Serious Sam 3: BFE
rad87gn Aug 6, 2013 @ 10:49pm
Why run?
Sucks, love this game and host a lot but why do so many run to the finish line and leave so much fun behind? WOW. Come on? Co-op team effort. Not one or more running to the next check point?? It's not a race? I prefer to clear everything.

Thanks to my nice keyboard and the dev team I have full stats on my keyboard and often get left behind to kill so much nobody else is paying attention to as they are 800+ ahead. The best players clear the field always. And I've been in those games. It's awesome.

The best players ALWAYS kill everything and take their time. The runners should be playing head to head deathmatch and not co-op. Just my 2 cents of fun.
Last edited by rad87gn; Aug 6, 2013 @ 10:56pm
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Showing 1-15 of 21 comments
Solais Aug 6, 2013 @ 11:45pm 
And this is why you play with groups or friends instead of randoms. Randoms just rush the levels, making it unfun for everyone.
rad87gn Aug 6, 2013 @ 11:46pm 
Yep. I have a group to and they are the best that rely on my dedicated server. Unfortunately, I run a dedicated server 24/7 and jump in games at random and sometimes get in a crappy public game. But some of the public games are only awesome players and it's so awesome.

But sometimes I just have to vent. So many runners ruin games and it's irritating to say the least. Sometimes we get one in a group game too and we are on them so hard to either stop or get booted. On the public games I try not to mess with them to much. As a full time host I don't think it's the thing to do long as they are enjoying the game. Sometimes I get a group of friends playing together and don't want to mess up their game. I think that was exactly what I had tonight. They all stuck together. ALL of them were running. And they are all still playing.
Last edited by rad87gn; Aug 6, 2013 @ 11:50pm
Cunin Aug 7, 2013 @ 7:30am 
I've always had this problem with public games.

This ruins the fun for everyone, but even more for newbies as they see the whole game in minutes without understanding much of what is going on, and think that's how it works and often not play it again.

It also kinda suck for people that joins an ongoing game, as no matter how fast you run, you'll either never catch up with the lead or be overwhelmed by the enemies left behind by them.

A solution would be to add some sort of blockade that only goes away if you kill all enemies, but that will not allow players to play the game as they want to, and I'm not sure how easy it will be to add such thing, because of the way the maps are made.
Maybe it should be a server option?

I hope a solution will be found for SS4 or we'll keep facing the same problems.
Teleport the speedrunner back to others if he has ran away and left person the closest to himself for more than 500(?)
Vote - bring speedrunner back
Last edited by Rasta Pedobear (your dad); Aug 7, 2013 @ 8:03am
Solais Aug 7, 2013 @ 9:02am 
Vote to teleport specific player to the other players. Sounds like a good idea.
rad87gn Aug 7, 2013 @ 9:03am 
That would be cool.
ChrisW Aug 7, 2013 @ 11:26am 
I would like to see a lightning bolt strike down those people, especially in co-op. Maybe something like that will make it into SS4?

My suggestion for the time being is to play Beasthunt instead of co-op.
Last edited by ChrisW; Aug 7, 2013 @ 11:56am
Solais Aug 7, 2013 @ 12:49pm 
Hahaha, reminds me when I played my first BeastHunt and I kept sniping a rusher on Courtyards of Gilgamesh.
Zianicon Aug 8, 2013 @ 12:31am 
Originally posted by Terminal Meltdown:
When a runner makes it to the end without killing everthing on the map Sam should say, "It's not over until I tea bag every last one of these m0ther ♥♥♥♥♥♥s" and proceed to wait for the map to be completely cleared by the rest of the players.
But then the ♥♥♥♥ing Speedrunner would go AFK until the rest of the Team has killed everything.
Other ideas:
* speedrunner moves X times slower if he is >500 from the person the closest to himself
* speedrunner looses X hp per second if he is >500 from the person the closest to himself
Cunin Aug 8, 2013 @ 8:44am 
The problem is that there's often more than one speedrunner ingame, other people just follows him/her splitting the whole team in 2 groups.

In other team games, completely unrelated to Sam like for example Team Fortress 2, teamwork is forced by making each player almost useless alone. Maybe that's a good way to solve the problem, although I'm not sure how that can be achieved on Sam.

There's also things of the game that gives incentives to speedrunning, like some achievement and the time limit for time bonus. Removing them from the next games may partially fix the problem, and giving more incentives to killing enemies and finding secrets would help a bit more too.

Just yesterday I played coop again and there's still people that says "i don't understand what's going on" because of speedrunners, and this is happening since the game was released, and happened on the TFE/TSE HD versions too.
AlenL  [developer] Aug 10, 2013 @ 12:26pm 
Well, the way lives are handled in Standard coop, and the 20% enemy strength per player were supposed to prevent (too much) rushing. Still, its almost impossible to prevent speedruners who avoid enemies, while still allowing speedrun in other game modes.

I'm oen for ideas..... :)
rad87gn Aug 15, 2013 @ 8:29am 
I think it would be cool to have an anti-runner option on co-op game setup. Then any runners way ahead of the main group would get faced with the invincible scorpion on their tail until they got back closer to the pack.
Solais Aug 15, 2013 @ 12:04pm 
I think the 20% enemy strength per player by default was a bad solution, because it made larger games completely unfun, when a single kleer needed 10 rockets to be killed; so I think that default should be removed.

As mentioned above, I think a cool idea would be somehow tracking the players and making sure they keep together.
ChrisW Aug 15, 2013 @ 12:31pm 
You could add some barrier fields to co-op that would not disappear until a certain percentage of enemies are killed. That way everyone would not be able to progress unless they work together.

Another option would be to have a sandwhale attack people that get too far from everyone else. Maybe have a sandwhale attack anyone that is getting a disproportionately low number of kills.

You could always make it so the level does not end until a majority of players make it to the end. Maybe the level could not end until a certain percentage of enemies are killed.
Last edited by ChrisW; Aug 15, 2013 @ 12:35pm
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Date Posted: Aug 6, 2013 @ 10:49pm
Posts: 21