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Vigilanties
#213834146Saturday, April 08, 2017 9:44 PM GMT

First: Lets talk about competitive games CSGO League Dota Overwatch What do these games have in common? Variables. RCL is a game that is designed to be nothing but even all across the board, and while it sounds good in theory its actually terrible for competitive play and for viewers. In the aforementioned games, there are a variety of variables that change up the gameplay from match to match. I'll give examples. CSGO: - Maps can be more advantageous for one side depending on how they're laid out. - Rewards for cash change depending on how many rounds you win/lose in a row, or if a bomb is planted. Cash also varies between kills for weapons, making some weapons more useful in certain situations. - Different weapons for different playstyles League: - Tons of different champions with different abilities - Buffs throughout the map that encourage team-play - Rewards for first blood and first tower - Items that give buffs to champions, giving each champion very unique ways to shine and contribute to their team. Don't know too much about Dota and Overwatch so I won't talk about them. And then we get to RCL. Very simple, very basic. RCL: - Maps are designed to be even for both sides (Which is perfectly fine, but not when accompanied by this next point) - Plain gameplay across the board. In RCL you get 5 teammates, a GPR and a PSTL, and you fight on a map (which typically doesn't give very good advantages for taking map control). No buffs, no uniqueness in gameplay, just standard all across the board. If RCL were to provide things such as better advantages for taking map control, buffs, and different weapons it'd be a way better game. Thoughts?
KianGardiner
#213834268Saturday, April 08, 2017 9:46 PM GMT

clans are trash
oditty
#213834291Saturday, April 08, 2017 9:46 PM GMT

I mean it's a good idea but the problem with RCL is if you give a halfway decent player some sort of buff, theres no actual skill involved anymore.
BIoodPatriot
#213834308Saturday, April 08, 2017 9:46 PM GMT

rcl wasn't designed to be a competitive game it was designed to be a system of fairness and simplicity that could decide scrims and final battles with total removal of any biases
LethaIcore
#213834313Saturday, April 08, 2017 9:46 PM GMT

I support
Laedere
#213834374Saturday, April 08, 2017 9:47 PM GMT

Matches would be one sided if there were "better advantages" for taking map control.
Vigilanties
#213834395Saturday, April 08, 2017 9:47 PM GMT

"rcl wasn't designed to be a competitive game it was designed to be a system of fairness and simplicity that could decide scrims and final battles with total removal of any biases" So.... it WAS designed to by competitive....?
Dalt2306
#213834450Saturday, April 08, 2017 9:48 PM GMT

I support.
LethaIcore
#213834452Saturday, April 08, 2017 9:48 PM GMT

"Matches would be one sided if there were "better advantages" for taking map control." halftime like csgo
Vigilanties
#213834453Saturday, April 08, 2017 9:48 PM GMT

"Matches would be one sided if there were "better advantages" for taking map control. " is just like saying "Matches would be one sided if one team played better than the other and was awarded for it"
Jaleox
#213834497Saturday, April 08, 2017 9:48 PM GMT

Ok
Laedere
#213834537Saturday, April 08, 2017 9:49 PM GMT

You're already awarded with kills if you have map control, giving more benefits would be entirely useless and unneeded.
Rinkimii
#213834580Saturday, April 08, 2017 9:50 PM GMT

rcl is fun
caampy
#213834716Saturday, April 08, 2017 9:51 PM GMT

lets make a clan big guy
Vigilanties
#213834718Saturday, April 08, 2017 9:51 PM GMT

"You're already awarded with kills if you have map control, giving more benefits would be entirely useless and unneeded. " What awards do kills give you? Nothing. Kills aren't rewarding because they don't change up the gameplay enough.
guges
#213834825Saturday, April 08, 2017 9:53 PM GMT

You're assuming rcl is supposed to be something it's not. It's not a competitive gamemode in and of itself, it's more of a template.
CptArcadia
#213834847Saturday, April 08, 2017 9:53 PM GMT

