cRPG
cRPG => Suggestions Corner => Topic started by: Voin on September 08, 2011, 11:06:13 pm
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Hey guys,
In the couple of months that I played on siege server/s, the attacking team wins 70-80% of a time. Maybe it supposed to be this way, maybe...or it is different on different servers.
Maybe it will be good to reduce the respawn time for the defending team and this way bring more balance into the game?
Just and idea...
Thanks
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Changes I'd like to see to help balance siege:
1. Doors starting weak on first round of each map (it's an easy fix, just do it already)
2. Less teamswitching autobalance, replaced with attacker spawn time autobalance. i.e. if attackers keep winning, increase their respawn timer, up to 30s (same as defenders)
3. Map design. Every map should have some way for defenders to shoot/stab people that are attacking the door without putting themselves in harm's way. Castles were designed to be defended against attackers with superior numbers. The map designs should reflect this
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Changes I'd like to see to help balance siege:
1. Doors starting weak on first round of each map (it's an easy fix, just do it already)
2. Less teamswitching autobalance, replaced with attacker spawn time autobalance. i.e. if attackers keep winning, increase their respawn timer, up to 30s (same as defenders)
3. Map design. Every map should have some way for defenders to shoot/stab people that are attacking the door without putting themselves in harm's way. Castles were designed to be defended against attackers with superior numbers. The map designs should reflect this
AGREE
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FOR THE LOVE OF GOD BUMP MAY YOU LIVE ONCE MORE
id be happy if all they did was give the defence 25 instead of 35 second spawn. why should defence take 7 times longer to respawn?
phews ideas are OPAWESOME
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i like the ideas
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+1!
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King: *From atop his high soapbox* "The Blorks are invading from Blorklavad!"
Crowd: *Boos*
King: "We shall build a castle!"
Crowd: *Cheers*
King: "It shall be strong, and have wall that cannot fail!"
Crowd: *Cheers and whistles*
King: "We shall build a gate allowing our calvary to ride out and meet the invaders!"
Crowd: *Exuberance and fanfare*
King: "I'll let you decide who gets to open and close the gate during battles!"
Crowd: *stunted cheering while looking at each other*
King: "It'd be best if we don't have an overlook on the gate in case it's raining during the attack!"
Crowd: *Look up at the king*
King: "Also, I'd like a flimsy back door to the castle, 12-20 hits with a small sword outta take it down."
Crowd: *group /facepalm*
King: "And... sell all our boiling vats of oil to buy some ladders, need em strewn about the walls for aesthetics."
Really, we're limited by the game's design. But sometimes I can't help but imagine the thought process in map design. Usually... when I'm losing on defense.
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^THIS!!!!!
but yes i think they were little nerfs in native due to the fact the defence had all the cards.but in native offence has ALL the cards. idk about you guys but i would not put a stupid wooden door that people could get in
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+1
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Changes I'd like to see to help balance siege:
1. Doors starting weak on first round of each map (it's an easy fix, just do it already)
2. Less teamswitching autobalance, replaced with attacker spawn time autobalance. i.e. if attackers keep winning, increase their respawn timer, up to 30s (same as defenders)
3. Map design. Every map should have some way for defenders to shoot/stab people that are attacking the door without putting themselves in harm's way. Castles were designed to be defended against attackers with superior numbers. The map designs should reflect this
1. Yeah, ruins first rounds almost every time.
2. Autobalance is actually fine that way. Pls don't change anything that makes the next round easier for one team. U'll probably get switched alot even if they change the balance (If you just let most players stay in one team and don't balance them enough u will get some superior-teams.)
3. Nah. Keep the castles balanced. No supercastles where u don't even get to see the flag.
4. Add selectable spawnpoints for defenders and attackers. This way attackers can get closer to the flag in time and defenders can just spawn at important points on the castle.
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Only thing i can agree in this thread is the doorbug in the first round.
It should be fixed.
If you change respawns a lot of work i did on my map to make it balanced for both teams
would be wasted. Blame the maps not the respawn. Or blame your team.
Maps are not responsible if your team is not defending the map but fighting somewhere else or hiding on towers shooting arrows.
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U want to know why attackers win quite often?
Because very often, defenders are more interested in killing the attackers coming from spawn than actually defending the flag
So many times i see guys saying "Wow man, we really held that wall." and defenders have lost 2-3 times in a row
So many times im running to the flag from a far off spawn point, spamming "FLAG" and "Defend the flag" via voice and defenders are running in the oppoiste direction to gank 1 attacker
So many times there are 20+ defenders on the wall, watching the flag go down but still shooting arrows into shields, and while i agree that a none-melee archer can do nothing at the flag im pretty sure some of them can at least keep it up for a few seconds
U want to know, in that situation, why defenders WIN sometimes?
