Community Titan Discussion
Community Titan Discussion
Dear Community of Atlas Testers and Developers,
Lately we have seen a focus on figuring out an engaging and fun titan mechanic. Within the community there has been a lot of good discussion, especially in the discord server. The purpose of this thread is to try and have a place where we can put down our thoughts and have them be permanently accessible. It would also be helpful to know if the different sentiments and assumptions that are held by community members are shared by the developers.
A few words on the conduct of the discussion.
- There is no need to reiterate that certain iterations have been bad\stupid\failures etc. Testing is testing, and when something goes wrong, and the developers are usually the quickest to realise that something is not working.
- Let us instead try and be constructive and logical in criticisms. Find out what exactly we are looking for as players, explain why certain iterations did not achieve what we were looking for.
- This is not to say that the 'feelings' in gameplay are irrelevant, but I think there is value to pursuing the root causes of those feelings, and, why and how the game design facilitates those feelings.
These are more suggestions than rules, so feel free to debate and discuss however you'd like! My opinions will follow as soon as I get them written.
Comments
I'm going to try to break down my thoughts further in a big post but for now here's my entry level talking points.
Capture Mechanics vs. Titan Mechanics
I actually find all 3 methods of capturing Titans interesting mechanically and from a gameplay standpoint. I've had fun fighting over Titans regardless of how they spawn. There are pros and cons to each method (some more than others, I think)
I personally think the Titan mechanics are a bigger issue than the capture method. For example, if a single Titan wasn't enough to start the inevitable Titan-Defense-Chain where you never leave your base despite the enemy being nowhere near it, killing a tanky, stally army only to have them get the Titan might not be an actual issue.
I think if Titans functioned differently it would help smooth over some of the issues with capture mechanics, which I think all have potential to work
RNG-based, slow gem spawns
Capture zones
First off, let me talk quickly about how these games tend to go, then I'll discuss the mode:
Repeat for the rest of the game
This mode seems to overwhelmingly favor tanky armies
Short-range, short-duration gem spawns
The issue may be with Titans rather than capture mode
Capture zones might work if Titan without army support wasn't so devastating and non-interactive
Some ideas that would make solo Titans less destructive
These are just some thoughts I have on Titan mechanics vs. Capture Zone mechanics. Hope they are interesting to consider!
I really can't agree on your conclusions regarding the Titans because it hinges on one argument. Namely that the existence of an opposing titan means that your hands are tied and you have to use all your forces killing it. While it is the case that sometimes that happens and it certainly happens to some extent in every match, it does not happen for a 100% of a match, and therefore it can't be the sole descriptor of the course of the game in the current iterations. In other words, I think you bring a logical view of something that could happen, and something that is likely to happen, but to me it doesn't accurately reflect my experiences. The data doesn't really align with your description.
We are probably also biased to a certain extent, and our differences might explain why our opinions differ. To me it seems that your feelings are to a greater extent fueled by the frustrations of losing while for me, it's the opposite. I'm very quick to ignore losses, blame myself\teammates, rather than the game, and as a result, I gain a lot of joy out of winning.
I'm not saying you're completely wrong. I agree with a lot of what you are saying. It is impersonal, and can be frustrating to defend. Mostly it's just very boring to defend. Hopefully the designers can find a solution that solves these issues. I'll do one section on Titan's themselves and a section on why I support the
titanfight
iteration.Titans
Firstly, I want to discuss the features that I think are good for Titans and the features that are not good\necessary.
These are the good ones:
These are the bad\unecessary ones:
This is what I don't like about your suggestions:
#TEAM
titanfight
So these are my thoughts on why Titanfight is pretty awesome.
titanfight
, but I think that by increasing the proportion of time fighting and maneuvering, and reducing the time it actually takes to kill a Titan in order to capture it, you lower the proportion of the game where the lower dps is at a disadvantage.For those who don't know what
titanfight
is, it is a gamemode where two titans spawn in each of the gemfountain areas, and you are killing the opponents one, in order to activate yours for pushing. It is similar to Battlefields of Eternity map in Heroes of the Storm.