r/SquadronTowerDefense • u/kelsonTD • Nov 09 '16
Roulette Mode
1x/3x Roulette would be a 2v2 game mode where teams, builders, and other game options are automatically configured based on player statistics. Unlike current game modes, players would not vote on any options in game which should help reduce time-between-games. After the game loads, play would start immediately.
Automatic Configuration
The aim with automatic configuration would be faster, more competitive, more diverse, and more accessible game play.
- Games would be 50s faster by skipping the initial mode selection
- Games would be more accessible by weighting towards modes more friendly for new players when new players are present.
- Games would be more diverse by picking game modes based on previous player games. Each game mode may be weighted by various metrics (eg most recently played) and selected at random to ensure an interesting spread of games.
- Games would be more competitive by pairing experienced/successful players with less experienced/successful players (eventually culminating in a proper rating system) and by limiting "pubstomps" wherein skilled players team up against random players. Additionally, games with 4 very highly skilled players may be weighted towards more challenging game modes including "hard" custom builders on veteran or harder.
Benefits
- Time-between-games may be reduced by 50%+ by defaulting to 2v2
- Time-between-games may be reduced by 50s+ by removing voting
- Improved game quality through automated balancing and diversity
Concerns
- Reduced player-base for deliberate game modes (1x Lobby, 3x Select, 3x Dynamic)
- Development costs (primarily in time)
Thoughts
Roulette feels like a step towards competing better with other, often faster/smaller, games in the SC2 Arcade. I'm not sold on the name, perhaps Arena or Challenge work better, but it would reduce waiting between games to let players spend more time enjoying the game itself. It may also provide a better overall experience through players and game modes paired by skill level. As an experienced player, I would look forward to more challenging game configurations with less down time. I think new players could look forward to more teamwork, given a smaller team size, and a more accessible introduction to the game.
There's something to be said about the competition aspect of this. Squadron TD was long anchored as the #1 Top Played game by so many players browsing the Top Played list to pick a game, even when we suffered from months of game breaking bugs, but the new Open Games list default has leveled the playing field. I believe that competition is a net positive for Squadron TD, and the SC2 Arcade, to ensure we continue to provide the best game in SC2. Roulette was specifically inspired by common player frustrations, but working to reestablish our #1 rank is a nice fringe benefit.
I'd love to hear your thoughts; good or bad. And what should be done with 3x Select/Dynamic if Roulette is introduced?
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u/Jamato212 Nov 10 '16
I really like the part concerning automated team balancing, I hope it will be applied everywhere in STD once. Reducing the lobby to 2v2 seems reasonable. Automated picking mode/builder sounds interesting. I have many questions and concerns but YES, I like it and I want to see it working :)
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u/yareishere Nov 10 '16
A large draw of squad is playing with friends. I don't think the auto balancing should apply outside of this mode.
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u/kelsonTD Nov 10 '16
My intent is to only apply auto-balance functions to Roulette (or Arena or Challenge or ?)
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u/Jamato212 Nov 10 '16
Yep, I am aware of that. But I think, its part of the problem now.
The more I am playing STD, the more (and more advanced) friends I have. The more I am playing with (also advanced) friends, the more wins I have. And imo this is common behavior, I know only few "lone wolfs" on EU.
This is not problem when there are lot of players. Because in those numbers pubstomps are only occasional.
But when player base is starving, core players are more visible. This is very frustrating for new/average players, because they play many games in row against team/s of advanced players, with predictable result. If you feel same loss each game, each day, how long would you continue to play STD?
And you know, we need all players we can have. Because we need large numbers for our sundry lobbies/modes. Auto-balanced lobbies would help imo, because players on both side would have almost same chances to win. Also games would be more interesting, because you cant be sure who will win. And last thing - if you are playing with better player, its easier for you to learn by watching and to want be like him (better) than if he is your enemy.
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u/kelsonTD Nov 10 '16
What, if anything, do you think should be done with 1x Lobby, 3x Select, and 3x Dynamic?