Clan Philosophy. add 15k
Altair551
#213834857Saturday, April 08, 2017 9:53 PM GMT

For RCL to be a competitive mode it needs a complete overhaul. Bricktops was released specifically for the Stonemen/WIJ ST scrim, not to be the poster-child for competitive ROBLOX. There are a lot of small fixes Ben could make to promote more aggressive gameplay, like reducing time-to-kill and increasing spread. If you're going to die in 2 seconds after making a push, it's only natural that the logical play is to not push. I think small changes like this are the way to go. The 35 kill rule instituted in week 2 increased the pace of games exponentially, and Gutenburg and Coldfront are still very face paced maps compared to the Tops maps. Next season I'm expecting more gameplay changes like those I mentioned. Vydrak has already brainstormed a few ideas in the General chat (swapping teams and respawning at the half to refresh map position) and has already promised some changes, such as having gun models. I would be interested in seeing a longer delay between seasons and possibly introducing bigger changes over time, like reworking the maps and adding a pseudo-class system where you can pick a different primary weapon than the GPR off spawn. RCL is simple, it was never meant to become a very complex gamemode, but I could see RGL diverging from RCL and becoming closer to HEX or Phantom Forces in style than classic 8v8 Bricktops-only RCL.
2uo
#213834902Saturday, April 08, 2017 9:54 PM GMT

I think variance in weapons would be interesting. We already have people for roles like support, lqc, sweeper and IGL. I think that there could be better weapons that compliment the different roles people play. sniper (making sure it's balanced, more like 3 shots and long reload time) sweeper (SMG kinda thing with very low accuracy) then you can get the standard GPR or rifle or whatever Then before matches you have to make decisions on which person gets to have the class, and then maybe different classes will have less lives? Or different hp? I think buffs and stuff would be really alien for most people in RCL and would be too different from what people want in RCL. But having guns with different stats could be interesting. I just think it's important that the guns are balanced in order to make for interesting game play.
Altair551
#213835056Saturday, April 08, 2017 9:56 PM GMT

"You're already awarded with kills if you have map control, giving more benefits would be entirely useless and unneeded." Taking map control on many maps is actually punishing. Look at Gutenburg. The meta for Gutenburg is to push and get kills, then fall back ASAP. It's NEVER worth it to hold aggressive positions, you're going to get traded every single time. Having control of top or tunnel is completely useless. You can crossfire people when they're out of position, but there are a myriad of angles you can abuse to not be in vision of top players at your side's box. The only position on the map worth holding aggressively is balcony, and it's too hard to hold for more than like 10 seconds at a time, even if you killed both tunnel players already.
2uo
#213835156Saturday, April 08, 2017 9:57 PM GMT

Or tbh just not have a sniper class to force players to engage at closer distances to do damage.
Celestus
#213835449Saturday, April 08, 2017 10:01 PM GMT

I get what OP is saying, but altair's response basically sums it up. RCL was designed to be a system for clans to have completely fair 'final battles'. Now RGL is changing things and I think in time the issues that are being complained about will be patched. I think an emphasis should be on keeping the game lag-free and simple, but introducing some new dynamics could definitely work.
Altair551
#213835460Saturday, April 08, 2017 10:01 PM GMT

Having a sniper class would be a mistake. The reason why they're so popular is because every competitive game they're included in has several built-in counters to them. RCL in its current state has none, and I don't see it being worth including any just to work snipers in. We're talking bullet pen., grenades, etc. just to make snipers not absurdly overpowered. A DMR kind of gun I could see, but any time semi automatic guns are powerful you're inviting autoclickers to exploit your game. Even with debounces to prevent people autoclicking their whole magazine away, being able to fire with a millisecond or 2 of error is markedly better than the average human reaction time of ~250ms
LordIntense
#213835728Saturday, April 08, 2017 10:05 PM GMT

well rgl was meant to be something new there were new maps and new guns and tech made to make it more fun but idk i guess ben was too busy to finish all of it
Vigilanties
#213845615Sunday, April 09, 2017 12:11 AM GMT

bump

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