cRPG

cRPG => General Discussion => Topic started by: Jetsam on February 17, 2012, 07:48:28 am

Title: IRL - International Rageball League
Post by: Jetsam on February 17, 2012, 07:48:28 am
I'm sure many have had this idea for a Rageball League, but I really want to get it going.

Get a few teams together, schedule a few matches, playoffs, everything.

I don't personally own a server, but I don't think the Hounds will mind too much if I ask to use their server.

I'd like the team names to be more serious, but crpg themed, for example my team would called: Mazen Marauders.

If this is all been in the works somewhere else, let me know, I'd like to help there or start some discussion here.

Idea:
4 teams (for now)
11 or 8 players on the field (Depends on field)
20 man rosters
(Forwards, Mid-Fielders, Defenders, Goal-Keeper)
Playoff system - double elimination
Goalie is only one allowed to use all forms of ranged weapons, players can use rocks however
Uniforms are the colored tunics, helmets. Color - Home, White - Away
(click to show/hide)
Players use wooden weapons/rocks
Goalie can use wooden weapons/rocks/shortbow & arrows
Title: Re: IRL - International Rageball League
Post by: okiN on February 17, 2012, 09:10:30 am
I'm not sure I like the idea of regulating play so much. I think a lot of the fun in Rageball comes from the freeform nature of the game. :)

A league would be great, though. Team size should probably be decided by map -- 11 would be good for Rageball Stadium, but Blood Bowl might be better with 8.
Title: Re: IRL - International Rageball League
Post by: Jetsam on February 17, 2012, 09:13:53 am
Fair enough.

I do like the idea of the uniforms, and maybe using wood weapons, throwing rocks, and the goalie with a bow or whatever pleases them. What are you thoughts on that? The uniforms keep the armor the same, and the wooden weapons keep it possible to kill if you must, but also wouldn't just be one hit massacre.
Title: Re: IRL - International Rageball League
Post by: okiN on February 17, 2012, 09:22:32 am
Well, uniforms aren't really necessary for player recognition because we have these magic circles above our teammates' heads. I don't really see the problem with letting people just use the gear they want to -- fighting is part of the game, but winning still comes down to how well you play the ball, not just killing your opponents.
Title: Re: IRL - International Rageball League
Post by: Jetsam on February 17, 2012, 09:27:36 am
Well my general idea was that of a sports team. Not so much for player recognition, but look, as well as competitiveness. I understand that it'll come down to who plays the best game, but at the same time the idea of even brings skill and teamwork even more to the forefront.

I think the benefits of the shortbow keep the goalie from sniping individuals, which isn't a terrible idea but I think it makes the position tougher. But at the same time with a weaker bow, you'd need a weaker armored opponent. But with this it would only come down to builds, tactics and chemistry. Not gear in any fashion.

I do understand how you like the free flowing part where the game just meshes naturally with crpg, but I like the idea of making it stand alone. Maybe set something up to try both and see what comes of it.
Title: Re: IRL - International Rageball League
Post by: Tanken on February 17, 2012, 09:28:10 am
IRL instantly makes me think of In Real Life.
Title: Re: IRL - International Rageball League
Post by: okiN on February 17, 2012, 09:30:21 am
Well my general idea was that of a sports team. Not so much for player recognition, but look, as well as competitiveness. I understand that it'll come down to who plays the best game, but at the same time the idea of even brings skill and teamwork even more to the forefront.

I think the benefits of the shortbow keep the goalie from sniping individuals, which isn't a terrible idea but I think it makes the position tougher. But at the same time with a weaker bow, you'd need a weaker armored opponent. But with this it would only come down to builds, tactics and chemistry. Not gear in any fashion.

I do understand how you like the free flowing part where the game just meshes naturally with crpg, but I like the idea of making it stand alone. Maybe set something up to try both and see what comes of it.

Sure, it's always good to experiment. But first we need more teams!
Title: Re: IRL - International Rageball League
Post by: Jetsam on February 17, 2012, 09:33:39 am
IRL instantly makes me think of In Real Life.

Yeah I kinda liked the idea of that.
Title: Re: IRL - International Rageball League
Post by: Jetsam on February 17, 2012, 09:39:33 am
Sure, it's always good to experiment. But first we need more teams!

