cRPG
cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: OssumPawesome on July 27, 2012, 06:30:17 am
-
I feel there are a lot of balance issues regarding teams in seige - and this often seems to drive players and map makers crazy. One enormous problem that I feel could be easily solved is how respawn time works. When there are few people on the server - say 10 - the respawn time on defense makes it almost impossible for them to win unless they play really exceptionally. I also feel with very high numbers of players there are so many enemies for the attackers to cut through that 25 seconds can be too short, and the defenders are often respawning before attackers get to an objective. Besides these issues, I feel it just makes more sense to have respawn times dependent on the number of people in game as the game has different needs in this regard with a different player count. Thanks for reading!
-
Yes please!
As it is right now most maps are pretty balanced when there are around 50-60 players on. However, if there are fewer than attackers tend to have an advantage, and if there are more, defenders have an advantage. This unfortunately means if there isn't right around that 50-60 player sweetspot, siege is really unbalanced and not terribly fun. It's especially an issue with low numbers, as quite often the maps become so unbalanced the server just dies.
-
The autobalancer could effect the spawn timer. Like: Half the defense GTXs. -> Rest of the defense spawns much faster, but not fast enough for an automatic win, of course.
Same with fewer people on the server.
And remove that server killing feature that nobody gets multi if there's not enough people playing.
-
bump.
-
Yes, a thousand times yes. I've seen the siege server die just because of one map in the rotation that is impossible to defend with <20 people, and everyone GTXs.
-
Yes, a thousand times yes. I've seen the siege server die just because of one map in the rotation that is impossible to defend with <20 people, and everyone GTXs.
I've seen this too.
-
the problem is, some castle maps would be more strongly affected by a diff respawn timer, for e.g. a castle with outer doors that have all been busted down, bunch of ppl leave game, and sudenly atkers are rushing inside at twice the spawn rate
anyways the complications get worse as the castles get bigger / more complex
-
the problem is, some castle maps would be more strongly affected by a diff respawn timer, for e.g. a castle with outer doors that have all been busted down, bunch of ppl leave game, and sudenly atkers are rushing inside at twice the spawn rate
anyways the complications get worse as the castles get bigger / more complex
I see how this balance issue is worse as castles get bigger/more complex, but I don't see how a static spawn time is any way better than a spawn time which depends on people in game. A variable spawn time like this would still be imperfect, but surely it would be close to the mark than the same time for 10 or 50 people on a team.
-
i see your point, but i think it could go either way based on the pop, builds, and rotation that happens to be on :(