cRPG

cRPG => General Discussion => Topic started by: Joker86 on February 08, 2012, 01:44:19 am

Title: Dear devs...
Post by: Joker86 on February 08, 2012, 01:44:19 am
Hi!

This topic is directed to the devs, as I would like to get an aswer from them, but I fear if I write a PM or something like that I could end up ignored, so perhaps, if the community shares some interest in my questions, it could make you give us a proper answer.

The question is quite easy:


How do you want cRPG to be like?


I ask this in terms of general gameplay and more or less even "genre". Like "what is your shooter supposed to be like? Like Counter Strike, almost entirely skill based? Or like Raven Shield, more tactical? Or like Unreal Tournament, arcade like? Or do you want something completely different, like Global Agenda, which is more or less a World of Warcraft shooter."

Do you want to reward players for good skills? Or for good teamplay? Or both? In which relation? How far do you want to incorporate those "indifferent casual" players?

I ask this because I think cRPG has achieved quite a good state in terms of fighting with the different classes, and although there are a few minor issues and imbalances left, the game is pretty much playable. But in my eyes this can be improved further.

Flaming, whining, complaining and trolling belongs to cRPG more than to any other game I know. And in my eyes you maneuvered yourself into a vicious circle of nerfing, where any further step forward would make things worse than better. And I guess I found one source of the problems to balance items properly:


One important aspect of balancing:

You have two aspects to concern: the average player performance (APP) with an item, and the best performance possible (BPP) with a class/item.

BOTH of those aspects need to be balanced, for every class.

(click to show/hide)


And this is where I see the core problem of cRPG. Because the APP is less dependant on skill than most would expect, it's also heavily dependant on knowledge and the right behaviour. And this is why cRPG fails to achieve final balance, and constantly has problems balancing the other classes in relation to infantry. It's because infantry has a lower APP than the other classes, due to simple lack of knowledge. Otherwise you wouldn't have autowalkers being killed by cavalry after spawning every single fucking round. The success of infantry depends more on the performance of its enemy than of any other class. That's why it depends more on "secondary" skills like knowledge to be effective. If the average knowledge of infantry players would increase, the class wouldn't seem so UP in many situations any more. Cavalry made by far the most kills and was dominating the servers before the last patch, although they were not considerably buffed or something like that. It could have lead to the conclusion that cav was OP, but it was not. Infantry was stupid and played like lemmings, making it easy for cav.

Short: moving the APP closer to the BPP does not only make balancing easier, I think the general gameplay benefits from it.

Now how can this problem be solved?

I see three possible solutions, and if they got combined I guess the effect would be even better:

1.: Better access to the mod for new players
2.: Implementing a good commander system
3.: Replacing battle mode with another, similar game mode


1.: Better access to the mod for new players

I think in this matter you can take new players like children. What they learn during their first steps will determine the rest of their life. Currently they don't learn anything. All they see is you get better skills and better equipment, like in single player, so they assume the goal of the game is to reach the single player end game where you slaughter hundreds of bots in plate armour with your superior skills, with the only difference that it's real players and not bots you are killing, making you feel even more awesome. This game is about killing people. I think this is one source of the enormous amount of lemmings on the servers. They approach the game with wrong impressions, and create bad habits.

This can be dealt with easily by implementing a few introduction pages before being able to download the launcher or creating a character. If you would read "Warning! This mod is not only about killing others, it's about making your team win!" before downloading it, you would approach it with a completely different attitude. A few easily accessable (main page, character page) tutorial videos which are presented properly ("You will not have fun in this mod or kill anybody unless you realized the things told in this video") could change a lot. Just make them entertaining, fun and short, and you can teach people a lot of good behaviours, which some veteran players haven't developed until today yet.



2.: Implementing a good commander system

There is not much to say about. Find a system which determines a commander, best would be without needing active participation of the players on the servers (ignorance, still can be fought by a good access to the game like "when joining a server make sure you have a commander. If he is good, you will be more successful, level up faster and gain more gold, and last but not least scoring more kills. If you want to be successful, elect a commander"), and every player needs to be in this command system by default. They can leave it, but it is important that they don't need to join it actively. (Again, i want to get the indifferent players, too). The commander should be able to place different flags like "attack here" "defend" or "stay away!", have an own chat colour, and most important, being able to write big messages over the center of the screen like "Attack!" "Fall back!" or "Cavalry behind!". Another important part is to reward players for following orders by small amounts of gold and/or XP, to create a motivation for players who are indifferent about tactics but like to develop their character faster. Don't make it more than one or two generations more would bring per map.

I know many of you players don't like following the orders of someone else, but like I said, you are always free to leave the command system, not seeing any flags or messages on your screen. It's just that some classes need more teamplay than others, and this should be taken into account to make the game balanced and fair.

Summary:

Implement a command system with...
... commanders being elected with a little active play participation needed as possible
... every player having it activated by default
... the commander being able to place flags and write screen messages
... players being rewarded for following orders
... players always being allowed to deactivate the system


3.: Replacing the battle mode with something similar

The worst thing about the battle mode is, that you need to kill the enemy team to win, which means killing is the goal of the game. I think this is a bad thing for the overall gameplay, and the popularity of siege and rageball modes shows, that players do not neccessarily need to have to kill people to have fun. That's why I would prefer something different. I didn't think a lot about this topic yet, but my first idea would be something like a "domination" mode.

On a normal battle map you have a number of flag points placed, I would say three or five is perfectly enough (rather three than five). The points are placed along the "front line" between the teams, in equal distance to both team spawns. Each of these spawn points, once captured, grants a number of respawns for your own team. You can choose at which flag point you want to spawn, or whether you want to spawn at the initial spawn point at the beginning of the round. Respawns come in in waves, for both teams simultaneously, representing reinforcements/rearguards arriving at the battlefield. Once a flag changes the owner the spawn points won't get refilled, which means it's best to conquer a flag soon and keep it for the rest of the map. Your team has won once it owns all flags, the majority of all flags for a certain time (make a "ressource" deplete whenever you have less flags than the enemy, once it reaches 0 you lost) or all enemies are killed and can't respawn. This way coordination and teamplay becomes much more important, and infantry, which is probably the most important class for holding ground, or attacking, gains importance and effectivity.

Another nice side effect is, that you actually don't want to kill too many enemies before attempting to take one of their flags, otherwise you will conquer it with only a few spawn points left.


