Author Topic: Siege  (Read 4067 times)

0 Members and 1 Guest are viewing this topic.

Offline Ishar

  • Noble
  • **
  • Renown: 18
  • Infamy: 0
  • cRPG Player
  • Mr Shitgrin
    • View Profile
  • Game nicks: Ishar_III
Siege
« on: January 05, 2011, 04:25:41 pm »
0
Please... do SOMETHING about siege. Holding a castle for 12 minutes is only possible with ridiculously unbalanced teams, so it almost never happens.
Until yesterday, I didn't care, and went for defense every time I could - it's fun to defend. Now, defenders lose money fast, attackers equip their best gear (no worries about losing), and they even get immense amount of exp and gold.

Basically, almost every siege server is empty today...


Possible tweaks I can think of:
-Unlimited lives for defenders (timer will decide the siege anyway)
-Less respawn time, and while we're at it:
-Slower flag cap (it's over way too fast)
-Less round time (around 8 minutes would be still hard to hold, but not impossible)
-Some kind of ladder limit (or just increase their price tenfold: people would bring less ladders because of the upkeep)
"Also, thank you for reporting your own post." Mylet

Offline Leiknir

  • Baron
  • ****
  • Renown: 81
  • Infamy: 14
  • cRPG Player
    • View Profile
  • Faction: Nordmen of Fenada / SeaRaiders
  • Game nicks: Leiknir
  • IRC nick: Leiknir
Re: Siege
« Reply #1 on: January 05, 2011, 04:28:55 pm »
0
-remove blue fog


Why not have the variable respawn timer for defenders? First death takes 10secs to respawn, next 20s, next 30s etc.
visitors can't see pics , please register or login

Offline Ishar

  • Noble
  • **
  • Renown: 18
  • Infamy: 0
  • cRPG Player
  • Mr Shitgrin
    • View Profile
  • Game nicks: Ishar_III
Re: Siege
« Reply #2 on: January 05, 2011, 04:39:12 pm »
0
-remove blue fog

That damn thing is permanent? I thought that was a weather condition or something.
"Also, thank you for reporting your own post." Mylet

Offline Leiknir

  • Baron
  • ****
  • Renown: 81
  • Infamy: 14
  • cRPG Player
    • View Profile
  • Faction: Nordmen of Fenada / SeaRaiders
  • Game nicks: Leiknir
  • IRC nick: Leiknir
Re: Siege
« Reply #3 on: January 05, 2011, 04:41:14 pm »
0
Its a bug, gets reintroduced with each patch for some reason
visitors can't see pics , please register or login

Offline Freland

  • Count
  • *****
  • Renown: 172
  • Infamy: 14
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Faction: The Fallen Brigade
  • Game nicks: Freland
  • IRC nick: Freland
Re: Siege
« Reply #4 on: January 05, 2011, 06:04:02 pm »
0
Two things to balance this out:

- Timer gets set to 7 minutes
- after every round teams get switched (attackers become defenders and vice versa - some people get autobalanced but normally that should not be that many people)
visitors can't see pics , please register or login

each time you click the button, crpg gains popularity :D

Offline Penchik

  • Noble
  • **
  • Renown: 19
  • Infamy: 0
  • cRPG Player
  • Be a Pyro! Burn the world!!!
    • View Profile
  • Faction: Druzhina
  • Game nicks: Druzhina_Penchik
Re: Siege
« Reply #5 on: January 05, 2011, 08:41:54 pm »
0
I think a solution is removing of death limit.
visitors can't see pics , please register or login
TROLOLOLING PYRO

Offline audax

  • Beggar
  • Renown: 0
  • Infamy: 0
  • cRPG Player
    • View Profile
Re: Siege
« Reply #6 on: January 05, 2011, 09:43:24 pm »
0
Possible tweaks I can think of:
-Unlimited lives for defenders (timer will decide the siege anyway)
-Less respawn time, and while we're at it:
-Slower flag cap (it's over way too fast)
-Less round time (around 8 minutes would be still hard to hold, but not impossible)
-Some kind of ladder limit (or just increase their price tenfold: people would bring less ladders because of the upkeep)
Yes, yes, yes.

I came here to create that exact thread and already found it \o/

So, what he said, every single word.

Offline Banok

  • Duke
  • *******
  • Renown: 521
  • Infamy: 215
  • cRPG Player A Gentleman and a Scholar
    • View Profile
Re: Siege
« Reply #7 on: January 05, 2011, 09:57:25 pm »
0
Two things to balance this out:

- Timer gets set to 7 minutes
- after every round teams get switched (attackers become defenders and vice versa - some people get autobalanced but normally that should not be that many people)

this

I think 7 min timer would fix it.

