cRPG
cRPG => General Discussion => Topic started by: Fips on May 01, 2014, 04:50:22 pm
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I'll be switching to a conquest map at the time mentioned above to check again what exactly was bugged about the mode. We'll be trying to fix it again and hopefully get multi implemented somehow, but for that we need to find out the bugs. All i remember is that sometimes flags were bugged, but there was probably a lot more^^
So join in and report in this thread if you found anything that needs fixing.
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I think I remember there was a map-specific problem ala flag lock. And sometimes an issue at map switch. Also the multiplier system does work "correctly" but it's even worse than in other game modes. The rounds are extremely long which means having x5 when the server switches to this gamemode gives an unfair amount of guaranteed xp, and conversely winning rounds and slowly reaching x5 from x1 during the time the server plays Conquest is very long yet poorly rewarded.
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I think I remember there was a map-specific problem ala flag lock. And sometimes an issue at map switch. Also the multiplier system does work "correctly" but it's even worse than in other game modes. The rounds are extremely long which means having x5 when the server switches to this gamemode gives an unfair amount of guaranteed xp, and conversely winning rounds and slowly reaching x5 from x1 during the time the server plays Conquest is very long yet poorly rewarded.
It won't get back unless multi can be adjusted to those maps anyway.
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Ill try to come and test my 2h masterrace STF :lol:
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It's two hours from now right ?
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About multi in it:
What about basing the multis for each team on how many flags have been capped?
Defense starts with x5, attackers with x1.
First flag get captured and Defense gets x4 and attackers x2.
Continue like that.
This way, there's actually a reason for attackers to never give up. After 15 minutes of a round, if the first flags weren't down there was no way for attackers to completely win so everyone on attacker side that didn't have a multi usually left. Teams got balanced and same thing happened again. With a "dynamic" multi through the round it means theres never a reason to give up. Defenders still got a reason to keep fighting for their x2/x3, while attackers can at least get some x2/x3 on a round they are already losing.
Ofc, what to do with rewards for winning/valour? I guess some sort of bonus XP/Gold for a win/valour, but that's not a perfect solution.
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I'm glad you're looking at Conquest again; it had the potential to be the best game mode (combining the best elements of battle and siege, without the negatives of either).
I remember the bug was that sometimes a flag would become uncaptureable, so it was a guaranteed win for defense.
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Oh mygod fips how could you do this to me
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For how long? Ill be there maybe 21:00, anything specific I should look out for?
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Oh Fips thanks for doing this mate, gonna be fun I loved Conquest :)
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CET is...+1 GMT?
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CET is...+1 GMT?
It's in 1hour and 45 minutes.
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It's two hours from now right ?
Yup.
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Sooo.... it was Fip's fault after all?
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CET is...+1 GMT?
No, BST = GMT +1
CET = GMT +2
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That was fun. :D
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Oh yeah. Feedback.
Uhm, on the port map, as a defender, (and it may be because I was alone) I couldn't recapture any flags even with no enemies on flags. Flag wouldn't move at all.
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For having already played these maps back in the days, I can say they are not that unbalanced. It's just that more people favors defenders (and eastern plated 2hcopter lagwhores). The one where the attackers get stuck on the first walls only needs a slight tweak so that the first point is easier to take but the other ones need to be harder. Ideally, points further inside the castle should be harder to take. I didn't experience any bugs, although it would be nice if the game could automatically choose a "good" spawn point every time a point is captured (leaving you the freedom to change it afterwards) and especially when the game starts.