cRPG

cRPG => Suggestions Corner => Topic started by: Tooled on July 26, 2012, 09:03:57 pm

Title: Advanced Class System and Auto-Balance
Post by: Tooled on July 26, 2012, 09:03:57 pm
I have a idea to improve auto-balance to the game.
What if you when you create a new character get to chose what class you want to spec. Like infantry, heavy infantry, light archer, heavy archer, etc...
Then the auto-balance can use that information to balance the teams. I guess most of you guys have experienced class-unbalance in the game. That can be harsh.

So, what do you think, folks? :)
Title: Re: Advanced Class System and Auto-Balance
Post by: Haboe on July 26, 2012, 09:07:45 pm
Heavy archer light archer? xD

I think if you want this to work it has to be automatic. If you equip a bow you are seen as an archer, if you equip a horse you are cav etc. If not ppl will put in the wrong info on the site.
Title: Re: Advanced Class System and Auto-Balance
Post by: Tooled on July 26, 2012, 09:11:00 pm
I'm not sure if I understood what you ment.
When you say strict, you think of items locked to each class, right?
It cant be possible to be archer and use two-hand sword for example.

I also ment to write that you for example get 20 1h and 15 2h weapon points each level as infantry. Completely locked weapon points, attribute and skill points.
Title: Re: Advanced Class System and Auto-Balance
Post by: Rhekimos on July 26, 2012, 09:18:12 pm
With high upkeep costs, a lot of cavalry players don't play with their horses every round.

If there's a balance, it should be by the class you are currently playing, and balancing by items currently used is hard to implement.

A lot of normally infantry players have some points in riding, just for the hell of it.

Too easy to go around.
Title: Re: Advanced Class System and Auto-Balance
Post by: CrazyCracka420 on July 26, 2012, 09:19:55 pm
Ideally what hoboe said would be the best solution.  Balancing based on the items you have equipped (versus the skill points you have allocated).  Also then go into balancing by overall level of the player, and possibly total K:D ratio of the current map.  Also the whole time, trying to balance by banners as well (but class balance being the ultimate "balance" modifier). 

been suggested many many many times before, however I think it was said that balancing by equipped items would be next to impossible, but I'd still like to see it balanced by your skills then.
Title: Re: Advanced Class System and Auto-Balance
Post by: Toodles on July 26, 2012, 09:56:00 pm
I disagree.

First of all this would be all the more likely to disrupt clans that employ one 'class' heavily such as the GK, which is something I don't want to see happen - clans ought to play together. Secondly people need to come to the realisation that not every battle can be won by pressing W in the general direction of the enemy - analizing the strengths of either team and choosing the field of battle accordingly adds a great deal of complexity to the game, something I'd hate to see disappear.

"But people don't listen!"

Keep trying. You agree with a plan? Say so. There is no battle in cRPG that can't be won when people work together.
Title: Re: Advanced Class System and Auto-Balance
Post by: Haboe on July 26, 2012, 10:04:18 pm
I still sorta like the idea, but clan balance should be put first, then class. (so if GK is playing with 15 players in a server, they should stay together, and then the balance will put a lot of cav on the other side)

I would say set the balance at 5 or higher (thinking 10 is a nice number). This would stop the "35 cav on 1 team and only 5 on the other team" scenario, but wont balance the teams to the last player.
Title: Re: Advanced Class System and Auto-Balance
Post by: Malaclypse on July 26, 2012, 10:10:30 pm
Clan balance should absolutely not be put first. No. There are many more pub players than you think, and balancing like that is just such an ungraceful way to go about it. Team balance would benefit greatly from a closer look at items used, skills and stats invested rather than pandering to playing with your bros every time.
Title: Re: Advanced Class System and Auto-Balance
Post by: Tooled on July 26, 2012, 10:27:47 pm
I don't see how clan players should have more rights in decisions made for all players in this game.
Regular and casual players should also be appreciated when making updates. I don't think clans is a fair argument in any discussion of this sort.
I actually think that when someone chose to play as a clan, there are no reason to make it easier for them. They can communicate, something regular players can't do at the same level.

Also, when there are clan fights, they use to have their own server settings, and then they can turn such tings off. In public games, clans is no argument.
Title: Re: Advanced Class System and Auto-Balance
Post by: CrazyCracka420 on July 26, 2012, 10:35:13 pm
As a clan player who enjoys the benefits of clanmates being on the same team as me, I gotta agree that clan balance should not be the "First" or ultimate decider in balance.  It's a public server, there are private servers (and strategus) if you want to have factions stomping noobs. 

I think it should TRY to balance by banner, but only if it doesn't upset the balance by classes.  In any other game would a "pub stomp" be considered dishonorable. 
Title: Re: Advanced Class System and Auto-Balance
Post by: Tooled on July 26, 2012, 10:39:32 pm
I am absolutely for a banner balance, but as you says, only if it does not make other factors unbalanced, like cav vs infantry/archers.
Title: Re: Advanced Class System and Auto-Balance
Post by: Toodles on July 26, 2012, 10:42:21 pm
What you're suggesting is that there is a SINGLE clan on ONE side raping the opposing team, consisting exclusively of public players. This is practically NEVER the case. Yes some clans are better than others, but that IS taken into account by their K/D ratio, which IS to my best knowledge a factor in deciding team balance.