11 min games are boring as hell anyways
« Last Edit: January 05, 2011, 09:58:28 pm by Banok »

Offline Baggy

  • Count
  • *****
  • Renown: 199
  • Infamy: 94
  • cRPG Player
  • Sup brah
    • View Profile
  • Faction: Fallen Brigade
  • Game nicks: Baggy _Potato Blight_ Famine Emigration
  • IRC nick: Baggy
Re: Siege
« Reply #8 on: January 05, 2011, 10:04:18 pm »
0
Unlimited lives would help alot and it would stop the mindless attrition game that attackers play.
visitors can't see pics , please register or login

Offline Harafat

  • Baron
  • ****
  • Renown: 80
  • Infamy: 21
  • cRPG Player
    • View Profile
  • Faction: Holy Roman Empire
  • Game nicks: Harafat_HRE
Re: Siege
« Reply #9 on: January 05, 2011, 10:37:34 pm »
0
Well, there is a simple solution.

If the timer is above 6 mins at the end, the attackers win, get the multiplier and no repairs.
If the timer is below 6 mins art the end, the defenders win, get multi and no repairs.

Sounds fair and simple to me.

PS: made a forum account just to post this, i rly think this is a good thought!!

Offline Ishar

  • Noble
  • **
  • Renown: 18
  • Infamy: 0
  • cRPG Player
  • Mr Shitgrin
    • View Profile
  • Game nicks: Ishar_III
Re: Siege
« Reply #10 on: January 05, 2011, 10:39:19 pm »
0
How is that different than just lowering the timer by 6 minutes?
"Also, thank you for reporting your own post." Mylet

Offline Harafat

  • Baron
  • ****
  • Renown: 80
  • Infamy: 21
  • cRPG Player
    • View Profile
  • Faction: Holy Roman Empire
  • Game nicks: Harafat_HRE
Re: Siege
« Reply #11 on: January 05, 2011, 10:40:16 pm »
0
hmm, maybe that's even better, i blame the bottle of whisky on my left side!!!

EDIT: However, this will encourage attackers psycologically to a rush rush rush mode more. Take away playtime and killing for defenders. So.... Still think ur idea might be better
« Last Edit: January 05, 2011, 10:42:56 pm by Harafat »

Offline Bulzur

  • Earl
  • ******
  • Renown: 465
  • Infamy: 102
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Faction: Caravan Guild.
  • Game nicks: Guard_Bulzur
Re: Siege
« Reply #12 on: January 05, 2011, 10:49:20 pm »
0
There's very few times when attackers can take it in less than 6min (depends of the map also).

I agree siege is broken at the moment, but decreasing starting time to 9min should fix that.

I also welcomed the suggestion of using an extra life for an instant respawn.
ex : You die (4 lives left). No worry, teammates are here.
You die again (3 lives left), flag is going to be taken, you use the option to respawn immediately.
You die again (1 lives left), etc...
[14:36] <@chadz> when you login there is a message "your life as horse archer was too depressing for you. you decided to commit suicide. please create a new char"
[19:32] <@chadz> if(dave_ukr_is_in_server) then rain_chance = 98%;

Offline BlackMilk

  • Polearm Lover
  • Earl
  • ******
  • Renown: 370
  • Infamy: 144
  • cRPG Player
    • View Profile
  • Game nicks: el_Banduri
Re: Siege
« Reply #13 on: January 06, 2011, 01:55:07 pm »
0
defs should gain money/xp for killing attackers.

Offline Salamol

  • Peasant
  • *
  • Renown: 3
  • Infamy: 0
  • cRPG Player
    • View Profile
Re: Siege
« Reply #14 on: January 06, 2011, 02:32:05 pm »
0
Obviously something needs to change on the xp front, so I'm not going into that.

I don't think that defenders should have unlimited lives, if that was the case it would remove the risk element. The defenders are supposed to defend and, because of the starting position, are going to get alot more kills. Defenders should wait for attackers to come to them, removing the lives would encourage the defenders to push out.

As OP mentioned, it is fun to defend, even against the odds... and previously the system worked well. Perhaps (as a quickfix) it may be good to reduce the timer, even so much as to favor the defenders (6 minutes maybe) and then perhaps increase the timer by a minute if the defenders win, or decrease if the attackers win.