Now this is what I wanted to say. Improve the COOPERATIVE interaction with other players, instead of only concentrating on HOSTILE interaction, calld fighting. The game has so much more depth, don't reduce it to a simple hack'n'slay reflex game. I would just like to know if this is a direction of development the devs would agree to, or do you have another idea of how cRPG should be?

And no, I don't want to join a clan.


Edit: no whining about certain classes! Unless the purpose of pointing out a weakness of a certain class is just for the sake of discussing about general gameplay mechanics, keep your complaints for yourself! There are enough other topics for it around the forum!

Edit2: Just for the sake of turning a few opinions into my favour: if you are...
... archer
... crossbowman
... thrower
... cavalry
... horse archer
... anything else not being infantry, that has been nerfed recently: the ideas in this topic could lead to your class getting buffed again.  :wink:
Title: Re: Dear devs...
Post by: Zerran on February 08, 2012, 02:02:27 am
Another joker post!!!!

1: YES! We really need some way to clearly direct newbies to the guides and beginner's sections of the forums. I didn't even realize those were there until I had played for a good bit of time. Just some really easy to see links on the char page would be nice. Also a message popping up after creating the account that tells people they really need to read the beginner guides.

2: It would be nice to have some more commander based actions available. Teamplay is much more fun, imo, than running around randomly, but it's very hard to do this right now without a clan. It might just be the community though, in which case there's not much that can be done about it.

3: I don't want to see battle replaced, I genuinely like it. HOWEVER, I would really really like to see the mode you suggest here implemented as an additional gamestyle. I've always loved capture and hold style games. They really enforce teamwork just by their very nature, and have a very distinct goal. Devs, please do something like this!  :(
Title: Re: Dear devs...
Post by: Miwiw on February 08, 2012, 02:10:05 am
And no, I don't want to join a clan.

 :lol:

--

2) Interesting, but I am playing public so I can actually play like I want (and not following commands), but if made, people can use it, sure, would be a good addtion for some.

3) Battle Mode is amazing. A game where you have weapons, is surely also about killing each other, so it does make sense. Actually it is not needed to kill everyone, because of the flags which are spawning or the timer running out. However that never happens (are flags enabled in crpg?, and timer does really never run out as delaying is not allowed). There can also be new game modes for sure, but dont scratch an old and successful mode.
Title: Re: Dear devs...
Post by: Joker86 on February 08, 2012, 02:20:19 am
Well, apparently I receive some critics touching that sacred game mode...  :mrgreen:

Actually my hope/dreams, never mind how naive/utopic they are, would be that the battle mode gets removed and replaced by the other mode. People would cry and complain and GTX (to log in the other next day again) and try out the new gamemode. They would play it like battle mode, but would still stuck to an average multiplier of something between x1 and x2, because with players respawning even the team with more kills can lose, and the game would become more luck dependant than before. People would lose money, and their equipment would break, and they would be forced to do something about it. A few of them would realize that organizing the team and striking coordinatedly would be the only way to reach a x5, and teamplay would increase on the servers. People who would not be that far would notice increased chat contribution and teams playing more effectively together, so that their lemming charges are rendered more and more useless, forcing them to use tactics themselves. And after some time people would know by default what's to do after joining the server, which flag is to be attacked/defended or what you have to do to support your teammates with your particular class. And after some months, propably around christmas again, the developers would make a battle server with the old game mode (like setting up old cRPG last year), and people would join it for the sake of nostalgia, but somehow the battles would seem boring, onedimensional and stupid, with both teams rushing and killing each other, without mind, without soul.

As I said, in my dreams...  :?
Title: Re: Dear devs...
Post by: MR_FISTA on February 08, 2012, 02:20:40 am
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Didn't Read LOL
Title: Re: Dear devs...
Post by: Joker86 on February 08, 2012, 02:24:23 am
Didn't Read LOL

I am sorry to hear that. But I am sure there will be good schools for disabled people with limited attention spans, and I heard of a few very good programs to integrate such people into common life, getting them an easy job where they can't make a lot wrong and getting cheaper bus tickets and stuff like that. Just keep it up, never give up!  :D


 :P
Title: Re: Dear devs...
Post by: isatis on February 08, 2012, 02:29:38 am
lol at ^

but I read you text, found rather good idea (that pesty tutorial noob newb our friendly newbomer we all love and dream on video would be perfect!
on the battle, meh... deathmatch would be awesome! (finally not caring if a teammate want to eat my over 9000 meter flamberge...)

commander : just put everyone on battalion #1 automatic, other battalion woulod be for true clan teamworker!

GOOD WORK !!!!11!!1!!!11!!ONE!!11!1!!

Title: Re: Dear devs...
Post by: MR_FISTA on February 08, 2012, 02:37:20 am
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Title: Re: Dear devs...
Post by: San on February 08, 2012, 02:38:10 am
It would be nice to hear what the devs have to say, even if it's vague. Visions may be different for different people (ex. the item balancers). I doubt they should have to be the ones to create a video, though.


2. My issues with the commander system
a. Classes:
Infantry,cav, and ranged all have different duties across the map. A commander of 1 class won't be able to properly direct the others. I believe there should be multiple commanders available per team.

b. Clans:
Even with commanders, there will be a chance that some clans may have their own ideas/strategies that may or may not conflict with the commander's.

This leads to my conclusion:

If there is a commander system, it probably shouldn't all be automated:
In other words, there can be known leaders in-game that apply/ask on the forums for a permanent commander position. There should be some sort of regularity for who has commander.

3. Somewhat disagree for this replacing battle. Mostly because maps will have to be tailor-made for that game mode based on your description of the flag placements.

EDIT: About BPP and APP, it's difficult to adjust because the different weapon classes all have their timings and sweetspots. Cost and other factors (variance of length, speed, specialization, etc.) dictate that some items will be worse than others within the same class. Class performance depends on a matchup with another class. This is ignoring any specialized weapons within the class.

It's difficult to ignore that the core gameplay mechanics have a bit of a learning curve.

Making APP closer to BPP to me, translates to dumbing down game mechanics. Footwork, blocking, and offensive means to land strikes all take time and effort to learn, and I can't imagine many ways to change this other than discovering more efficient ways to get better at those things for newer players.
Title: Re: Dear devs...
Post by: Joker86 on February 08, 2012, 03:03:14 am
Well, sure as hell you are right about this. All I want to say is: a lot of infantry sucks. Really. Conncet to the server and don't fight, just watch what your temmates do. You will observe the following things.