I'll get to work on my team.
Title: Re: IRL - International Rageball League
Post by: Radament on February 17, 2012, 01:50:51 pm
is quarter staff and iron staff included in the wooden weapons?
Title: Re: IRL - International Rageball League
Post by: Turboflex on February 17, 2012, 05:19:34 pm
1) No gear restrictions or other special rules!!! You really want to stick as close as possible to the public game settings. If you start disconnecting the league from the public games with special rules then the league will become too insulated, elitist and inaccessable to the general population when all kinds of special quirks are introduced. If any kind of glaring imbalance crops up it should be discussed with Ozin and he can address it to the general settings.

2) Pick one arena and stick with it for now. Either the small or larger one. It adds an unnecessary layer of difficulty for captains if they have to organize variable sized rosters so keep it simple for now while you are trying to get off the ground. If the league really takes off then maybe a 2nd league could be added with a different size (how about 6v6 on a much smaller map?).

3) Again with this theme of simplicity, uniforms are nice (which is why they exist in all sports) but for now I wouldn't worry about it too much at least in this formation phase. What you can do is when a team registers, let them reserve a priority colour scheme (but they are not obligated to follow it). For now you want to avoid two teams with red schemes facing each other (which is really annoying), so the team that reserved it gets to wear red while the other would have to wear an alternate colour.

Title: Re: IRL - International Rageball League
Post by: Thanatos on February 17, 2012, 06:42:03 pm
Rageball needs regulations so players are on an even playing field.. That way the team with the most creativity and intelligence in moving the ball will win.... Just like football.
Title: Re: IRL - International Rageball League
Post by: Turboflex on February 17, 2012, 07:13:07 pm
How do "regulations" help?? make it "even"? What does that even mean.

Already a team using tactics will beat a bunch of morons chasing the ball.
Title: Re: IRL - International Rageball League
Post by: Jetsam on February 18, 2012, 02:36:31 am
1) No gear restrictions or other special rules!!! You really want to stick as close as possible to the public game settings. If you start disconnecting the league from the public games with special rules then the league will become too insulated, elitist and inaccessable to the general population when all kinds of special quirks are introduced. If any kind of glaring imbalance crops up it should be discussed with Ozin and he can address it to the general settings.

2) Pick one arena and stick with it for now. Either the small or larger one. It adds an unnecessary layer of difficulty for captains if they have to organize variable sized rosters so keep it simple for now while you are trying to get off the ground. If the league really takes off then maybe a 2nd league could be added with a different size (how about 6v6 on a much smaller map?).

3) Again with this theme of simplicity, uniforms are nice (which is why they exist in all sports) but for now I wouldn't worry about it too much at least in this formation phase. What you can do is when a team registers, let them reserve a priority colour scheme (but they are not obligated to follow it). For now you want to avoid two teams with red schemes facing each other (which is really annoying), so the team that reserved it gets to wear red while the other would have to wear an alternate colour.

I like the idea of the more even gear, but we will test both and see what works the best.

I agree one map would be a smarter idea atleast for the time being

As far as the colors, I would assign home/away and the away team wears white, and the home wears darks.

is quarter staff and iron staff included in the wooden weapons?

I would just leave it at staff, for the reason of the damage being identical to the other wooden weapons

How do "regulations" help?? make it "even"? What does that even mean.

Already a team using tactics will beat a bunch of morons chasing the ball.

I would argue that they make it even in the fact that if someone has 45+ armor on, and a lighter archer gets inconsistent hits. Glances or not enough to actual deal damage to effect the ball. I understand to some that's just part of the game and adds randomness and chance in the game. However, my personal outlook on this is that I'd rather remove that x-factor and keep solely based on what is done by the players, not the system. With shortbows and arrows you won't deal enough to one hit, unless a headshot, and still get the ball up in the air. Also with the shortbow the range is seriously nerfed as far as how the goalie can interact.
Title: Re: IRL - International Rageball League
Post by: IG_Saint on February 18, 2012, 02:44:24 am
How are uniforms more even than both teams being able to choose from a huge selection of gear? It's not as if one team is going to choose crap gear while the other team chooses the best stuff. Mainly because there is no "best" gear. I really think the choice of going for light, medium or heavy gear (or a mix) should be up to the teams themselves. The one difference between the teams would be heirlooms and I really don't think those are that big a deal in rageball.
Title: Re: IRL - International Rageball League
Post by: Jetsam on February 18, 2012, 02:50:45 am
How are uniforms more even than both teams being able to choose from a huge selection of gear? It's not as if one team is going to choose crap gear while the other team chooses the best stuff. Mainly because there is no "best" gear. I really think the choice of going for light, medium or heavy gear (or a mix) should be up to the teams themselves. The one difference between the teams would be heirlooms and I really don't think those are that big a deal in rageball.

