in close quarters, while the chainsaw would serve as a trophy collecter. The pills of course, would heal you.

The GameMode would have several maps on rotation, after ten rounds, the team first to win five rounds would be victorious and the map would change based on the losers decision. On rotation, the teams would scramble unless the GameMode is in tournament mode.

Tournament mode would be organized teams, with brackets and play times. Team with the most map wins, wins. The map number would be odd.

Competitive mode would offer easy to join, easy to leave, fun and bragful gameplay. The maps would constantly remain on cycle.

I'm not sure what else to add, but this sounds about right. I'm still thinking about third person ...

Edit: In tournament mode, anyone can watch, but the players can only interact with each other. Viewers could only spectate and talk in viewer chat -- this would bring some real heat in. Imagine a server clocked at 56 players where only 10 are playing and it's a serious finale!

I could host; my internet's good enough that I no longer see complaints from most players, even with a large number of players. (This was really convenient when I hosted for /v/ a little while ago)

As for the idea, it seems like a lot of fun; I can't say I have a lot by way of ideas, but I would like to help if at all possible.
You would constantly need to host, I'm sure it would become bothersome.
« Last Edit: July 26, 2014, 04:02:35 AM by YK »

not really, there's always at least one computer running in this house, and there's an actual server laying around somewhere in here

I'm actually working on a mod that tracks stats of players in deathmatch servers. I have a KDR and Self Delete counter done so far. I wanted to add in experience and money so players could upgrade stuff but for what you want i think I have most of it done if you need any help.

people would only ever use the OSR you realize, you wouldn't even ever use the pill

and beyond that the OSR isnt even that default

the OSR makes a bad addition because it hits instantly for a one-hit kill. and unless you have maps with extreme close-quarters, there's no strategic reason to use any other gun besides the OSR

the OSR makes a bad addition because it hits instantly for a one-hit kill. and unless you have maps with extreme close-quarters, there's no strategic reason to use any other gun besides the OSR
The maps I'm working on are designed to have long stretches with cover and routes from spawn to spawn. The sniper rifle itself only instantly hits when scoped in, firing normally would result in a slightly stray bullet that does not hit instantly. If you've ever played on Cucumberdude's servers, you'll find that this combination of items works great.

people would only ever use the OSR you realize, you wouldn't even ever use the pill

and beyond that the OSR isnt even that default
The pill lets you take more shots, considering the OSR isn't always a one shot kill, same with the shotgun. I can promise you OSR wouldn't constantly be used, I've ran small matches with friends and people use each weapon respectively.

Yes, the OSR isn't default but it's one of those exceptions I feel would change gameply heavily.

Also: an updated OSR model would be sweet.

the OSR makes a bad addition because it hits instantly for a one-hit kill. and unless you have maps with extreme close-quarters, there's no strategic reason to use any other gun besides the OSR
we could have it the ol fashion cucu way
db shotty osr and pill~

anyways may i recommend actually a randomized loadout approach kinda thing? well i mean if you pick the right weapons this'd be great but i also know that it may be unfair depending on the circumstances
« Last Edit: July 26, 2014, 01:25:10 PM by Flamecannon »

anyways may i recommend actually a randomized loadout approach kinda thing? well i mean if you pick the right weapons this'd be great but i also know that it may be unfair depending on the circumstances

ok seriously

randomizing loadouts are done because they do two things. first, it functions as a sort of carrot on a stick; in a perfect scenario where all loadouts are well-balanced and intriguing, the player will stick around because that the fact the system for getting weapons is random means that with every passing loadout there is a possibility they'll find another new interesting weapon, and there's always some chance that there is something cool hidden in the system and they just haven't stuck around long enough for it to randomly fall into their hands. which, innately, isn't too bad, unless that Something Cool is deliberately hidden and overpowered or some sort of novelty.

on top of that, once a player does know what items are on the randomization lists, they usually know what their perfect preferred loadout would be, and will go through many loadouts (and thus stick around longer) simply because they want to get 'their' loadout. ideally they would do this while actually playing the game, which is why it's privy that most randomizer games don't allow you to Self Delete, simply because- on top of suiciding repeatedly to deliberately game the system being forgetin insulting to whoever wrote the system- it causes players to stick around longer and, if applicable (as in, the items aren't stuff), enjoy all of the cool toys you've laid out for them in a way that won't make them get too bored too fast

basically, randomizers are designed to keep players around. this has the effect of causing the server to grow (because having people on a server attracts more people). it's a relatively nonpoisonous way to do it (assuming, again, all of the items in the randomization pool are interesting in their own rights and no balancing issues are present), compared to the various other ways blockland servers have used to maintain population (deliberately frustrating people into sticking around out of a blind refusal to let the server 'beat them', outsourcing the frustration of people to admins who were previously frustrated allowing them to exert their own power over different people in a strange misdirected 'who's laughing now' fantasy, and knife dms as a whole) so it's pretty much the best thing you could do

outside of a forgetin tournament

tournaments don't sit well with randomness and don't need replayability. tournaments- and skill-based competitions as a whole- revolve around everyone being on an equal playing field where whoever is more skilled at whatever thing they're competing at will come out on top, simply because they are more skilled. if someone wins because their team just happened to spawn with railguns and the other team spawned exclusively with chainsaws the first team didn't win a competition, they won a dice roll

it's different if the server is intended to be a constant stream of stimulus and gameplay, like a casual pub-style server would be, but in tournaments that's bullstuff and that's why everyone forgetin hated nobot's tournament from like a year ago

people would only ever use the OSR you realize, you wouldn't even ever use the pill

and beyond that the OSR isnt even that default

This is true - the OSR instantly hits, instantly kills, and even goes through walls. Your comments about closed sightlines don't matter when you stumble upon a player and blindly shoot point blank for a frag. You could remove wall piercing and make it only instant kill on headshot and then maybe you have a weapon suitable for a Blockland deathmatch, or otherwise it is the best weapon in any and every situation in the game due to its mechanics. Though I personally feel Blockland is more suited for projectile-only weapons (no raycasts) if you wanted to make a vanilla feeling deathmatch.

we could have it the ol fashion cucu way
db shotty osr and pill~

Also, the DB Shotty is a terrible weapon for deathmatches. The control scheme is so clunky it's laughable.

This is true - the OSR instantly hits, instantly kills, and even goes through walls. Your comments about closed sightlines don't matter when you stumble upon a player and blindly shoot point blank for a frag. You could remove wall piercing and make it only instant kill on headshot and then maybe you have a weapon suitable for a Blockland deathmatch, or otherwise it is the best weapon in any and every situation in the game due to its mechanics. Though I personally feel Blockland is more suited for projectile-only weapons (no raycasts) if you wanted to make a vanilla feeling deathmatch.

Also, the DB Shotty is a terrible weapon for deathmatches. The control scheme is so clunky it's laughable.
The control scheme is terrible indeed, but as I said, I'm looking for improvement and ideas to replace our already existing weapon set. I simply love the ability to pick people off with one shot, through a long hallway. It makes things more interesting. I guess I didn't really back myself up enough, but the build is default and the weapons are a little bit more community based.

it's pretty much the best thing you could do
I think we've had enough random-bullstuff servers. The balance pisses me off and you get too dependent on hoping you'll get a decent weapon. Preferably, I think it isn't the best thing to do ... We don't even have normal deathmatch servers anymore, everyone is trying to be a hipster about creating servers when the best are right in front of you.