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Tuesday dev blog: new game mode: Knockout

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Tuesday dev blog: new game mode: Knockout

We are happy to announce that we are going to add our first new game mode to Curve Fever 3: Knockout mode.

Knockout mode is a new mode that consists of 5 rounds. Each round the player with the least amount of points is knocked out, leaving 1 player less for the next round. Each round, the amount of points per kill also increases. It will be very exciting to go through all the 5 different stages of the knockout and see who can eventually win. Players who are knocked out can quickly find a new match, and don't have to play a lost game anyway.

We think we will be finished with the new game mode by the end of next week.

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5 rounds, each round player with the least amount of points is knocked out -> Only playable as 6 player mode.

My idea would be to simply add 3 "pre-rounds" (with normal point counter). This would have several advantages:
- Fail/missed start/sandwich/unlucky position/... won't lead to instant lose after first round. Anybody can have a bad start and you can't say with one round who is the worst.
- Even if you are not the best, you have atleast 4(3 pre-rounds + 1st knockout) rounds to play.
- Good players can collect a good Base and we receive a more realistic first impression of the strengh

- 3 rounds(with normal point counter) is a good amount, as the impact on the final winner is very smal, but it will give you a 2nd chance to still win the room, after you failed/got bad luck/... at one round and play very good at all others.

- With 3 pre-rounds you also have a good base, if you want to play this mode with less players(wouldn't allow less than 4), so you still have a normal lengh of the game. Also you could set more than 5 knockout rounds, so you can play this mode with more than 6 players(till 8 or even 10)

 

For the increasing amount of kill-points I would suggest to find a good average, that players have the chance to win the game before the last round and not always the winner of the final round will win the game.

Spoiler: Highlight to view

1st-1st-1st/1st-1st-1st-2st-2nd is clear better than 3rd-2nd-4th/2nd-2nd-2nd-1st-1st, even if the player of the first example didn't won the last 2 rounds.

 

 

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NOWODNY2 wrote:

My idea would be to simply add 3 "pre-rounds" (with normal point counter). This would have several advantages:
- Fail/missed start/sandwich/unlucky position/... won't lead to instant lose after first round. Anybody can have a bad start and you can't say with one round who is the worst.​

Unlucky positions and sandwiches can be avoided more in Curve Fever 3 because of open walls. Also, Knockout would be more suitable for beginners. Many people leave Arena 1 anyway so knock-out rounds should start right away. Of course we can adjust the rules of the gamemode for more experienced players - to make something like a Knockout Pro Edition.

NOWODYN2 wrote:

1st-1st-1st/1st-1st-1st-2st-2nd is clear better than 3rd-2nd-4th/2nd-2nd-2nd-1st-1st, even if the player of the first example didn't won the last 2 rounds.

From my understanding it's accumulated points. So even if you win the last two knockout rounds you may still get knocked out if you didn't do great in the beginning. However, later rounds = more point variance between players.

 

 

Edited by: 
Incred on 27 September, 2016 - 14:03
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Incred wrote:

NOWODNY2 wrote:

My idea would be to simply add 3 "pre-rounds" (with normal point counter). This would have several advantages:
- Fail/missed start/sandwich/unlucky position/... won't lead to instant lose after first round. Anybody can have a bad start and you can't say with one round who is the worst.​

Unlucky positions and sandwiches can be avoided more in Curve Fever 3 because of open walls. Also, Knockout would be more suitable for beginners. Many people leave Arena 1 anyway so knock-out rounds should start right away. Of course we can adjust the rules of the gamemode for more experienced players - to make something like a Knockout Pro Edition.

Sandwishes are sandwishes, if two players attack you together, you have no chance. Also if the game is too short, teaming will be a very critical point(Yes, you can't add accounts, but if you got some experience with quickplay, you will know that random people find partners to team very fast). Also I counted up many more positive aspects.

As I mentioned, a bad start(any form) can be a huge disadvantage and leads to unrealistic knockouts at the start. If beginners put in normal focus, they have good chances to go forward with 1 or 2 good rounds. After 1-2 rounds(with or without knockout from the start), the beginners will have almost the same situation and won't have advantages or disadvantages to the other option.

Incred wrote:

NOWODYN2 wrote:

1st-1st-1st/1st-1st-1st-2st-2nd is clear better than 3rd-2nd-4th/2nd-2nd-2nd-1st-1st, even if the player of the first example didn't won the last 2 rounds.

From my understanding it's accumulated points. So even if you win the last two knockout rounds you may still get knocked out if you didn't do great in the beginning. However, later rounds = more point variance between players.

Yeah I understand that, I just wanted to ensure, that they don't extend the amount that much. So (for my idea, points per kill:)1-1-1-/1-2-3-4-5 would fit good(no problem if it's differen't), but if you give 1-1-1-/1-3-6-10-18 or similar, the players would receive too many points at the end.

Spoiler: Highlight to view
18 points per kill for last round, would mean that one kill there, would count almost as much as winning the first 4 rounds.

 

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When you will fix it?

Spoiler: Highlight to view

<p><img alt="" src="http://i056.radikal.ru/1610/d7/afbbfe38848c.png" style="height:795px; width:1593px" / ></p>

<p><img alt="" src="http://s018.radikal.ru/i528/1610/25/55bf618ee7d8.png" / ></p>

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I like the new game mode. It's a fast game. And when you had a bad start, the next game is coming very quickly. It's a good game for new players to get some coins and gems. Great job from the developers.