It's not so much me saying they're even, if I used the word then I got away from my initial thought. I think it just removes a factor of difference, while I agree that the difference between light, medium, heavy armor is cool and adds to the game. I just like the idea of uniform, same look. Where the only difference between teams is skill, teamwork, and builds. However, the loadout difference isn't something I'm not opposed to, but I'd like to keep it uniform. Maybe using Tunic for Light, Tunic over Mail for Medium, and Coat of Plates for Heavy (Although coat of plates doesn't share all of the colors like the others.)
Title: Re: IRL - International Rageball League
Post by: IG_Saint on February 18, 2012, 03:05:40 am
Ok, yeah I agree with the uniform idea, but I still think letting the teams choose their uniforms would be beter. That way you could have a weaboo team using strange armours and a templar team using mail armour and a turkish team using middle east armour and so on. The old fallen clan tournaments had a system where each team had to choose their uniform armour (with an optional lighter version for their ranged). Each member of the team had to be wearing the chosen armour or be disqualified. Why wouldn't a system like that work with this?
Title: Re: IRL - International Rageball League
Post by: FrugFrug on February 18, 2012, 03:38:14 am
players can use rocks however

Bad idea.

If I was in a team with my throwing build, I would 2-3 hit people with that low of armor, 1 hit if I headshot.
Title: Re: IRL - International Rageball League
Post by: Jetsam on February 18, 2012, 04:01:24 am
Would you mind helping me test how effective you'd be, Frug?
Title: Re: IRL - International Rageball League
Post by: FrugFrug on February 18, 2012, 04:22:04 am
I would if I was a thrower, but right now I'm melee build, I plan on going thrower next gen though.

I can assure you though, I'm very deadly to people in low armor, or anyone that doesn't have head armor.
Title: Re: IRL - International Rageball League
Post by: Jetsam on February 18, 2012, 05:25:51 am
Well the arena helmet is decent amount of head armor. I just fear that too much armor makes rocks useless.

I ran some numbers through damage calculator, and 8 PT with 120 wpf and rocks against 28 head armor = 8-18 damage so roughly a little less than wooden weapons. Now of course the Tunics are 19-25 damage at 8 armor, so it wouldn't take much to kill someone. Maybe just using the tunic over mail then. 38 armor takes 5-15 damage from that same formula.
Title: Re: IRL - International Rageball League
Post by: Huey Newton on February 18, 2012, 06:08:16 am
can someone help me
I can't play rageball..
every time i've tried to join the rageball server since it came out, my game just crashes and says something like "invalid code 8" or sometihng
ive reinstalled crpg and warband all together


is this gametype really that fun?
if it is can someone help me so i can try it?
Title: Re: IRL - International Rageball League
Post by: _451_ATS on February 18, 2012, 06:41:55 am
Hey Jetsam. I've posted a thread on a league much earlier this month. We have similar ideas and access to a server to host the games. Perhaps we should pool resources so that we can get one league started sooner rather than later.
Title: Re: IRL - International Rageball League
Post by: FrugFrug on February 18, 2012, 09:17:20 am
My thrower build is 30/9 with 10 PT and 130 wpf, and from experience I can tell you that rock headshots do quite a bit more then that.

No helmet: instant kill. (Unless you have like 70 or more hp)

20 armor: should do about 35-40 damage maybe more.

40 armor: might do 30 damage.


I also thought the tourney helm had less armor when I first posted.
Title: Re: IRL - International Rageball League
Post by: FRANK_THE_TANK on February 18, 2012, 10:58:52 am
I'm a fan of restriction in stuff like this.

I would go as far as saying people should use STF chars. Perhaps even have 3 stf types. I'm assuming the objective here is team play and really playing rage ball. If so tight rules and limits on the league would be a good idea.