Because attackers are the same players as defenders. They attack a backdoor, managing to chop it down within the first minute, and then proceed to ignore that entry way for the rest of the round. They want to chase the lone defender who is at spawn, 1 guy being chased by 10 is not uncommon.
There's 60 seconds to go, defenders are rushing towards attacker spawn, attackers are ignoring the fast routes and going up ladders or ganking defenders, blissfully and ignorantly unaware that they are costing their team the round.
And within it all, I am standing in my expensive plate armour, desperately trying to win the flag position while fantasizing how good it would feel right now to abuse admin powers.
/rant
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Having everyone at flag isn't always a viable tactic, because on most maps, attackers can get to flag within 30s, and defenders just lose the battle of attrition (unless the map has a good choke point near flag). The key is to have like 50-75% of defenders at flag, and the other 25-50% distracting the attackers far from the flag. Cav at spawn, archers kiting along the wall, pro blockers dueling people in the courtyard, etc. Attackers just can't resist the urge to chase some idiot around instead of taking flag.
I don't know how to make people actually use tactics on defense, other than maybe removing Kills and Deaths from the scoreboard for siege, and replace it with wins or something else actually related to the objective of the map. Battle is about killing the other team, so it makes sense to track K/D, but you can be the MVP of your team in siege without getting a single kill (shielder on flag, for instance). Or at least only track kills within a certain distance of the flag.
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Because very often, defenders are more interested in killing the attackers coming from spawn than actually defending the flag
^this
But that's because there's a lot of new (clueless) people who play siege. Basically siege population is a mixture of experienced clans who mainly play siege (HRE, Grey Order, Druzhina) and total noobs. Thefore siege is always imbalanced, just depends which clan is online at which time.
I'm GMT+1:
- 10 am till lets say 3 pm - Grey order or Druzhina (choose their banner in order to have multiplayer)
- later in the evening - Holy Roman Empire (choose their banner in order to have multiplayer)
- during night - have no idea
I hope I solved your issue with siege :D
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In my limited experience attackers win 60ish% of the time when there's more than 60 players on, and 75ish% of the time when there's less than 60. Perhaps give defenders a -5s respawn time when there are fewer players on?
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it takes 35 seconds to spawn for defene only 5 for offence(7 times longer)<that to me is ridiculousness)
and yes people not trying to protect flag R a factor.but there have been plenty of games where i had somehow got a good chunk of the team defending important points by yelling "SIT ON FLAG AND GATE OR WE LOOSE" (flag gates choke points etc) and we were defeated miserably i hate to say it unless defense has a good 3-4 people with 3/1 k/d and up and most of the team 1/1 they will loose,new maps and old.because if someone doesn't get at least that 1 kill we will get over run because spawn is seven times longer,even more so if one of the smart skilled players who have a 24/6 k/d sits in the flag area dies.
and whats this strategy for offence???they do not need to do anything strategic at all so long as they get through the few choke points defense usually organizes and keep killing as many people as possible b4 geting killed and instantly re spawn to run the same route and do the same thing and offence team will win eventually because offence is PERFECT for that strategy
EVERY game that im offence i go the SAME route to flag and usually get the SAME resullts victory. u just eat away at there defence and u will win seeing how one person can sit on flag and cap it within the 35 seconds it takes u to spawn(<<<THIS HAS HAPPENED TO ME BOTH OFFENCE AND DEFENSE)
i play siege alot but i play battle mostly because in battle u can ACTUALLY keep your multi but once u get switched to defense its already gone.whenever i get out of battle because im tired of watching people play when i get killed early or i just dont feel like battle. im not the best player im not at the bottom of the list but im usually around middle or top unless im trolling in my honest opinion i think offence wins bare minimum 80% of the time and the only way to win is if u have very high amount of unusually high amount skilled players/organized clans and a defensible map map to get a low CHANCE to win to me that is not right at all
im just asking to lower respawn time...because whenever i get switched to defence im like "there goes my multi Q_Q" or im like "defense always looses" and every once in a while someone will disagree yet 80% of the time whether or not im on defense it looses and its that awkward silence from them lol
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Having everyone at flag isn't always a viable tactic, because on most maps, attackers can get to flag within 30s, and defenders just lose the battle of attrition (unless the map has a good choke point near flag). The key is to have like 50-75% of defenders at flag, and the other 25-50% distracting the attackers far from the flag. Cav at spawn, archers kiting along the wall, pro blockers dueling people in the courtyard, etc. Attackers just can't resist the urge to chase some idiot around instead of taking flag.
