State of Deathmatch

Posted by Steve

Monday, July 26, 2021 8:12 AM

I'm not one to post much as I'm just a voice in the crowd. I don't have the voice in the community for anyone to listen and most of the time I just feel like my opinions are simply noise. That being said, I have had plenty of small dissenting opinions with Valorants current state.

I plan to create a series based on various Valorant systems if there is any reception to this. That or I can sink back into the crowd if it appears the general public doesn't agree with my sentiments.

Deathmatch

Purpose:
Current objective

  • “A gamemode that creates an opportunity for both those practicing and those desiring a fun, quick and relaxed game”

Desired objective

  • “Deathmatch is aimed at creating a space for players to focus on gun skills, such as aiming, controlling sprays and crosshair placement”

Peaking off sound

  • The second anyone makes a sound, three people, hiding, peak them
  • Spawning creates a sound that players sit and wait to peak

Gun selection

  • Everyone loves a lobby with 4 op’s
  • Different people want to practice different guns, that’s fine
  • Combine this with delta between current play and desired play adds to frustration

Amount of players

  • 12 is too much for most maps
  • This exacerbates multiple peaking off the sound of one footstep
  • Tagging makes it very penalizing to engage in multiple gun fights from multiple angles at one time
    • Tagging is in the game, like it or not
    • Deathmatch should simulate game conditions and movement as close as possible
    • I don’t advocate for removing tagging for this reason
    • I do however advocate for less players to mitigate the issue
  • The sound of getting tagged in the back, unable to move, over and over makes me cum in my pants

Spawns

  • Why is the guy I just killed spawning right behind me?
  • Why is the guy I just killed spawning close in front of me?
    • He knows where I am and I do not.
    • Why not spawn him as far away as possible, in an open area
    • This just creates back and forth situations where people get momentarily stuck in an area
    • Once stuck in an area three players peak your back
  • If the argument is, that’s the open area on a map, then you have too many players per map

Scoring

  • This all comes down to the objective of the game mode. If you try to create a gamemode that tries to be too many things at once you end up being none of them.
  • If you want deathmatch to be “creating a space for players to focus on gun skills, such as aiming, controlling sprays and crosshair placement” then it is not currently accomplishing that
    • Eliminate scoring all together or create a system that does not encourage camping
    • In my mind “winning” and creating an atmosphere that encourages players to try and win defeats the point of deathmatch
    • Allow deathmatch to be drop in/drop out
    • Longer or limitless time per “match”

References

  • https://www.reddit.com/r/VALORANT/comments/orcz75/state_of_deathmatch/
  • https://reddit.com/orcz75

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