Maybe make the official build 18/18 skills as you like them. And then all the colours of the cheap tunic rainbow, would be great fun.
Title: Re: IRL - International Rageball League
Post by: Jetsam on February 18, 2012, 03:39:11 pm
Hey Jetsam. I've posted a thread on a league much earlier this month. We have similar ideas and access to a server to host the games. Perhaps we should pool resources so that we can get one league started sooner rather than later.

Yeah, I mean right now it just seems like we need to get a few teams going. Then we should probably just tell how we want to run things. It seems pretty split on how everyone wants to add some restrictions, or keep it free flowing. But, I'm more than happy to collaborate to get this things going.

I'm a fan of restriction in stuff like this.

I would go as far as saying people should use STF chars. Perhaps even have 3 stf types. I'm assuming the objective here is team play and really playing rage ball. If so tight rules and limits on the league would be a good idea.

Maybe make the official build 18/18 skills as you like them. And then all the colours of the cheap tunic rainbow, would be great fun.

I've never thought about an official build, but I was toying with the STF idea. I liked the chance to even maybe using the team acronym, name, and number. For example, my team being the Mazen Marauders, and my name being MM_Quik_1.

My thrower build is 30/9 with 10 PT and 130 wpf, and from experience I can tell you that rock headshots do quite a bit more then that.

No helmet: instant kill. (Unless you have like 70 or more hp)

20 armor: should do about 35-40 damage maybe more.

40 armor: might do 30 damage.


I also thought the tourney helm had less armor when I first posted.

I'm not even sure if the damage calculator is even accurate for throwing. It has the option, but that's assuming Power Strike works on the same scale as Power Throw.

can someone help me
I can't play rageball..
every time i've tried to join the rageball server since it came out, my game just crashes and says something like "invalid code 8" or sometihng
ive reinstalled crpg and warband all together


is this gametype really that fun?
if it is can someone help me so i can try it?

I have no idea other than maybe doing what you already did, and updating the launcher. Post in the bug area and maybe they'll know.
Title: Re: IRL - International Rageball League
Post by: Jetsam on February 18, 2012, 03:46:32 pm
Ok, yeah I agree with the uniform idea, but I still think letting the teams choose their uniforms would be beter. That way you could have a weaboo team using strange armours and a templar team using mail armour and a turkish team using middle east armour and so on. The old fallen clan tournaments had a system where each team had to choose their uniform armour (with an optional lighter version for their ranged). Each member of the team had to be wearing the chosen armour or be disqualified. Why wouldn't a system like that work with this?

That's a cool thought, that I'm not really opposed to either. I think it's somewhat limited in that regard, but I could see it working.
Title: Re: IRL - International Rageball League
Post by: BlindGuy on February 18, 2012, 06:39:35 pm
It doesnt matter what gear anyone is wearing you have, this is a gamemode for agi stackers and archers, all others need not apply in realistic meta. If you start a league, good luck: taking players armours and weapons away wont induce them to join you though, and it will remove their only chance to beat the much better players who will come as usual with joke toons and wooden stick em to death, much as they do now in Rageball

to think about regulating the STF you can use is stupid: removes the beauty of warband and crpg from the game: you can go native to play their mode of it.
Title: Re: IRL - International Rageball League
Post by: Jetsam on February 19, 2012, 04:21:58 am
Well only allowing the goalie to be an archer is a start. As far as the wooden sticks, it makes needless killing down. Although that doesn't even matter, a team playing properly trumps needless killing. Not to mention these will be organized teams, it's not going to be randoms cluster fucking each other.
Title: Re: IRL - International Rageball League
Post by: Turboflex on February 19, 2012, 04:26:42 pm
why do you think there would be "needless" killing in a league match? Both teams will be very organized and sticking to tactics. People doing random pointless shit will cause losses.

I've also yet to see a good reason for restrictions besides restricting for the sake of it. If you think there's a balance problem in rageball tell Ozin, trying to fix it yourself is silly.
Title: Re: IRL - International Rageball League
Post by: Jetsam on February 20, 2012, 05:02:54 am
I don't think there's a balance issue, I just like the idea of uniforms, and having the same across all field where the only thing that seperates teams is build/tactics.