- autowalkers getting lanced while running to the middle of the map, after having spawned
- you will encounter one or two single infantrymen charging four or more enemies a bit off the center of the map, trying to kill them all
- you will see enemy cavalrymen getting unhorsed, and about seven to eight players rushing by, killing the rider and two teammates, and then the arrows from the surrounding archers arrive and kill yet another teammate
- teams defending hills will stand on top of the hill, exposing themselves to enemy fire, instead of waiting a few steps behind it, in cover
- teams will not hesitate to charge through bottlenecks where the enemy team is waiting in a half-circle around the exit, gangbanging everyone who comes through
- after the big melee people run in all directions to look for enemies, instead of regrouping. That's why 5 clan players who stick together can kill 20 surviving enemies one by one and win the map

And a lot more things, which don't require reflexes or something like that, only knowledge and a few habits. Bad players will still lose against good players, but perhaps the gap won't be that big. Actually I even see so called "good players" with good fighting skills making mistakes like above. You can have good fighters and you can have good teamplayers, and if you are lucky some players are both. But most are not.

Edit: About the commander: actually we agree on this, as I suggested to determine commanders by forum vote. They volunteer, and get a permanent commander-tag, which is constantly bound to their key, just like admin rights are. With two or more commanders they always get balanced into opposing teams, if there is only one or no commander at all, the command system will be disabled.

And I don't think there should be many problems with the different classes. All in all you got only three main classes, anyway, which is infantry, archers and cavalry. In most cases the commander will only say where the infantry should go, where the archers should shoot from (usually an elevated, covered spot, protected by infantry) and he will let the cavalry lose to hunt down single unaware enemies. The rest is done by the players themselves, the commander won't be able to get that deep into micromanagment to give bad advice for certain classes. And don't forget, we agree that they should be elected in the forum, so you can assume they know what they do, never mind which classes they are giving orders to.

The thing about clans is the same like with any other player that doesn't want to participate: the commander has either to ignore them and treat them like they were not in his team, or, if it's a clan and they're doing their own thing: he can either talk to them, support their idea, or he can try to get some benefit from their tactic. Even if it is sacrificing them to hold a certain flank for a minute while attacking the other with the rest of the team. I mean: it's still their choice!  :twisted:
Title: Re: Dear devs...
Post by: Meow on February 08, 2012, 03:20:56 am
Well, I actually read it all, can in no way give an official reply but will let you know that you highly overestimate the amount people read anywhere on the internet ever.

Most people are conditioned to press OK/Accept/Ignore as soon as a message pops.
I saw the amount of people deleting/STFing their mains although warnings pop.
I saw the amount of people who put fail trades up because they clicked OK twice when a warning popped up asking if they really want to offer that trade...

If you think stuff like "Warning! This mod is not only about killing others, it's about making your team win!" would have any impact then let me tell you: If anything it would get the few people's hopes up that actually read it just so they can be shattered again the first time they spawn into a blob of voice spamming, wildly swining trolls :mrgreen:

I am not sure where this whole thing is going but i will go with mainly into Strat and Battlegroups direction for now.
Making it more interesting for clans and competitive play seems way to go to get more players as well as more teamplay.

I have to repeat, this is a project that is supposed to be fun to play and to develop, all the haters who can not get that into their heads can gtfo.
Mainly aimed at the people who are raging at some devs lately, just because they didn't bother to get any information.

Also i would not expect final balance to be achieved ever.
Min maxing + flavor of the month attitude in combination with an endless grind will require a constant tweaking to get class numbers in line.
Don't get me wrong i like the community I just think you are expecting something from public servers that is plain impossible, improvements can be made for sure.

Just my opinion - good luck with getting a real plan on what's happening :mrgreen:
Title: Re: Dear devs...
Post by: Bongo Fury on February 08, 2012, 04:40:25 am
Think that's a bit harsh, alot of good points in the OP.

I do think battle needs some new maps, something, just to liven it up a bit.
Title: Re: Dear devs...
Post by: Kuyamzoleta on February 08, 2012, 05:42:07 am
Brilliant post. I honestly haven't ever seen a better constructive post in the general discussion thread.

When it comes to teamwork and things like that during battle, What I thought was a drastic improvement from last previous patches were the battalion keys and flags. This works well when working with clan-mates and friends in teamspeak/vent/mumble/skype/communication program. And it seems like the majority of pubbies follow the big groups anyway.

However I'd still like to see a more objective-based battle style game mode.
Title: Re: Dear devs...
Post by: SixThumbs on February 08, 2012, 05:59:22 am
http://wolverine.x-knights.com/sounds/wolv61.wav
Title: Re: Dear devs...
Post by: Brrrak on February 08, 2012, 07:59:09 am
God damnit Joker, I need a cup of coffee or two to start reading your damn dissertation. :lol:

---

I definitely am reminded of your chart (of hard and soft counters or whatever) when reading your introductory paragraph on APP vs. BPP.  Couldn't you also argue that, as infantry is probably the most populated class, the APP is lower, in part, due to turnover?  I.e.: Player batch "x" comes, certain percentage of player batch "x" stays, the rest leaves; certain percentage of player batch "x" increases in skill, the rest continue to autowalk into lances (like me) and die from being unable to dodge arrows (like me); player batch "y" comes, rinse and repeat process.  This is to say, the saturation of lower skill levels is more apparent in infantry because of its higher population?  This isn't to say that infantry is a forgiving class (like cavalry), or an unforgiving class (like archery), but certainly population has something to do with it?

1) This solution could be tried, but you can't necessarily shove the philosophy down a new player's throat.  At best, a new player will come out enlightened and a new member of the holy order of cRPG.  At worst, this new player will feel restricted as to his or her goals, and either quit or just be trollish and assholey.  Both reduce the population who don't try to help the team as much as succeed personally (two things which, as far as I can be convinced, are intrinsically linked), but the second one has the unfortunate side effect of breeding resentment against the mod and its community as a whole, which isn't necessary.

