cRPG

Strategus => Strategus General Discussion => Topic started by: chadz on July 23, 2011, 05:27:46 pm

Title: cRPG_3 Ninjafix - Spawn flags
Post by: chadz on July 23, 2011, 05:27:46 pm
The strategus servers (NA and EU) were just updated with more spawnpoints for village defenders and fixed the moving spawn flag bug.

Also, battle XP was prepared serverside and only needs to be added on the website - I am assuming the amount will please you.

A big thank you to Voodoox - he singlehandedly updated all village maps by himself.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Penchik on July 23, 2011, 05:31:54 pm
YAY, XP!
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Serfonz on July 23, 2011, 05:32:42 pm
Voodoox must be crazy, good job.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Blondin on July 23, 2011, 05:32:48 pm
Good job, hope we will see more guys in village defense...
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Ecko on July 23, 2011, 05:35:17 pm
Woot
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: dodnet on July 23, 2011, 05:45:55 pm
Nice to hear  :D
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Joxer on July 23, 2011, 06:00:27 pm
Which server is the EU and which one the NA? 7298 and 9747 arent that descriptive and didn't find that info here either.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Razor1 on July 23, 2011, 06:11:04 pm
Which server is the EU and which one the NA? 7298 and 9747 arent that descriptive and didn't find that info here either.

I think 7298 is EU and 9747 is NA.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: SPQR on July 23, 2011, 06:34:46 pm
First impressions from a village fight with the new flags:

There are so many flags I can't see any possible way to ever capture them all unless you have like 4 times as many attackers as defenders.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Dehitay on July 23, 2011, 06:39:59 pm
The goal was never for capturing all the spawn points to be the way to take a village. It's kind of sensible for that path to be difficult. But if you've got a cooperative army and a strategic commander, it is possible. But I have to ask. Is there still a single spawn point for attackers? I think they should have a few to start out with as well even if not as many as defenders. Otherwise, they're fall at a huge disadvantage.

Either way, big thanks to Voodoox
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: SPQR on July 23, 2011, 06:45:23 pm
I think if there were 3-4 flags for defenders and 2 for attacker it would be more balanced. As it stands attackers are going to spend more time defending their one flag than attacking since taking the 350 village flags is never going to happen.

Also, all the spawn are right next to each other which means there are no advantages for taking SOME of the flags. If they were more spread out and capturing them allowed YOUR team to spawn there, then that would be worth.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Digglez on July 23, 2011, 07:11:55 pm
are attacker spawns supposed to be unreachable to defenders?  attackers respawning and attacking while invulnerable to melee is pretty stupid
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Jarlek on July 23, 2011, 08:44:35 pm
Give voodoox a cookie, a beer, a bear and MAKE HIM DEV TEAM MAP MAKER, goddammit!
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Dehitay on July 23, 2011, 11:35:35 pm
Give voodoox a cookie, a beer, a bear and MAKE HIM DEV TEAM MAP MAKER, goddammit!
He did end up turning in the ultimate application
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Kazak on July 23, 2011, 11:57:56 pm
A big thank you to Voodoox - he singlehandedly updated all village maps by himself.
Stand-Alone Professionalism. I appreciate it. "If you want something to be done perfectly - do it by yourself"
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: tubee on July 24, 2011, 01:54:38 am
Can we have some information about how many spawn points in a village, town and castles ???
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Duster on July 24, 2011, 02:14:33 am
Are they still dragging along with cavalry as they disable a spawnpoint? Thanks for the quick patch.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Tydeus on July 24, 2011, 03:08:52 am
I really don't think there should be more than 3-4 flags, otherwise it makes capping spawns so difficult, that the mechanic practically doesn't exist to begin with.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Duster on July 24, 2011, 03:16:02 am
I really don't think there should be more than 3-4 flags, otherwise it makes capping spawns so difficult, that the mechanic practically doesn't exist to begin with.

Disagree, it's still rediculous easy to take village spawns. We'll have to wait and see how it works out for larger village sieges, castle and town sieges, and open field battles though.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Tydeus on July 24, 2011, 06:09:19 am
Edit: Nevermind.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: HarunYahya on July 24, 2011, 07:45:17 am
Experience ... exciting ... =)
Thanks for the update.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: chadz on July 24, 2011, 10:20:46 am
the flags were first and foremost created for sieges. When you are up a wall, you should have a chance to push in one direction and make sure that there are no people spawning/attacking you from the back. They are not really meant to be the easymode when attacking.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Sultan_Khalifa on July 24, 2011, 11:11:40 am
why is it easy mod for defenders then ?