I don't know how to make people actually use tactics on defense, other than maybe removing Kills and Deaths from the scoreboard for siege, and replace it with wins or something else actually related to the objective of the map. Battle is about killing the other team, so it makes sense to track K/D, but you can be the MVP of your team in siege without getting a single kill (shielder on flag, for instance). Or at least only track kills within a certain distance of the flag.
Having a few guys distracting and closing gates etc is always good but when i am the last guy at flag, surrounded by attackers, die, see that we have 25 guys left and none of them are anywhere near the flag, is disheartening.
snoozer: im sure ive lost games when the majority of the team has sat at flag but you've got a lot better chance of winning as defender if u make sure your ass is there when it's needed and not on some random wall
to say that the team lost because they were defending the flag is silly - it takes 5 secs for attackers to spawn but at least 30 to get to the flag (no fighting) - it takes defenders that time to spawn, and anywhere from 0-15/20 seconds to get to the flag if they dont have to fight and know where they're going
if defenders dont get more kills and both teams are going for the flag equally, defenders will probably lose, but that's fair as the attackers have to do all the hard work
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Having a few guys distracting and closing gates etc is always good but when i am the last guy at flag, surrounded by attackers, die, see that we have 25 guys left and none of them are anywhere near the flag, is disheartening.
snoozer: im sure ive lost games when the majority of the team has sat at flag but you've got a lot better chance of winning as defender if u make sure your ass is there when it's needed and not on some random wall
i didnt mean it that way i ment EVEN THOUGH they were at flag they still lost,not because they were at flag they lost.(i hope i put it better this way)
ONCE i realize im defense i usually tell everyone to camp flag or some other important landmark like a gatehouse but it rarely works or if it does it somehow fails in the last minute of the round
and so what you are saying by your own example is we r correct about the spawn time
to say that the team lost because they were defending the flag is silly - it takes 5 secs for attackers to spawn but at least 30 to get to the flag (no fighting) - it takes defenders that time to spawn, and anywhere from 0-15/20 seconds to get to the flag if they dont have to fight and know where they're going
^so even though we are spawned in the very castle the flag is in it takes us the same time as offence if not more to get to our flag?
-and even then god only knows where the defender spawns in the castle(or in some maps outside the castle :| )
-they usually have to go the same path as offence to get to flag thus have to fight to the death wherever they are,just to get to where they are suppose to be?
id much rather just have ONE SPAWN(at a keep of the castle for example) to where we spawn we can get organized by whats going on not just get droped on said random wall so we get blamed for not defending flag when not even 4 seconds after spawn were getting either in a fight,geting jumped,or on some mad dash to flag just to halt the process so hopefully the next person who spawns does the same thing before i die due to the fact i had to do a mad dash to flag where odds are half the offence is because they all get spawned usually in one area where they can easily just follow the mob
if defenders dont get more kills and both teams are going for the flag equally, defenders will probably lose, but that's fair as the attackers have to do all the hard work
what hard work??? everything is built for there gainKing: *From atop his high soapbox* "The Blorks are invading from Blorklavad!"
Crowd: *Boos*
King: "We shall build a castle!"
Crowd: *Cheers*
King: "It shall be strong, and have wall that cannot fail!"
Crowd: *Cheers and whistles*
King: "We shall build a gate allowing our calvary to ride out and meet the invaders!"
Crowd: *Exuberance and fanfare*
King: "I'll let you decide who gets to open and close the gate during battles!"
Crowd: *stunted cheering while looking at each other*
King: "It'd be best if we don't have an overlook on the gate in case it's raining during the attack!"
Crowd: *Look up at the king*
King: "Also, I'd like a flimsy back door to the castle, 12-20 hits with a small sword outta take it down."
Crowd: *group /facepalm*
King: "And... sell all our boiling vats of oil to buy some ladders, need em strewn about the walls for aesthetics."
Really, we're limited by the game's design. But sometimes I can't help but imagine the thought process in map design. Usually... when I'm losing on defense.
^^^jic u missed his perfect example of how offence "earns" there victorys
idk how it was in native it was too long ago sence the last time i played siege in it to compare it to crpg. but from what i do remember it was nowhere NEAR as easy.there were times the first two minutes was the team pushing siege tower JUST to get in castle because they have the ladders on lockdown where in crpg im usually in the castle by the first minute
i hope i cleared up my prior post with this breakdown, if anything else was misinterpreted i would love to right another reply.
out of all the threads im posting in this one i consider one of the most important(that i can think of right now atleast). siege and the deathmatches were my favorites in native,these battles r killing me slowly i would love siege brought to its former glory
(im thinking of posting something about deathmatch but ill save that later)
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