2) I started cringing until I read "players being allowed to deactivate the system."  Part of the fun, and interesting, part of public battles is that sometimes organization can arise sporadically and spontaneously, with multiple groups of people working collectively toward the same goal (the multiplier.)  If, somehow, you can change players' expectations (as in section 1) of the mod through conditioning, then a commander system seems more like it creates points A to B, and following points A to B yields more rewards; however, not following points A to B either yields no rewards, or actively penalizes, which reduces the amount of freedom players have (or think they have) within the game.  In my own, personal opinion, a commander system should only have the benefit of possibly (assuming you get a good commander) leading you to easily multipliers.  The only real interesting part I see in this system is going beyond the "everyone stick together and reenact The Blob.

3) This is reading like you want to implement a Battlefield-like system into the game, but want to somehow punish players for actively killing the opponent?  I got a little lost and confused at "Another nice side effect is, that you actually don't want to kill too many enemies before attempting to take one of their flags, otherwise you will conquer it with only a few spawn points left."  This, for me, raises the question: why should the team be penalized for taking the time to eradicate the active resistance to it?  I can understand wanting to get rid of the chaotic "kill everyone" aspect of battle, which can sometimes lead to a lot of idiocy, but this idiocy is also displayed in siege.  It might also be displayed in rageball, but I don't really play that at all.  The idea of a conquest gamemode with reinforcement waves based off held flags and such is interesting, but it seems like it could be a bit complex to implement: why not have (once again, as in Battlefield) a set number of reinforcements (scaled to the player population in the server, if that's possible) which allow for respawns.  If I'm correct, Strategus already does this based off how many troops the attacker/defender party has?

(click to show/hide)
Title: Re: Dear devs...
Post by: Armpit_Sweat on February 08, 2012, 09:36:56 am
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May be I will read it later, when i am back from work...

+1 for the effort though
Title: Re: Dear devs...
Post by: Fartface on February 08, 2012, 10:11:58 am
Yesterday me and 4 guys of meciless had somewhat called teamwork.
We decided to keep against an wall with our backs with some shieldwall and let an xbow and archer shoot.
And we went on a hill on the cav map, Thing is we LOST almost every fight.
BECAUSE we had 5 merciless working together 11 randomers, the 11 randomers just went to charge in to plain ground ground and got cav fucked.
Then we needed to kill 18 enemys by the 5 of us because teammates dont listen to tactics and just charge and die.
Title: Re: Dear devs...
Post by: The_Bloody_Nine on February 08, 2012, 10:20:24 am
mh, I read it all and it makes mostly no sense to me.

"Do you want to reward players for good skills? Or for good teamplay? Or both? In which relation? How far do you want to incorporate those "indifferent casual" players?"

Of course they want both, and why should be necessary to exactly determine in which relationship? And how do you want to measure that, in abstract figures? and why again?

APP and BPP paragraph makes no sence to me and has if at all only a little influence on game balance. IMO most people run ahead like lemmings because it is simply impossible to control such an amount of individuals. We live (mostly in western "abendland" world) in an extremely individualised world, everyone thinks of himself first. You won't get people to change their behaviour continiusly except you implement a strict military education before letting people play and you'd need a strict military-like hierarchy.
And then again, suddenly you have this rare moments where all work as team, like a miracle. But you can't produce that outside of groups like clans or set events.

1. Introduction pages, why not? You seem fond of writing. :P

2. commander system, this is interesting and was thought about several times from devs as i recall, but brrak has a point there, too.

3. replace battle. cough, no. the whole fun fore me is that you do not respawn, that is what makes this game fun for me. I would even like to see a similar siege mode, where perhaps attackers respawn once and defenders have only one live. Not sure it would work, though.

But after all, you are the guy who said you allways read the last pages of a book first to see if it won't dissapoint you, no? well, that is good example where I see how extremely different we two think, and what fun means for each of us.

 
Title: Re: Dear devs...
Post by: MR_FISTA on February 08, 2012, 10:52:44 am
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Title: Re: Dear devs...
Post by: Lobster on February 08, 2012, 12:14:11 pm
Great OP.

The commander mode sounds like fun. Dont have to replace battle mode just make a new server with the commander mode, that way you only get players joining who want to try out team work.

You can reward players for listening to orders by giving them a x1 every time and flag is captured or defended. for those who are into team play, this mode can be alot of fun and would  bring more players into crpg.


I agree with Jokey on the new player info, this mod is very hard for new guys to get into. Not everyone would read it but for those who do will find the path into crpg alot kinder.
Title: Re: Dear devs...
Post by: Tonyukuk on February 08, 2012, 12:16:51 pm
Joker why your posts are always toooooooooooooooooooooooooooooooooooo  long? what is your problem?
Title: Re: Dear devs...
Post by: Duke on February 08, 2012, 03:04:02 pm
mh, I read it all and it makes mostly no sense to me.

"Do you want to reward players for good skills? Or for good teamplay? Or both? In which relation? How far do you want to incorporate those "indifferent casual" players?"

Of course they want both

No, you shouldn't assume they want both (even if they do.)
Thing is, most melee players prize their fucking duel skillz (1vs1) more than anything else, and the majority of the players are melee.
Ergo, most people in this mod do not value teamplay anywhere near as much as individual skill.

I have no idea what each dev's stance is, but you certainly shouldn't assume they want both equally.
The OP is a fair quesiton.
Title: Re: Dear devs...
Post by: Joker86 on February 08, 2012, 07:02:54 pm
Back from work, and besides a few obligatory tl;dr-posts there are some serious answers, so let's get started  :mrgreen:

(click to show/hide)

This is absolutely terrifying, what you are telling me there, if you really have more than only "a few" idiots who delete/STF their mains and so on. But you said yourself, people are used to small windows popping up, making them confirm their decision. Never mind if you want to close a browser window with a few tabs, quit your game or overwrite an old file. Placing some kind of warning sign on the pop up window could already help a bit.

One important point of my suggestion is the fact that before you try to download a mod you have to decide whether you want to try it out or not. People want to know if it is interesting for them or not, and this is the point where you have their full attention. I don't want to real long walls of text just to find out if something suits me, eventually... perhaps..., and I know of a few single player mods that started their presentation by listing up the history of the various factions, and of course I skipped that, too. What I usually read is the feature list, and by the features implemented I can see what kind of mod it is supposed to be, and thus I can decide if I like it or not.

If you would have a description page for newcommers, that would start like:

What is cRPG?

cRPG is a multiplayer mod which focuses on porting single player to multiplayer as good as possible, complete with organized battles and personal character development.

What are the main features?

