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12 minutes battle duration


Marcus
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1 hour ago, RIDDLER_8 said:

@Yveltal9

I agree with you that matchmaking battle times must be longer so that players can have more fun in battles as well as being able to finish battles with a higher scoreboard. High scores can be achieved much better if developers decides to make matchmaking battles last at least 20 minutes. However, depending on the game modes players play, I would advise to adapt the battle duration time depending on each battle mode for greater comfort of gameplay and scoring.

How are you able to have a picture of Paladin in your profile (forum)?

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Like most people i hate large maps but will slog them when the battle duration is between 7-10 mins and more than that and ill just leave

the ideal battle for me is 10 minutes on a small map without any 9999 gs players abusing op alts (this happens a very small amount of the time :c) with balanced teams, completely dominating a battle is good up to a point - it gets boring playing against bots after a few games, whilst completing loosing in a battle mostly means that people will leave making it worse, balanced teams are always the most fun as its normal down to the last few seconds, 7 minutes in small, whilst 10 is perfect - medium maps with balanced teams is to short. But with the amount of times its unbalanced i think leaving the battles with 7 minute duration is best

 

 

 

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12 minute battles were mixed for me. I liked them if I was in a reasonably fun battle with a chance for my team (but not totally dominating either), and in a map/mode combination that I enjoyed. However if I got stuck in a "bad" match (and no I am not quitting battles as I refuse to endure a 2 minute queue + load time for nothing) the 12 minute matches could be painfully long, and it also made "finish battles" and "finish in the top 3" weekly and daily missions harder to complete.

I suggest, as I said before, that the perfect time would be 10 minutes - offering the best of both worlds. Along with that, the requirements for "finish battles" and "finish in the top 3" weekly and daily missions should be slightly reduced, as even if 10 minutes these would become harder to complete.

For example: For 10 minute matches the daily mission "Finish 3 battles in the top 3" must become "Finish 2 battles in the top 3". And the weekly mission "Finish 10 battles in the top 3" should become "Finish 7 battles in the top 3". This would result in these missions having the same difficulty as they have with 7 minute matches - if left unchanged they will become significantly harder to complete with a longer battle duration.

10 minute matches (along with appropriately reduced requirements for some missions, as I have described above) would be perfect, and a great improvement to the game in my opinion.

Edited by DestrotankAI9

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Well hello! New guy incoming. Let's see if I do this right, shall we?

Personally, I enjoyed the 12-minute battles... they swing back and forth a lot more and keep you playing "in the game," as it were. Many battles I played were constantly changing and it was a whole lot more fun to play in battles where you really can't let up. And with the recent change of the number of kills/captures/goals/what have you per match, longer battles are pretty much a must.

That being said, two things: one, twelve minutes might be slightly too long. 10 minutes might be more fun; it gives you an extra battle or so every hour. And it's nicer when you're in a one-sided battle. It ends slightly quicker.

Second, three stars (or one if you're me) is way too little for a 10-12 minute battle. As are 500 crystals. The rewards should be increased. Maybe 5-4-3 stars?

Edited by readyfireaim
I'm a noob at this
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1 hour ago, readyfireaim said:

Second, three stars (or one if you're me) is way too little for a 10-12 minute battle. As are 500 crystals. The rewards should be increased. Maybe 5-4-3 stars?

The longer the battle, the more you can score in that battle which results in raking in more crystals in that battle.

The stars might be an issue though.

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12 minute battles are fun. The only downside I see to them is that they'll make doing missions longer to complete, though, that's only for some missions.

Other than that, I enjoy the lengthy battles.

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I should specify, 12 minute battles are inconvenient for my circumstance of doing daily and weekly missions on multiple accounts. Maf said somewhere a while ago that the game economy is tailored to someone having one account at a time (maybe this has changed over the years).

 

While I don't like the 12 minute battles, I'm not for the decision to give the proposal of making this permanent a thumbs down. I will adapt to the longer battle duration. All I'll have to do is relegate the less important accounts to accounts that claim the free shard containers. They're more or less well-off at the moment so I can manage. 

 

 

If you're going to increase battle duration, 10 minutes sounds like a good amount. It is a slog to be in large maps for more than 7 minutes, which brings me to my complaint with the prior experiments: Performance issues, and sweatsquads.

I play on the lowest graphics settings on mobile, and being in large maps drops my FPS by itself. It drops further when there are many Vulcans on the map or just projectiles in general. Having to stay in those large maps for more than 7 minutes is torture. But you know what's worse? Having to stay in those large maps while fighting sweatsquads. My biggest complaint (that I kept hesitating to mention) during the previous 15 and 20 minute experiment was that they were done at a time where Ultra Containers were up for grabs in special missions, and the funds and experience points were doubled. And one special misison had us playing in only CTF. This attracted groups to that mode and a huge lot of CTF battles I had to play was in a large map, most likely generated by a member of a sweatsquad I see traversing the map in under 10 seconds. 

It's very unpleasant to have dropped FPS and fight multiple players with 84% protection modules against your turret, or ones that one-shot you before you can have a chance to hit them, or those that speed out of your sight and have your Smoky/Thunder shot not deal any damage to them even when you hit them on your screen. Give a round of applause for the glorious drone balancing in this game, that they're taking their sweet time to rectify, and took their sweet time figuring out it was an issue in the first place to prompt the rebalance. 

You have the less unpleasant sweatsquads that focus more on stunning/annoying the enemy and capping flags. And then you have the merciless ones that use AP/EMP/Tesla/critical hit augments with Defender/Booster/Crisis with AP immunity and a pocket healer; those that instead of finishing the battle early, would rather stop capturing and start farming the enemy team for the remainder of the duration. 

 

Please optimise the performance of the game and the balancing of the drones before making these changes. 

 

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