cRPG
cRPG => Suggestions Corner => Topic started by: Greziz on October 02, 2012, 08:57:52 am
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I believe a nice way to cut down on team wounding would be to introduce a negative multiplyer valor system for the player on each team that does the most teamwound damage each round. You could call it the treason system as only treason swilling dogs kill and maim their friends in the hunt for a kill!
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not sure about this.
Being an archer, it's happened to me sometimes that a guy who jumps in front of you, maybe willingly, maybe not, and you accidentally hit him, then on the next second while you type sorry a cav backstabs you, that round while being not bad, just unlucky, you would lose multi.
Plus, it gives griefers another way to annoy and grief
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awesome idea imo. the best one so far to prevent teamhitting.
aye sometimes you can be just unlucky, but overall the biggest teamhitters will be those the most punished ones.
devs make it happen! ^^
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Oh nooo... I would get constant -5x :cry:
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Oh nooo... I would get constant -5x :cry:
Maybe that will teach you to play properly? :P
Anyway, +1 to OP.
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Maybe that will teach you to play properly? :P
I'm too old to learn :mrgreen:
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alot easier system already exists...its called AUTO-REPORTING ANY TEAMHIT. 5 teamhits and you are booted and lose multi. If it happens again in the next hour, should temp ban you for an hour. Systems like these already in place and used for years in Halflife mods like CS & DoD.....and they have 100x bigger player base.
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I believe a nice way to cut down on team wounding would be to introduce a negative multiplyer valor system for the player on each team that does the most teamwound damage each round. You could call it the treason system as only treason swilling dogs kill and maim their friends in the hunt for a kill!
leave my valour alone i like it the way it is, and i also like to punch my clanmates
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Il like this idea.
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alot easier system already exists...its called AUTO-REPORTING ANY TEAMHIT. 5 teamhits and you are booted and lose multi. If it happens again in the next hour, should temp ban you for an hour. Systems like these already in place and used for years in Halflife mods like CS & DoD.....and they have 100x bigger player base.
That is called being a bitch, actually.
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That is called being a bitch, actually.
Yeah. I mean, I teamhit sometimes, and I feel bad about it because I'm usually pretty careful. Even though I feel like I probably should hit M sometimes (since I'm low HP build, teamhits are even more devastating), if it's not intentional I feel like doing so would make me a fucking asshole jerk.
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Yeah, implement this brand new way of abusing and griefing.
nah, bad idea. The system is fine as it is. When i am preparing overhead and some retard runs behind me at the moment i release, why should i lose multi? No, thanks.
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Well, the valor system is based on the amount of score you've got during the round. And if you teamwound you'll lose some points.... so isn't it in there already?
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The thing needs to be tweaked is running speed in cRPG, especially side running speed. I don't team hit much, but when one person can run faster than my swing goes, it's pretty normal I have to hit teammates from time to time with it.
Implementing another negative effect for team hits will only increase amount of annoying AGI builded chars (8-10 ATH and light armor), who seems to have fun seeing enemies hitting each other, after running around them like trained monkey. They already has huge advantage by spamming side attacks, often with light speed katanas, they don't need to be able to run around you with this kind of speed. That's the main thing which need to be looked at, no matter if you are talking about realism or game balance, this kind of running speed is just bad for everything.
You already loses points for team hits (therefore you can miss valour if you team hit too much). So why adding more penalties, if you can just fix main reason of team hits?
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Well, the valor system is based on the amount of score you've got during the round. And if you teamwound you'll lose some points.... so isn't it in there already?
Exactly. The scores are already implemented.
The only thing that needs to be done is giving -1x multi to the one who got the highest negative score.
But I don't think it will make any difference really.
So the question is if it's worth it to add.
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Pros:
- It will make people be more careful.
- It will make turtlers/retards (enemy running into a group of enemies in hopes that the enemy will kill each other, which does work btw) more proficient.
- Allows people to play without the fear of team hits.
- Punish griefers
Cons:
- It might make people a bit TOO careful in combat, to the point where they are scared to swing when in a group fight.
- It will make turtlers/retards (enemy running into a group of enemies in hopes that the enemy will kill each other, which does work btw) more proficient, and in turn be good for griefers.
- More GTXs
- Would punish new players quite heavily (ones that are fresh to the game mechanics)
- Will cause more general rage
- Allow griefers to jump infront of swings/arrows to get minus points.
I'm sure there is a lot more, but those are the main pros/cons in my eyes.
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This is good, maybe it will teach people that if there are 3 or 4 people fighting a single enemy there is no need to join in because it only leads to teamhitting -_-
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nah
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not sure about this.
Being an archer, it's happened to me sometimes that a guy who jumps in front of you, maybe willingly, maybe not, and you accidentally hit him, then on the next second while you type sorry a cav backstabs you, that round while being not bad, just unlucky, you would lose multi.
Plus, it gives griefers another way to annoy and grief
This
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Urrmmmmm. Team damage threshold instead of the highest team wounder might work a little better.