- A system to support organized battles with real units and real maneuvers
- Equipent you can buy and use as long as you want
- A constant character with your own choice of skills and attributes, that develops constinuously and becomes stronger
- Plated Charger

I guess more or less EVERYBODY who wants to try out this mod will read those few lines. And thus the chance is higher to get influenced by them.

Don't get me wrong: I don't expect this measure to FIX the problem of lemmings, but I am confident it will help to reduce their amount.

Couldn't you also argue that, as infantry is probably the most populated class, the APP is lower, in part, due to turnover?

I am as sure as hell that the absolute number of infantry player with an insufficient APP is higher than compared to other classes, due to the amount of melee on the servers, so we agree on that. But I would even dare to say, that the PERCENTAGE is higher. Or, to say it differently: infantry is a class which depends more on teamplay than let's say cavalry for example. Due to the self centered point of view of most players these flaws aren't as obvious in the case of cavalry as they are in the case of infantry.

1) This solution could be tried, but you can't necessarily shove the philosophy down a new player's throat.  At best, a new player will come out enlightened and a new member of the holy order of cRPG.  At worst, this new player will feel restricted as to his or her goals, and either quit or just be trollish and assholey.


I don't think this will be much of a problem if you make clear from the beginning that this is the wrong mod for persons who want to have their own one-man-show. (Although currently it is the PERFECT mod for them  :rolleyes:). If he didn't invest any time playing it before recognizing this mod doesn't suit him, there is no motivation for him to be assholey or trolly.

2) [...] In my own, personal opinion, a commander system should only have the benefit of possibly (assuming you get a good commander) leading you to easily multipliers.

We actually agree on that. The part with the rewards was only meant to convince players who already have different habits to using the command system, too. I already suggested a complete command system in this forum, and there I mentioned that I would remove the rewards after some time. The hope is to have most players not only being used to using tactics, but also to make them REALIZE it's the ONLY way to keep up a high multiplier constantly. 

3) [...] I got a little lost and confused at "Another nice side effect is, that you actually don't want to kill too many enemies before attempting to take one of their flags, otherwise you will conquer it with only a few spawn points left."  This, for me, raises the question: why should the team be penalized for taking the time to eradicate the active resistance to it?

The idea behind my statement above was the following: if your team prepares a squad to conquer a certain flag (which should be no problem to coordinate with the help of a commander system  :wink: ), and they decide to attack (which means they are confident they will win) it would be the smartest to kill not too many enemies before having captured the flag. So killing peasants who throw stones, lonely Ninjas at the flanks or enemies who retreat due to the enemy superiority wouldn't help you much, before you captured that flag. Otherwise some of these spawn effectively will be taken from YOUR spawn pool, instead of the enemies, who will lose the flag and the spawn points anyway. You get what I mean?

Enemy has two flags and 40 spawns left. You have one flag and 20 spawns left. While charging one flag you kill two harmless peasants, one ninja, one dismounted cavalryman and two players who are retreating from the flag, which are 6 kills in total that were no really neccessary. Enemy loses 6 spawns, and THEN you conquer the flag and get it with 17 spawn points left, which means you have 37, the enemy has 17 spawn points left. Now assume you waited until the flag was taken, and THEN you killed what you could. Let's say two of the enemies would be able to escape during that time, so you would only kill 4 of them. You would have 40 spawn points left, the enemy 16. Better than before.

(click to show/hide)

This is sad, but it's not the fault of using teamplay. Actually it's NOT using teamplay, that made your team lose.



mh, I read it all and it makes mostly no sense to me.

"Do you want to reward players for good skills? Or for good teamplay? Or both? In which relation? How far do you want to incorporate those "indifferent casual" players?"

Of course they want both, and why should be necessary to exactly determine in which relationship? And how do you want to measure that, in abstract figures? and why again?

I think my question is valid, because the developers did almost NOTHING to make teamplay and coordination easier for the players, besides of that crappy voice message system that's nothing but annoying. And you have really a lot of words at disposal to describe the relation, you can even use rough percentage values.

APP and BPP paragraph makes no sence to me and has if at all only a little influence on game balance. IMO most people run ahead like lemmings because it is simply impossible to control such an amount of individuals. We live (mostly in western "abendland" world) in an extremely individualised world, everyone thinks of himself first. You won't get people to change their behaviour continiusly except you implement a strict military education before letting people play and you'd need a strict military-like hierarchy.
And then again, suddenly you have this rare moments where all work as team, like a miracle. But you can't produce that outside of groups like clans or set events.

I think you are wrong on this one.

First of all APP and BPP have ENORMOUS impact on class balance on the servers. For example someone else posted here, that it's an old rule in strategy games that the effectivity of ranged units grows EXPONENTIALLY if you concentrate them at one spot. So if archers know this, and always group up as good as possible, the balance between archers and infantry shifts.

I agree on your opinion that it's the modern way of life to be egocentric, but this doesn't mean people won't help each other out. If people realize they will benefit from helping others, you can be sure as hell they will turn to Mother Theresa herself! The only point is to make them realize it. This is why I want to use small rewards for following orders as kind of "bait" for those players who are too lazy to think about it, making them either create the habit of playing in a team or, even better, recognize the advantages it brings.

Joker why your posts are always toooooooooooooooooooooooooooooooooooo  long? what is your problem?

I have a weird quirk - I always have to try to fit my posts to the length of my cock. God help you if I ever write a post while having a boner.  :?


Title: Re: Dear devs...
Post by: Dezilagel on February 08, 2012, 07:10:20 pm
I get your point Joker, and I've told you this many times before but for the love of god just join a clan and/or play strategus!
Title: Re: Dear devs...
Post by: Joker86 on February 08, 2012, 08:18:53 pm
I get your point Joker, and I've told you this many times before but for the love of god just join a clan and/or play strategus!

I can't tell when I am on (so no strategus), I can't use Teamspeak (so no clan) and anyway, I want my entire team to play as a whole, always forming a small squad with my clan members and doing our own thing doesn't satisfy me. So this is not a valid answer.

If I join a clan people on the servers won't magically focus on teamplay more.
Title: Re: Dear devs...
Post by: Dezilagel on February 08, 2012, 08:27:15 pm
I can't tell when I am on (so no strategus), I can't use Teamspeak (so no clan) and anyway, I want my entire team to play as a whole, always forming a small squad with my clan members and doing our own thing doesn't satisfy me. So this is not a valid answer.

