cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Ishar on January 05, 2011, 04:25:41 pm

Title: Siege
Post by: Ishar on January 05, 2011, 04:25:41 pm
Please... do SOMETHING about siege. Holding a castle for 12 minutes is only possible with ridiculously unbalanced teams, so it almost never happens.
Until yesterday, I didn't care, and went for defense every time I could - it's fun to defend. Now, defenders lose money fast, attackers equip their best gear (no worries about losing), and they even get immense amount of exp and gold.

Basically, almost every siege server is empty today...


Possible tweaks I can think of:
-Unlimited lives for defenders (timer will decide the siege anyway)
-Less respawn time, and while we're at it:
-Slower flag cap (it's over way too fast)
-Less round time (around 8 minutes would be still hard to hold, but not impossible)
-Some kind of ladder limit (or just increase their price tenfold: people would bring less ladders because of the upkeep)
Title: Re: Siege
Post by: Leiknir on January 05, 2011, 04:28:55 pm
-remove blue fog


Why not have the variable respawn timer for defenders? First death takes 10secs to respawn, next 20s, next 30s etc.
Title: Re: Siege
Post by: Ishar on January 05, 2011, 04:39:12 pm
-remove blue fog

That damn thing is permanent? I thought that was a weather condition or something.
Title: Re: Siege
Post by: Leiknir on January 05, 2011, 04:41:14 pm
Its a bug, gets reintroduced with each patch for some reason
Title: Re: Siege
Post by: Freland on January 05, 2011, 06:04:02 pm
Two things to balance this out:

- Timer gets set to 7 minutes
- after every round teams get switched (attackers become defenders and vice versa - some people get autobalanced but normally that should not be that many people)
Title: Re: Siege
Post by: Penchik on January 05, 2011, 08:41:54 pm
I think a solution is removing of death limit.
Title: Re: Siege
Post by: audax on January 05, 2011, 09:43:24 pm
Possible tweaks I can think of:
-Unlimited lives for defenders (timer will decide the siege anyway)
-Less respawn time, and while we're at it:
-Slower flag cap (it's over way too fast)
-Less round time (around 8 minutes would be still hard to hold, but not impossible)
-Some kind of ladder limit (or just increase their price tenfold: people would bring less ladders because of the upkeep)
Yes, yes, yes.

I came here to create that exact thread and already found it \o/

So, what he said, every single word.
Title: Re: Siege
Post by: Banok on January 05, 2011, 09:57:25 pm
Two things to balance this out:

- Timer gets set to 7 minutes
- after every round teams get switched (attackers become defenders and vice versa - some people get autobalanced but normally that should not be that many people)

this

I think 7 min timer would fix it.

11 min games are boring as hell anyways
Title: Re: Siege
Post by: Baggy on January 05, 2011, 10:04:18 pm
Unlimited lives would help alot and it would stop the mindless attrition game that attackers play.
Title: Re: Siege
Post by: Harafat on January 05, 2011, 10:37:34 pm
Well, there is a simple solution.

If the timer is above 6 mins at the end, the attackers win, get the multiplier and no repairs.
If the timer is below 6 mins art the end, the defenders win, get multi and no repairs.

Sounds fair and simple to me.

PS: made a forum account just to post this, i rly think this is a good thought!!
Title: Re: Siege
Post by: Ishar on January 05, 2011, 10:39:19 pm
How is that different than just lowering the timer by 6 minutes?
Title: Re: Siege
Post by: Harafat on January 05, 2011, 10:40:16 pm
hmm, maybe that's even better, i blame the bottle of whisky on my left side!!!

EDIT: However, this will encourage attackers psycologically to a rush rush rush mode more. Take away playtime and killing for defenders. So.... Still think ur idea might be better
Title: Re: Siege
Post by: Bulzur on January 05, 2011, 10:49:20 pm
There's very few times when attackers can take it in less than 6min (depends of the map also).

I agree siege is broken at the moment, but decreasing starting time to 9min should fix that.

