Butterrobber202 Posted September 16, 2021 Posted September 16, 2021 https://gyazo.com/add9806b3584db9e83406754f0ed68ca Revenants has seen extensive playtime, and most of the playerbase dislike it appearing at 2:08 in the round. I'd prefer a cap of 15 readies, so it remains a viable low-pop gamemode for those in different timezones, but I know many people seek its complete removal.
Waff-AI Posted September 16, 2021 Posted September 16, 2021 Personally, it just needs a spawncap of maybe an hour. I don't see why a gamemode committed to larger population sizes should be confined to lowpop, nor do I really see why it would be removed altogether for any reason any other gamemode wouldn't be.
MattAtlas Posted September 17, 2021 Posted September 17, 2021 The problem is that Revenant doesn't work in lowpop. Lowpop doesn't have enough ghosts or players for the gamemode to work. Consider that in lowpop you'll have at most 5-6 people playing (on a very good day) barring exceptional cases, while the rest are all lobby-sitting for population. Besides, Revenant only really shines in highpop with its wave attack style. I'm not sure about adding a spawncap time either. That'd basically confine it to being extended a solid at least 50% of the time. Not really desirable.
Butterrobber202 Posted September 17, 2021 Author Posted September 17, 2021 3 hours ago, MattAtlas said: The problem is that Revenant doesn't work in lowpop. Lowpop doesn't have enough ghosts or players for the gamemode to work. Consider that in lowpop you'll have at most 5-6 people playing (on a very good day) barring exceptional cases, while the rest are all lobby-sitting for population. Besides, Revenant only really shines in highpop with its wave attack style. I'm not sure about adding a spawncap time either. That'd basically confine it to being extended a solid at least 50% of the time. Not really desirable. It seems I had it's lowpop/highpop suitableness mixed up. Which is probably what I get for making a suggestion so late in the night. Regardless, its just hard to play a gamemode when no one willing wants to play the antagonists. Revenants is the only gamemode where, despite lack of antagonists, it can still fire.
Waff-AI Posted September 18, 2021 Posted September 18, 2021 On 17/09/2021 at 09:47, MattAtlas said: I'm not sure about adding a spawncap time either. That'd basically confine it to being extended a solid at least 50% of the time. Not really desirable. 'Spawncap' in this circumstance meaning 'it has to begin by a certain point', rather than 'they stop spawning around then', sorry. Couldn't think of a better word for it- the intent id that it begins around the time most other antag gimmicks are in swing, if not at roundstart.
MattAtlas Posted September 18, 2021 Posted September 18, 2021 3 hours ago, Waff-AI said: 'Spawncap' in this circumstance meaning 'it has to begin by a certain point', rather than 'they stop spawning around then', sorry. Couldn't think of a better word for it- the intent id that it begins around the time most other antag gimmicks are in swing, if not at roundstart. Yeah I know what you meant. Thing is, no revenants spawn before relatively late in the round anyway, so effectively a time cap for spawns to begin would make most revenant rounds into secret extended.
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