If I join a clan people on the servers won't magically focus on teamplay more.

1. You can just join strategus battles. If you are an able player there are always a couple of battles per evening where you can merc. Even more if you're not aligned with any factions.

2. If you don't have any sound on your computer, I can understand that TS might seem a bit cumbersome, but if my guess is right all you're lacking is a mic, which is definitively not necessary if you're mercing or just taking orders.
Title: Re: Dear devs...
Post by: Garem on February 08, 2012, 08:38:01 pm
Good comments on cRPG balance. I think Part 2 is particularly good.
Title: Re: Dear devs...
Post by: CpTKiL on February 09, 2012, 12:47:18 am
It is possibly heirloom might be huge problem when it's comes to balance. Why? Think about 3+ vs vanilla weapons (In other words, no heirloom) for example, both character has same exact skills say like 18/18 and their combat skills are same. They are both good blocking and counter-attack ect..... However, The one with heirloom has the upper hands and most likely will win the duel. I think Heirloom need a little nerf. Say removing heirloom speed bonus(+1 speed) will make huge difference and will most likely be balance with every other vanilla weapons. Just one advantage that heirloom has which is damages bonus and that's all they need.

Now that's just weapons balance. Let's talk about teamwork.

In order for people to do their teamwork. There must be something that encourage them to do some teamwork. Remember good old CRPG classic? The exp system really encourages players to do teamwork. But now we have this new exp system which encourages everyone including myself to go off and rambo. We could have one commander per team but who would listen? Majority of players are already a veteran which means they are pro and has very good blocking skills or Some just think they're good and think they are good as Aragorn. Only time people actually listens is when their team is losing or their opponents is unbeatable. Even when they listen their will be few people goes off and rambo. That happens all the time.

My suggestion to Developers is
1. Bring back old CRPG Exp system with some improvement.
or
2. Make a player as commander which I have huge doubt this will work.
or
3. Give bonus for being around the commander which will encourage players to do some teamwork such as giving small damage boost and HP boost.
or
4. Officially make a rule that anyone goes off RAMBO will be slay/kicked and must be within group of players
Title: Re: Dear devs...
Post by: Meow on February 09, 2012, 12:57:59 am
4. Officially make a rule that anyone goes off RAMBO will be slay/kicked and must be within group of players

Mod dead.
Title: Re: Dear devs...
Post by: [ptx] on February 09, 2012, 01:04:54 am
A thread by a Joker, i was expecting something funny :(

Well, okay, i'll give you that, excessively long posts are funny in a way... :)
Title: Re: Dear devs...
Post by: CpTKiL on February 09, 2012, 01:08:02 am
Mod dead.
Title: Re: Dear devs...
Post by: Jarlek on February 09, 2012, 01:34:48 am
Yesterday me and 4 guys of meciless had somewhat called teamwork.
We decided to keep against an wall with our backs with some shieldwall and let an xbow and archer shoot.
And we went on a hill on the cav map, Thing is we LOST almost every fight.
BECAUSE we had 5 merciless working together 11 randomers, the 11 randomers just went to charge in to plain ground ground and got cav fucked.
Then we needed to kill 18 enemys by the 5 of us because teammates dont listen to tactics and just charge and die.

You forgot to mention that almost all of the enemy was a single clan (legio), with 6 horsemen and some ranged. We were only 4 merciless and the rest randomers. You also forgot to mention that when they finally started to stick with us, we actually won a lot of times. It was only when they charged lemming-like into the open that we lost.

@OP

I'm not gonna respond deeply to the APP/BPP (which I like the general idea of) and the 3 suggestions, because the REALLY BIG IMPORTANT QUESTION is the "Devs: How do you want cRPG to be like?" is something I really want to get the answer to. I've really close to ask this question myself a couple of times, but always doubted I would get an answer.


Just for the record:
Suggestion 1: This would be nice, especially in a short feature thing like you mentioned. We (the community) could also make a video with the "basics of M&B: Warbamd", "basics of cRPG" and a "the advanced parts of cRPG" thing that could be linked from the website, forum and wiki.

Suggestion 2: Dunno how it would work and if it even could work. Something would be nice, but I'm just pessimistic about it's chance of actually working (technically).

Suggestion 3: Only as a new gamemode. Not as a replacement. But I wouldn't mind having battle reworked a bit.
Title: Re: Dear devs...
Post by: Tristan on February 09, 2012, 01:02:42 pm
A deathmatch like server other than siege might improve the conditions on the battleserver sorting off all the rushers and drunks and leaving those who wants tactics.

I am not one for deciding how people should have fun, and just because I don't mind 2 min of maneuvre before any battles doesn't mean everybody does.

George is correct that a clan consisting of some 10-15% of a server can't go off doing tactics alone, especially if they choose to camp.
What they can do is adjust their tactics according to the mob such as fast flanking, protecting the mob etc. etc. We often have good results with that in the Guards and I see that other clans too have (even) great(er) success with that.

@op: I only skimmed your post for it is very incoherent. You ask a valid question, what is the idea with this game, but then continues to answer a lot of other questions yourself, only vaguely related to the first. Your post would have had a far greater impact if you had left that sentence alone.
I can only agree with you that for any sort of project answering such a question is very valuable. There are however important things to consider:
It's a voluntary project done in free time only by personal motivation. Not everyone feels motivated following a strict vision and schedule.
Some feel motivated by improving bits here and there, getting new ideas trying them out. This does result in things that could be done to make the game more polished, but this is a mod.
(Important disclaimer: I am not stating how any particular dev. feels or acts. I am under no circumstances privy to such information. I am merely putting up a possible scenario).
What I do know for a fact is that all suggestions are being read, then rediculed, but then absorbed into the clay that shapes cRPG. While lacking initial responses to ideas might be annoying, sometimes devs have a counter idea or an opposite direction planned, but just sometimes they are being worked on and adapted.
Title: Re: Dear devs...
Post by: Toffi on February 09, 2012, 01:13:38 pm
I read everything said in your first post joker, and I think it's easy to achieve the first point, helping new players to understand crpg.

About the other points.. they sound good, but we need to think about the way to improve that.
Title: Re: Dear devs...
Post by: Berplars on February 09, 2012, 02:17:18 pm
I would really like the idea of an often suggested objective based gamemode, and by that i don´t mean Capture the Flag but something like the rush or Conquest mode of the Battlefield series.