I also welcomed the suggestion of using an extra life for an instant respawn.
ex : You die (4 lives left). No worry, teammates are here.
You die again (3 lives left), flag is going to be taken, you use the option to respawn immediately.
You die again (1 lives left), etc...
Title: Re: Siege
Post by: BlackMilk on January 06, 2011, 01:55:07 pm
defs should gain money/xp for killing attackers.
Title: Re: Siege
Post by: Salamol on January 06, 2011, 02:32:05 pm
Obviously something needs to change on the xp front, so I'm not going into that.

I don't think that defenders should have unlimited lives, if that was the case it would remove the risk element. The defenders are supposed to defend and, because of the starting position, are going to get alot more kills. Defenders should wait for attackers to come to them, removing the lives would encourage the defenders to push out.

As OP mentioned, it is fun to defend, even against the odds... and previously the system worked well. Perhaps (as a quickfix) it may be good to reduce the timer, even so much as to favor the defenders (6 minutes maybe) and then perhaps increase the timer by a minute if the defenders win, or decrease if the attackers win.
Title: Re: Siege
Post by: Ishar on January 06, 2011, 08:36:52 pm
Siege became awesome.
Title: Re: Siege
Post by: Salamol on January 06, 2011, 08:40:33 pm
Wait what how?
Title: Re: Siege
Post by: Ishar on January 06, 2011, 08:41:38 pm
It's 6 minutes now on Eu 5 and 6.
Title: Re: Siege
Post by: Vexus on January 06, 2011, 08:49:07 pm
Sweet good to know thanks ishar for informing us.
Title: Re: Siege
Post by: Salamol on January 06, 2011, 08:52:00 pm
Sweet... I'll head over soon... test out my new leet archery skills  :rolleyes:
Title: Re: Siege
Post by: Salamol on January 06, 2011, 09:32:33 pm
EU 4 appears to still be 12 however
Title: Re: Siege
Post by: Ishar on January 06, 2011, 10:45:37 pm
Yes, but I just went a few rounds on one of the 6 minute servers, and it's perfect. Attackers are even at a bit of a disadvantage on most maps (that wooden shit with the big house next to the flag is still impossible), and a sensible defending team can really do it. Attackers now actually have to use tactics instead of mindless rush, and that's excellent in my book.
chadz, if you're reading this, you're the man!
Title: Re: Siege
Post by: Ishar on January 07, 2011, 11:25:25 am
Oh, something I noticed: With the 6 minute rounds, we have the same damage chance than with the original 12 minutes. So same upkeep costs for half the income, BUT this seems more fair. That's like 10% upkeep, and it's great, I have to watch my stuff, but still able to use somewhat effective gear (don't have to throw stones, fight with a hatchet or a level 1 shield)
Title: Re: Siege
Post by: BlackMilk on January 07, 2011, 12:34:36 pm
Eu_cRPG_5 was updated but it still has 12 minutes and 5 def-lives
Title: Re: Siege
Post by: Bratwurst on January 07, 2011, 12:37:12 pm
Confirmed... siege is now as bad as before  :cry:

12 min rounds and 5 lifes for defenders
Title: Re: Siege
Post by: audax on January 07, 2011, 06:20:23 pm
It was too good to be true :(

But I had the best rounds siege ever yesterday.
Title: Re: Siege
Post by: Xtrah on January 08, 2011, 03:19:46 am
Supported for balancing. Attackers always win.
Title: Re: Siege
Post by: audax on January 08, 2011, 02:11:07 pm
On server 4 the time is set to 7 minutes and the defenders have 5 lives. Works also pretty good. :)
Title: Re: Siege
Post by: Leiknir on January 09, 2011, 03:29:59 am
Oh, something I noticed: With the 6 minute rounds, we have the same damage chance than with the original 12 minutes. So same upkeep costs for half the income, BUT this seems more fair. That's like 10% upkeep, and it's great, I have to watch my stuff, but still able to use somewhat effective gear (don't have to throw stones, fight with a hatchet or a level 1 shield)

Upkeep is per minute, too, as far as I know
Title: Re: Siege
Post by: Ishar on January 09, 2011, 01:38:36 pm
Upkeep is per minute, too, as far as I know
I think it's a static 4% at the end of every round. Slightly less for winners.