"How to make PVP more fun" #1744
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When you code it. |
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PVP really does not have to "be fair". NT and Syndicate have two separate play styles with their own set of pros and cons. NT gets superior crew capacity with more opportunity for department ingenuity, but their personal armaments aren't as strong. Syndicate have reduced crew numbers and superior firepower in every aspect. Yet we still see both sides routinely win and lose. For any number of reasons. Problems with sabotage? Go put some more sec officers or syndies on top of the turrets and engines. Bridge likely to get bombed? Have engineers or extra supplies, or even an extra set of consoles on hand. Distribute more guns to the crew. Rely on each other. Communicate with each other. Work together to solve problems. This is literally how antags work, the original nature of SS13 gamemodes, but on a fleet wide scale now. Sometimes you just lose. |
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This crazy tagging should stop |
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Due to my PVP rounds this week, and Qai's rule experiment on them, we have seen many of the problems associated with pvp in action.
Though it is currently unmaintained, it's core gameplay works nearly flawlessly, some minor bugs aside.
BUT IT AIN'T THAT FUN, NOR IS IT VERY FAIR.
Let's face it, PVP ain't fair, running a tournament with it will result in one side stomping the other in most cases, that's not good.
Here are some core lessons we learned:
ALL OF THESE STEPS ARE FIXABLE BY ADMIN INTERVENTION, RENDERING PVP A FULLY FUNCTIONAL GAMEMODE.
AS AN ADMIN, I REALLY WOULD LIKE IT IF I DIDNT HAVE TO BABYSIT THE GAME ALONGSIDE THE PLAYERS.
Here is how admins are fixing these issues in-round:
Here is how to provisionally fix these problems with next to no effort(mainly mapping):
Here is how to fix these problems with more effort, turning PVP into a gamemode that should be okay to put in normal rotation.
RIGHT NOW, PVP WORKS PRETTY WELL AS LONG AS YOU HAVE ADMINS BABYSITTING, DON'T BE SHY TO ENABLE PVP WHEN POP ALLOWS.
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