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Black ops 3 TDM 100 kills


MrTrakky

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I don't think it will based on the reading of Von's twitter.  Seems like they have a preset idea of how long the games should go "on average", which currently is about 5:30-6:00 in length.

 

If the new games can finish, "on average" in under 8 minutes time, it will stay.  If the games extend past that 8 minute mark, they will remove it.

 

Don't know why, didn't say I agree with it, but that is what I took from reading the full text.

 

Von's Twitter

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Maybe they just need to up the point value per kill for gun and specialist. What do you think?

 

 

 

 

Also, asking me for a 150 score per kill is futile. We are happy with the Scorestreak earn rate and it will go up with a longer match.

 

Quoted from Von's Twitter. Looks like they track a few things outside of just the time for the match. With a higher score per kill, it stands to reason that good players will be dropping a lot of heavy streaks. If your MOST POPULAR game type is the one where this is happening, you will quickly eradicate the entry level player population. That is why they have objective based game modes, or hunt and kill with a collection aspect, like Dom locations or Kill Confirmed tags.

 

Personally I don't want to see the skies filled with every piece of gear available. A game last night I watched a level 17 get a 5-piece kill feed with that stupid bow and arrow because the other team was all huddled around trying to protect a guy who called in a care package. That alone should have put RAPS on the map and anything else he had up to that point, and literally positioned him within a couple of kills of reaching the 4th tier streaks.

 

Now up the point value per kill and put that bow in the hands of one you slayers who don't need to rely on the other team being stupid to get kills? eek!

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Quoted from Von's Twitter. Looks like they track a few things outside of just the time for the match. With a higher score per kill, it stands to reason that good players will be dropping a lot of heavy streaks. If your MOST POPULAR game type is the one where this is happening, you will quickly eradicate the entry level player population. That is why they have objective based game modes, or hunt and kill with a collection aspect, like Dom locations or Kill Confirmed tags.

 

Personally I don't want to see the skies filled with every piece of gear available. A game last night I watched a level 17 get a 5-piece kill feed with that stupid bow and arrow because the other team was all huddled around trying to protect a guy who called in a care package. That alone should have put RAPS on the map and anything else he had up to that point, and literally positioned him within a couple of kills of reaching the 4th tier streaks.

 

Now up the point value per kill and put that bow in the hands of one you slayers who don't need to rely on the other team being stupid to get kills? eek!

 

Most game devs want a typical Bell Curve skill distribution because that (as you allude to) allows new players to enter the game and not get gobsmacked into not wanting to continue getting better. CSGO just had a massive adjustment to their competitive ranks -- much to the player bases' dismay -- And this was precisely the reason why; too many unskilled players were in high ranks from being carried, or smurfing (boosting) along with legitimately high skilled players which left the middle and entry-level ranks all but barren save for casual players and generally bad players (the ones who will never get better, regardless). The recent adjustment now means people of (lower) equal skill will be playing one another while also thinning out the higher ranks for those who are truly dedicated and skilled, supposedly.

 

However, the big difference between CSGO and CoD is CoD is much easier to get into and play, overall. Not just the because of the respawn game modes, but because CoD is far more forgiving with its mechanics (and netcode that favors high pings). This means the skill ceiling is going to be very low and this is compounded by the fact many players have been with CoD from the start. So, the skill distribution is always going to be skewed to the high end no matter what Von and company wants.

 

Also, it's so obvious (to me) this is really about money and maintaining a viable player base given the recent decline in CoD sales.

 

You can tell Activision is worried the game may becoming "too easy" to keep people playing for long periods of time, but instead of actually analyzing the reasons why e.g. there is nothing to do but "kill, kill, kill" in CoD vs. other games, they are going to try and hide this fact under convoluted player metrics because we all know Activision doesn't want to spend any more money than they have to even if they are ranking in billions each year from this franchise alone.

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I don't disagree with you in theory JConnor, but you can't lose sight of the fact that this is a business for them.  Development is expensive and time consuming, even for features as mundane as updating search parameters on a basic website interface, let alone a massive game like Call of Duty.  They just didn't roll out of bed one day, get $200K from petty cash and decide to put a game together.   :unsure: 

 

I don't fault them for wanting to make money, this is a big business for them.  I fault them for not supporting the released product to the same extent that the increase in sales would lead you to believe it should.

 

One question I have for Activision/Any CoD development group at the moment however is this:  What NOW/TODAY is the MINIMUM viable tool kit you need to buy this game and jump into playing the MP aspect of it.

 

It appears the minimum viable product to play the game now, is a custom controller like a Scuf or Battle Beaver, with the underside jump/boost buttons.  You can probably survive running a TV as your visual and you don't need blistering internet, because of Lag Comp BS.  With the forced connection to local dedicated servers listed as "in your area" you don't really "need" a Duma.  But what does a brand new player need to play the game?  

 

Can you really play a boost and slide game like B03 with having to take your right thumb off the stick to boost around (or play claw, which is hard on my joints)?

 

Because I truly believe the minute that viable entry level product list changes, it's no longer a casual anything.

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