Since Battle is all about killing and most likely grouping up as much as possible, thus not favouring any special tactis, except for group flanking or the infamous boring shieldwall, i would like to see some Gameplay that encourages small groups to do something, like cap a point.

I don´t think that the limited goal of Battle can be improved alot by a commander system, since there is always alot of random guys who just want the quick action of immediate engage and not running around the map to find a flanking spot or standing in a shieldwall for 4 minutes.

Due to that i´m pretty sure devs know this and would like to do a more objective based gameplay as mentioned in several other topics, but i think the amount of work that this kind of gamemode would need is just to high to realize it in a rather short time.

And no matter how many good features you add, it is all about the players and if they aren´t willing to change their playstyle no good feature gives you the statisfaction you want.
Title: Re: Dear devs...
Post by: Dezilagel on February 09, 2012, 05:23:05 pm
A good battlefield is a dynamic battlefield imo.

This idea that forcing people to do "teamwork" (blobbing up i.e boring shit that doesn't require any skill to do) will make the game more fun just sounds like pure bollocks to me.

I mean which people do you want to reward; those who hang back with the group and just dart in to backstab or to hit without exposing themselves (on EU1 most of the players in the standard blob), or those who actually take initiative to push forward and create some momentum. Those who go and flank, who take the risks and do some crazy stuff or those who sit back and camp with the big group?

Teamwork is NOT hanging about in a big blob, teamwork is about coordination and the more a dynamic battlefield you have (i.e initiative and non-blobbiness is encouraged) the better teamwork you will have. Sure you can coordinate well within a big blob or while camping but it's not even a fraction as interesting as having the potential of dynamic large-scale teamwork/coordination.

And you must not forget the individual as well. Valuing individual skill is not the polar opposite of valuing teamwork as some here seem to think. For example: I was in a strat battle quite a while ago where we were attacking a village. We had a problem with an extremely tall roof full of archers that were inflicting heavy casualties on us and as such the commander moved the army out of the way. But he wanted to deal with the archers so what he did was that he ordered me and a couple of other able players to kill the infantry guarding the ladder and cut the ladder down, preventing their archers from moving or forcing them to suicide. The plan was swiftly executed and went almost perfectly. We died from the hail of arrows while retreating but we managed with our task, granting us a big advantage.

This was imho a great example of teamwork on a level that is usually not discussed. The commander knew he had these resources, called the attack and the players used their abilities to great effect, doing the whole army a big favour.

And you really need to value the individual player on EU1 since it lacks several features necessary for proper dynamic teamwork:

The first one being communication. You have 50 players on one team, from different countries and no voice comms. It's just not going to work for any interesting teamwork.

The second one is interest in teamwork. Most people who go to EU1 do not do so because they want to play really seriously, they do so because they just want to relax and have a good time. And that's really what I think the server should be for. You shouldn't really expect anything from teammates here. I just assume that every single friendly I meet is going to be about as useful to me as a sack of potatoes, and I'm fine with that. If you're constantly getting your ass handed to you on EU1 you shouldn't blame it on your teammates. (Even though sometimes they do of course get you killed)

If you reduce the impact of peronal skill then all you're going to see is blobbing and camping. Simple, trivial mass "tactics" which are the only ones you can really perform with 50 randomers.

We have excellent tools in C-rpg that promote teamwork, namely clans and Strategus. There's a reason the first thing I often tell new players is to join a clan, it adds so much to the game. If you're not willing to use these resources then that is imo your problem.
Title: Re: Dear devs...
Post by: Joker86 on February 15, 2012, 11:53:26 pm
To revive this thread...  :mrgreen:


Dezilagel, I agree on most of what you said, about teamwork and skill not being polar opposites and having the problem of 50 random players on the server who are (mainly) not interested in teamwork and all the other stuff.

But there are two points I disagree:

- that this can't be changed, or at least that you shouldn't even try to change this

and

- that clans and strategus are "tools" for teamplay and that it is my own problem if I don't use them.

I already wrote about point one several times on other places in this forum, so I will keep it (rather) short.

- playing relaxedly doesn't mean you can't follow tactics. If you just want to have some random fights, would you mind so much to have them at the barn where you commander sends you, instead of next to the tower, where you wanted to run to initially? And even if you would mind, noone forces you to stay in the command system. Just press the right key and leave it.

- offering a reward for following tactics will hopefully create some interest in teamwork, although the motivation is the completely wrong one. My hope is that it develops as some kind of "bait" for the uninterested, to test if teamplay makes their gameplay worse, like they imagine it, or perhaps improves it, contrary to their expectations. And after some time they should be "used" to teamwork, and should have developed some good habits like always checking what the current plan of the team is and so on, and if we are really lucky, then they will even realize the benefits using teamwork brings to their game. In any case I strongly support removing the small rewards for following orders after some time. It's retarded, but I think in the current state of the game it's a necessity.

- with a community that uses tactics by default and with a good command system (in combination with a good commander) there is no reason why the commander can't send out the three or four best melee fighters to take out an archer nest while the rest of the team waits in cover. And again, it's not like you can't relax while doing so. Too lazy to block against the archer? Well, just try to outspam him, it's not like your clan loses a city if you fail. Bored to wait? Due to your understanding of teamplay and the changes on your gameplay you know the alternative would be to charge the archers, die, and wait even longer in spectator screen.

And to the suggestion of joining a clan or playing strat:

- I can't tell when I will be on, so no clan would accept me if they can't count on me when a fight is on the schedule.
- I hate using teamspeak.
- I want to use tactics all the time, whenever I play. I don't know any clan that always has members on EU1.
- And even if there was a clan, it's not like it could constantly represent at least 70% of my team to make using tactics fairly efficient.
Title: Re: Dear devs...
Post by: Kafein on February 15, 2012, 11:57:07 pm
It is possibly heirloom might be huge problem when it's comes to balance. Why? Think about 3+ vs vanilla weapons (In other words, no heirloom) for example, both character has same exact skills say like 18/18 and their combat skills are same. They are both good blocking and counter-attack ect..... However, The one with heirloom has the upper hands and most likely will win the duel. I think Heirloom need a little nerf. Say removing heirloom speed bonus(+1 speed) will make huge difference and will most likely be balance with every other vanilla weapons. Just one advantage that heirloom has which is damages bonus and that's all they need.

Now that's just weapons balance. Let's talk about teamwork.