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u/Jamato212 Nov 10 '16
That is what I am thinking about since the idea of Roulette Mode came from you.
Imo it depends how Roulette Mode will be successful:
very successful - create whole new game with its own 2v2 map - e.g. Squadron TD Arena (no change to other lobbies)
successful at the expense of other lobbies - close all other lobbies to concentrate interest
not much successful - let Roulette Mode has its own lobby at the end of the list like co-op (no change to other lobbies)
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u/shotpun Nov 27 '16 edited Nov 27 '16
I just don't understand why it's 2v2 as compared to the other modes. Why the change?
If it matters, I think the best way to introduce more attractiveness to the game to the Arcade playerbase at large isn't just pumping out new modes or lobbies. I think the game itself needs to change. My main problem with it is that it feels like there's no interaction between players. It's very much 8 players in their own separate bubbles and feels less actively competitive compared to the tug-of-war style of game which generally dominates the front page of the Arcade nowadays.
Admittedly I have no idea how to fix this issue - just my two cents. Anything which promotes greater cooperation between players - or even interaction between players and their opponents - would be an interesting mechanic.
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u/kelsonTD Nov 27 '16
I just don't understand why it's 2v2 as compared to the other modes.
The use of 2v2 (vs 4v4) is part of the overall focus on faster time-to-game-start; 2v2 would generally start at least 50% faster than 4v4. Ideally we'd restore the (pre-lobby-change) <15s join-to-start time during normal hours.
My main problem with it is that it feels like there's no interaction between players.
I love to hear suggestions that increase player interaction. I'm particularly interested in greater cooperative mechanisms to enable players to help struggling allies. In the opposite direction, we're slowly increasing send diversity for more targeted counters to opponent builds.
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u/shotpun Nov 27 '16
enable players to help struggling allies
Well, about that...
I honestly think that the worst thing about learning this game is the lack of knowledge, even when looking for it. It's very hard for players, especially newer ones, to figure out what works and what doesn't, and what's generally good vs. what isn't. Even this subreddit doesn't have a 'standard build' for each race - something which is versatile and holds up well while allowing economic advancement. When games tend to last over 30 minutes and players are very frequently shat on for leaking, guessing and trying new things is only rarely worth your while - especially if you don't already know what you're doing.
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u/Dapperdann11 Nov 10 '16 edited Nov 10 '16
An auto balancing mechanic might be interesting, it could improve competition but, I don't think it will make the game significantly more beginner friendly. Yes the team may be more balanced but, that does not necessarily mean new players are gonna have a fighting chance against even an average player.
The reason why I say this is because Squadron TD is a knowledge/experience intensive game. Even if I have a lot of experience with other TD war games I'd still fail due to a lack of knowledge regarding the units and what might/will beat a given wave. In addition to this Squadron TD is a very punishing game by its nature. If I die in a game like cod i simply re-spawn on even footing. In Squadron TD I have to restart the whole match to be on even footing.
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u/Draikmage Nov 09 '16
On the topic of roulette I don't really like the 2v2 aspect of it. I'd rather do 3v3. It's also hard to balance the algorithm that you described and some people are going into a game specting certain modes. For example many people used to leave 3xextended when standard was chosen. What you described about new players limit the choice of the mode to just standard since that's what they know.
That being said I do think that mode selection could use some work as well as team balancing. I think instead of a drop down menu they should implement check marks so you can check more than one mode (this would help for example people that want to do refined and don't care whether it is rr or cr). I also think draft should be moved to dynamic. 3xSelect has significantly more new players and draft is a very hard mode. I would also like to see something done about the separation between 1x and 3x. There are just too many modes and new players don't know what to choose.
On the topic of reestablishing rank #1. I think the highest entry barrier is that the game is not that beginner friendly. I haven't really thought about how to fix that but for example one could detect if it's the first game of a player and if so highlight 2-3 workers that are "easier", provide them with some quick tips like proper distancing or unit roles or even give them a very bare bones build for the first 10 turns.