90 players and can take attackers spawn point..
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: SPQR on July 24, 2011, 05:24:22 pm
Yeah with defenders having an un-takeable spawn and attackers have a single easy spawn point the attackers end up on the back foot defending their flag while the defenders can leave their practically unguarded, which is kinda bizarre when they are supposed to be defending the village.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Nemeth on July 24, 2011, 05:44:23 pm
AFAIK attackers are supposed to have multiple spawns as well, according to the thread where chadz asked for help with the strat maps updating. Can anyone actually confirm that they lost the battle as attackers because of defenders taking only the one main spawn on the updated maps?
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: SPQR on July 24, 2011, 06:39:24 pm
We didn't lose our battle but I can guarantee that as attackers we only had a single spawn and the defenders absolutely took advantage of it.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Dach on July 24, 2011, 08:33:27 pm
Suggestion! :)

Can you make the flag spawn a little bit bigger, they're really hard to see on some ground, even worse when they're is a pile of dead bodies and dropped weapon on it.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Lorenzo_of_Iberia on July 24, 2011, 09:19:14 pm
If you are attacking and have been pushed back to your spawn flag... you are doing it wrong :P
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Thovex on July 24, 2011, 09:19:48 pm
We didn't lose our battle but I can guarantee that as attackers we only had a single spawn and the defenders absolutely took advantage of it.

Saw this.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Duster on July 24, 2011, 09:22:54 pm
If you are attacking and have been pushed back to your spawn flag... you are doing it wrong :P

+1
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Dehitay on July 25, 2011, 12:34:39 am
If you are attacking and have been pushed back to your spawn flag... you are doing it wrong :P
It's not about getting pushed back. The attacking force just has to send a small force to go around. Hell, when DeBitre was taking Kulum, 22nd_Phyrex and me managed to just take a long route all the way around to behind their flag and none of them noticed us. Then when we finally got there, for some reason, Phyrex just turned around and F'ing TKed me out of nowhere. We were right on their spawn, and I was pissed needless to say. Btw, Kulum lost to DeBitre, and now Phyrex himself is attacking it in the name of the 22nd. I'm assuming he just didn't see my banner. Cause he obviously had nothing to gain from letting DeBitre win.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Lorenzo_of_Iberia on July 25, 2011, 12:57:31 am
It's not about getting pushed back. The attacking force just has to send a small force to go around. Hell, when DeBitre was taking Kulum, 22nd_Phyrex and me managed to just take a long route all the way around to behind their flag and none of them noticed us. Then when we finally got there, for some reason, Phyrex just turned around and F'ing TKed me out of nowhere. We were right on their spawn, and I was pissed needless to say. Btw, Kulum lost to DeBitre, and now Phyrex himself is attacking it in the name of the 22nd. I'm assuming he just didn't see my banner. Cause he obviously had nothing to gain from letting DeBitre win.

Think about it this way... in history you had your food and weapons caravan which had to be protected by a force to prevent the enemy taking it and running off with your supplies for your campaign. Imagine the spawn is your caravan and guard it with a small squad ;)
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Dehitay on July 25, 2011, 03:23:10 am
Think about it this way... in history you had your food and weapons caravan which had to be protected by a force to prevent the enemy taking it and running off with your supplies for your campaign. Imagine the spawn is your caravan and guard it with a small squad ;)
Then I'd like to pretend we didn't store all our stuff in a single cart/wagon. Especially, if it all came on just as many troops
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Sultan_Khalifa on July 25, 2011, 04:19:02 am
AFAIK attackers are supposed to have multiple spawns as well, according to the thread where chadz asked for help with the strat maps updating. Can anyone actually confirm that they lost the battle as attackers because of defenders taking only the one main spawn on the updated maps?

BRD vs Mercs first Battle...

Mercs 300 troops won on 1200 troops

by taking BRDs Spawn
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Nemeth on July 25, 2011, 11:28:49 am
BRD vs Mercs first Battle...

Mercs 300 troops won on 1200 troops

by taking BRDs Spawn

That was before the map updates.
But yeah, even now attackers have only one spawn, which is stupid. If the sides are equal in skill and numbers, the attackers will almost always get pushed back into their spawn, since defeners don't really have to worry about theirs. They can just charge attackers, who have no other choice than to defend their spawn. That's why you see the ridiculous images now of attackers defending their spawn like mad men. They simply have no other choice.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Greziz on July 25, 2011, 11:38:16 am
To be fair I was abusing the hell outta village spawns. I would stand behind the little flag with my 10 powerstrike and brain every bugger who spawned 1by1. Was doing me wonders. However I think the flags are doable just very very difficult overall I feel the defender flag spawns are acceptable.
Title: Re: cRPG_3 Ninjafix - Spawn flags
Post by: Blondin on July 25, 2011, 02:52:16 pm
Don't forget guys that we are on beta, strategus version 1, we are here to test new things, if they don't work devs will find solution, don't be so hard.
When i say hard, i say fon't make too much drama, i guess with all the strange things, exploit and bugd, there will be a wipe when Strategus 2 will be release.