In order for people to do their teamwork. There must be something that encourage them to do some teamwork. Remember good old CRPG classic? The exp system really encourages players to do teamwork. But now we have this new exp system which encourages everyone including myself to go off and rambo. We could have one commander per team but who would listen? Majority of players are already a veteran which means they are pro and has very good blocking skills or Some just think they're good and think they are good as Aragorn. Only time people actually listens is when their team is losing or their opponents is unbeatable. Even when they listen their will be few people goes off and rambo. That happens all the time.

My suggestion to Developers is
1. Bring back old CRPG Exp system with some improvement.
or
2. Make a player as commander which I have huge doubt this will work.
or
3. Give bonus for being around the commander which will encourage players to do some teamwork such as giving small damage boost and HP boost.
or
4. Officially make a rule that anyone goes off RAMBO will be slay/kicked and must be within group of players

I think I found a girl on the internet.

My manly brains can't handle that amount of color.
Title: Re: Dear devs...
Post by: Mosquito on February 16, 2012, 12:40:33 am
There seem to have been a few of these posts recently where everyone generally agrees that more teamwork would be nice, I would say that the mob value results imo.

There aren't natural leaders for the clanless to follow so we follow the blob and hope:)

Joker i would ask do you try to lead your team sometimes? (i do agree that game isn't optimised with best tools to allow anyone to do so) as ppl stepping  forward is what it will take to promote some form of commander system and is from my observation something that barring a few well known exceptions doesn't happen nearly often enough.

Be brave, have a go, ppl might just  follow your commands.......if you win:)
Title: Re: Dear devs...
Post by: Joker86 on February 16, 2012, 02:09:09 am
Joker i would ask do you try to lead your team sometimes?

I do. And I usually try to...

... stay kind and friendly
... formulate it as suggestion, not as order
... keep it simple
... tell the advantages my suggestion would bring ("from there our archers can shoot their backs")

It only sometimes works, if we get steamrolled really badly, people become willing to use their brain. Otherwise: wasted effort to type in chat. No one listens anyway.
Title: Re: Dear devs...
Post by: TheNeX on February 16, 2012, 12:08:23 pm
Wanna improve the battle experience ?

Three steps.

1) Remove kill count (and valor).

Too many people care about it, and they shouldnt. Whats the point of being 40-5 when you are x1forever?
You should care that your team is the last standing.
Instead you see 4 people ganking one hoping to get a kill, ignoring the fact that their mates are currently outnumbered, so they can get valor.

2) Improve Balance.

Make people DECLARE what their job is, based on the skill they have, so you cant cheat. Then you have the system sorting lancers, infantry, archers and so on EQUALLY.

Next, you sort by gen. A gen 15 will have better items and probably better skill than a gen 2. So you sort the gens equally.

Add a minimum equipment. Meaning you have to spend at least xxxxx gold of items.

Punish the people who go spect, then join the winning faction.

REMOVE banner balance. Yep, very nice to play 1h with byzantium or such, means im gonna be 1x for 1h and there is nothing i can do about it, except go another server, and find grey, hre, pwning the siege -.-

If clans want to play together, they should face the right odds, against others clans, not a perma x5 vs unorganized mob.

3) Change maps

Some maps are unbelievably unbalanced, some are just unfit for battle.

The maps needs to have "zones" to capture, places of strategical impact which the team should try and capture, and those needs to be AT EQUAL DISTANCE from the spawn.

Title: Re: Dear devs...
Post by: Zerran on February 16, 2012, 12:10:42 pm
I do. And I usually try to...

... stay kind and friendly
... formulate it as suggestion, not as order
... keep it simple
... tell the advantages my suggestion would bring ("from there our archers can shoot their backs")

It only sometimes works, if we get steamrolled really badly, people become willing to use their brain. Otherwise: wasted effort to type in chat. No one listens anyway.

Unfortunately this is exactly the case. Only one time can I remember seeing an entire team of pubbies work together, and that was after we got destroyed so badly that I think our team was averaging about 2-3 kills per round out of 70 or so people on. We won... and so they decided to just rush ahead again the next round, and so once again we got destroyed.

There have been suggestions to add some sort of buff for teamwork, but teamwork by its very nature essentially works like a buff. Teamwork wins matches. Random charging only works against random charging.
Title: Re: Dear devs...
Post by: Dezilagel on February 16, 2012, 12:31:57 pm
- I can't tell when I will be on, so no clan would accept me if they can't count on me when a fight is on the schedule.

Yes. Every single clan requires completely serious reliable members who NEVER miss a battle and is constantly on standby for *service*, because winning this game is so important.

Get a grip, most clans play this for fun and if you'd ever come to TS you'd see how things really are.

- I hate using teamspeak.

But... why? You enjoy organized gameplay but shun probably the greatest tool there is for it.

- I want to use tactics all the time, whenever I play. I don't know any clan that always has members on EU1.

No... And that is because no one wants to play seriously 24/7.

- And even if there was a clan, it's not like it could constantly represent at least 70% of my team to make using tactics fairly efficient.

BWAHAHAHAHAHA.... MMMPHH... EHEHE... Eehhh... Aaaahhh... Ummm...

Sorry.

A good team of 5 players can easily roll an entire server.

...

I'm sorry, but to me this just sounds like you shooting yourself in the foot and then asking everyone else to slow down.

Title: Re: Dear devs...
Post by: Thomek on February 16, 2012, 12:42:15 pm
Presumption 1. Everyone likes to win and will go far to achieve it, but never more than necessary (!)

Presumption 2. Biggest hurdle against teamwork is inconsistent teams.

Add PIN based teambalance NOW!

A PIN should trump banner balance, and last through a player session (kept between maps)

Would cause those that want to teamplay to easily find each other and develop teamwork through a whole evening. Would allow those that want to lead, and those that want to be lead(?) to work together. Would force the other team to straighten themselves up and organize or get raped the whole evening.
Title: Re: Dear devs...
Post by: Turboflex on February 16, 2012, 04:12:00 pm

And no, I don't want to join a clan.


So you want better organization and teamplay in CRPG, but you refuse to join an organization that's actually driving for this? You can't have your cake and eat it too, you want to be a loner, but have advanced team tactics...uh-huh...

You might notice the larger and better organized clans running formations, and using advanced tactical maneuvers on public servers. These clans have commanders, and voice comm setups that are superior to ingame hotkey commands. They already have a reward too: winning more.