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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