Ok so firstly I'm going to qualify myself a bit here, not to show off, but rather to verify where I'm speaking from. So... I'm an intermediate competitive player. I played for Syf/Imperium in the current Cybergamer Intermediate season, and we just topped placements for the coming Sublime Intermediate season so we'll be in that as well. So the point here is that I'm a good player - I can aim, I know how to play. In fact, and I say this honestly rather than arrogantly, I'm a better player than 99.9% of the population of the DTK servers (I rarely see other players who play at the I/P level in DTK servers at all, so yeah).
Reason I put that forth is mainly because people might respond to some of the problems I'm raising with 'just shoot them in the head' or some such, as if they think I'm just some crap player who can't aim. But actually chances are I can aim a lot better than you can, so aim is not the problem .
Anyway when I play the DTK dm servers, mainly the Dust2 and Office ones, I find there are a couple of 'lame' things or play styles which really degrade the enjoyability of the place, namely in that they're very difficult to counter unless I resort to playing in an incredibly lame way myself as well - not something I want to do.
These lame things are: amassing health packs and running away when anywhere near low, and chasing after the golden gun and running away after each shot or kill, and of course worst of all, the combination of the two.
See if a player gets the golden gun and amasses health, whilst running away a lot, unless he's absolutely horrible and misses a bunch of times he's unkillable, even by a good player like me who doesn't miss. Headshotting him with an awp is about the only viable option, but that's pretty damned difficult to do if he's holding a lame line and just shooting as soon as he sees you, because you're forced to prefire him perfectly in the head with an awp - something even the best players in the world can't do with absolute reliability.
So my general feeling is that this style of play is overpowered, because it easily allows a pretty mediocre player to stomp all over a very good one - and that's a pretty frustrating experience. It must be immensely worse for all the other players who aren't that good but have to put up with it.
The other problem I run into, on the Dust2 server, is that it's just a horrible awp fest, encouraging people to camp spawn, pit, uppers, or A site, and just pick people off as they try to go places. I understand that this has apparently raised the population of the server, but the place was a *lot* more fun to play on when you had to reach the vending machine to get the awp, and it had limitations. Not only did it cut off all the awp camping, it also gave people a hot spot to fight for, encouraging people to *move around*.
As for the golden gun and health amassing issues, here are my thoughts on some possibilities of what could be done to improve the matters (rather than outright removing them):
- Have the golden gun spawn with only a set amount of bullets (from 3-7 or something), after which the gun is empty or despawns from the player and respawns elsewhere, forcing them to re-acquire it.
- Have the player lose health at a reasonable rate whilst in possession of the golden gun, such that they are forced to aggressively *pursue* frags to get health packs, rather than hide in a defensive line and then run away.
- Have anything over a certain amount of health (such as anything over 100) drain away slowly, like in Quake and so on, such that players can't consistently maintain health pools of 400 without taking big risks and exposing themselves.
- Or even cap the health at something like 200...
Note that I am suggesting SOME of these ideas, arbitrarily - the combination of all of them would be overkill. Something like implementing 2 and 3 would be ideal in my opinion.
I think changes like these would make the server a much more pleasant and less cheesy place to be, and I don't really see that they'd lose the present population. Going back to the vending machine would perhaps be a risky one, but that's also the least important one. I can kill awpers because the awp has limitations (movement speed, scoping, etc), whereas the golden gun or massive pools of health can be borderline unstoppable.
Cheers.
P.S.
Thanks for forcing me to view 4 threads I didn't care about before I could post -.-.