Do arenafps have classes?

PayBack; I really think Epic and this community need to take a good hard look at what makes a successful game in todays market. Quake added classes, for better or worse, I think its fair to say that giving players variety in their characters and play style is a very important piece of modern day video games. People want a tailored experience, they want to use characters and weapons that best suit their play style and needs. Back in the late 90s early 2000s, video games were all about skill.

Your argument is basically “well other franchises do it so ut should as well”. ut should do it if it creates a better game, not just because – perhaps in the case of flagrun classes make sense.

arenafps have “classes” and these are often harder counters than similar setups in class based games. Players have always had the ability to have variety in play style in arena shooters, quite often in a wider range than similar class based games. The main difference is that you do not spawn with the “class”, you need to pick it up AND you have access to other classes provided you spend time picking up those other weapons.

If you have sniper you are able to play in a way that a player without sniper can basically not counter without obtaining one of their own. This is a super hard counter.

If you have a close range weapon the same applies. In ut4 this somewhat comes undone because there are so many close range weapons.

A big part of the “problem” is that players do not “see” this as classes, while the sniper example, at least in ut, basically hard counters everything at long range. This is why loadouts in quakelive were not a huge “problem”. Players could not get rockets/lg/rail out of the gate and could only select one of the holy trinity. This meant they were only maximum effective at one range.

If we take this example to CTF and item layout we can change things in the following manner. Using the sniper as an example.

1) Put the sniper on the way to the enemy flag, where players will always go when attacking. The sniper is now a “fast” weapon as you can pick it up on the way to the enemy base without spending any time. The location of the shock on ctf-outside would be an example of this.

2) Put the sniper out of the way, possibly even away from spawn points. The sniper is now a “slow” weapon and if players wish to use it they must take time to obtain it, cutting into their attacking time. An example here would be placing the sniper up near the top rockets on ctf-outside, possibly extending the corridor further, while making sure to remove any spawns around here. See the image below, if the rifle was off frame where the green arrow is pointing.

Obviously this is not the same as having fast/slow characters like teamfortress does, however it does impact the game. If players need to spend X seconds each life obtaining a weapon rather than going straight for the enemy base, this will heavily cut into the amount of time they have to attack over the course of a game. This is also quite limited in ut4 because all many of the weapons fulfill the same role.

And yet if mappers did this with popular weapons, for example the ctf-outside example, it would be criticized by the player population for odd placement. “Sniper is too far away from the common thoroughfares” would probably be feedback.

The more skill you had the better you were at the game.

Epic should use gathered stats to give players a class(ification). If a player uses more sniper they are labelled that way. If a player dodges significantly more than average at their skill level they given another title. And so on. If the skill ceiling is high, and broad enough players themselves become “classes” based on how they play. The same way a player has a reputation for using shock, rockets, superior movement, timing, etc but everyone will get a “class” rather than a handful of the best players. On the flip side qualities that are low, like average speed, top speed, distance traveled could be taken into account and used to describe the player. If you aim well, but never time or pickup health packs you get a particular title that is less than flattering.

For example, when I was playing I had super high 100a/50a pickups compared to belt pickups compared to everyone I played, even when looking through other players from other regions.

This is not just to classify a player, but to also make them feel unique without giving them ability points to distribute.

 I dont want character progression that unlocks special abilities, just something to give a player a tiny little edge and something to work for. Maybe one player builds a character with 5% further dodge, this allows him to more easily make a trick jump that a non leveled player would have a more difficult time with. Those are the tiny leveling schemes im talking about. Not some major special ability unlock.[/QUOTE]

Movement should be designed so it is deep enough for differences between players to manifest themselves naturally. UT movement may not allow for enough differentiation between players and if that is the case then perhaps that would be excellent to look at.

Because quake movement uses mouse movement it tends to differentiate player skill much better. imo anyway.

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