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cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: MrShovelFace on February 08, 2011, 11:37:54 pm

Title: MrShovelFace's [imaginary] Automated Siege Timer
Post by: MrShovelFace on February 08, 2011, 11:37:54 pm
{Plans for siege autobalance}

For people with short attention spans:
Attackers win, timer for the map is set lower
But
Defenders win, timer for the map is set higher


Foreword (skip this if you don't like my words of fore or my bad grammar and misspeling)
(click to show/hide)

The basic function of this system is to increment (or decrement if thats a word) the timer based on who wins

Should the attackers win a game on a given (castle) map the timer is incremented by a varied amount (see bottom for my ideas on how much)

Should the defenders win a game on a given (castle) map the timer is decremented by a varied amount (see bottom for my ideas on how much)


Once the timer is changed the value of the castle and the up-to-date timer is sent to the website and stored for later use

The standard deviation (increment of decrement per loss) would be based on the attacker to defender wins ratio.
(D:10 A:20 for A win timer goes down by 1.5 for the opposite it goes up by .5)
This is so that it is easier to find the sweet spot and not allow it to go up or down too much due to random wins and losses
Title: Re: MrShovelFace's [imaginary] Automated Siege Timer
Post by: Engine on February 09, 2011, 01:36:06 am
I'm with ya, dude. It has the benefit of somewhat addressing the hideously unbalanced Siege maps we have.
Title: Re: MrShovelFace's [imaginary] Automated Siege Timer
Post by: John on February 09, 2011, 10:40:19 am
Yeah, it's a bit too difficult to maintain a multiplier on the siege servers considering how the autobalance shuffles the teams so frequently.

(Too difficult at least compared to battle)
Title: Re: MrShovelFace's [imaginary] Automated Siege Timer
Post by: Neostralie on February 09, 2011, 02:49:26 pm
Great Idea.

Some nices castles would be playable.
Title: Re: MrShovelFace's [imaginary] Automated Siege Timer
Post by: MrShovelFace on March 10, 2011, 10:57:51 pm
I bumped this idea because I legitimately think it has merit over the flood of nerf X posts
Title: Re: MrShovelFace's [imaginary] Automated Siege Timer
Post by: Amoebe on March 11, 2011, 07:28:56 pm
For me this seems more like autoimbalance. If i win as attacker, next round i get even more time to take the castle, so i'll probably win again (assuming team strength didn't  change too much). Shouldn't a balancer make it more challenging for the winning team to give the loosing team a better chance?
Title: Re: MrShovelFace's [imaginary] Automated Siege Timer
Post by: Nemeth on March 11, 2011, 07:32:17 pm
For me this seems more like autoimbalance. If i win as attacker, next round i get even more time to take the castle, so i'll probably win again (assuming team strength didn't  change too much). Shouldn't a balancer make it more challenging for the winning team to give the loosing team a better chance?

That's what strikes me as the main point of this idea as well. How is it balanced? Attackers win, next round they have even more time to take the castle. I fail to see the logic in that.
Title: Re: MrShovelFace's [imaginary] Automated Siege Timer
Post by: Neostralie on March 13, 2011, 03:15:19 pm
So if the Attackers win, they get more time to win again?
And if the Defender win, the Attackers has les time to win?

Fucking bad idea.

Start by a logical autobalance with only switch at the start of the castle map and not every rounds.
Title: Re: MrShovelFace's [imaginary] Automated Siege Timer
Post by: IG_Saint on March 13, 2011, 04:14:41 pm
Disagree with the OPs idea, see last 2 post as to why, but it does bring up the issue with siege auto balance. The siege auto balance is different from the battle one, this was done because the siege maps were all unbalanced as hell and ended with the attackers winning 3-0 most of the time. By now however most siege maps are rather balanced, so maybe a change to the autobalance is due.
Title: Re: MrShovelFace's [imaginary] Automated Siege Timer
Post by: Seawied on March 14, 2011, 08:19:19 am
Good idea, but would require some tricky coding. I would be pretty impressed if they could add this as a server option.
Title: Re: MrShovelFace's [imaginary] Automated Siege Timer
Post by: MrShovelFace on March 16, 2011, 12:13:52 am
jeeze relax guys. I got the two backwards in the shortened version  :oops: and you cant seem to realize that

if you read the body paragraph you may have been enlightened  :rolleyes:



Rephrased:

attackers win : timer goes up

Defenders Win : time goes down


Timer status are saved
fine tuning finds the average time required but that shit isnt worth talking about cuz i just finished my statistics project and i dont want to think about that any more!
Title: Re: MrShovelFace's [imaginary] Automated Siege Timer
Post by: Neostralie on March 17, 2011, 01:54:29 pm
To ensure the good timer for a siege map, you must remove time when Attacker win and add time when Deffenders wins.