cRPG

cRPG => General Discussion => Topic started by: woody on March 01, 2013, 02:51:09 pm

Title: Proximity Points - bad for siege
Post by: woody on March 01, 2013, 02:51:09 pm
I understand the logic behind these to encourage teamwork but I dont think it works especially in siege.

In siege you can get valour by cowering near ladder top not attacking or by running with group where you gank people or just going up down at top of ladder with several others. It rewards ganking and camping rather than good play.

You can fight 1 vs 2 or three and kill a couple and get 10-12 points. You can get that just by running near a combat with shield up and holding block. Its lame.

I agree with a points bonus when you wound someone who is later killed but points just for being near is silly.
Title: Re: Proximity Points - bad for siege
Post by: Kafein on March 01, 2013, 03:06:33 pm
I think staying near ladder access points as defender is useful, after all your teammates will die sooner or later. But what I don't like is that valour pushes people away from doing other useful stuff, such as standing very close to the flag as defender or destroying doors as attacker.
Title: Re: Proximity Points - bad for siege
Post by: Molly on March 01, 2013, 03:09:07 pm
I actually do hope for and strongly suggest the removal of valour.
Title: Re: Proximity Points - bad for siege
Post by: Tuetensuppe on March 01, 2013, 03:12:34 pm
I think staying near ladder access points as defender is useful, after all your teammates will die sooner or later. But what I don't like is that valour pushes people away from doing other useful stuff, such as standing very close to the flag as defender or destroying doors as attacker.

that!



1. being usefull means not to have the best k/d > it also means to be usefull for the team > for example "blocking" important positions
2. you remember why valour got implemented? yes? > good!
3. i dont care who get valour and who not...if i get is > im happy > if not > also good
4. unban of djavo is more important!
5. you will always have guys who try to abuse game mechanic or logic > just dont care and play ;)

that brings me to the conclusion:

> no need to complain or change anything ;)
Title: Re: Proximity Points - bad for siege
Post by: Reyiz on March 01, 2013, 03:19:53 pm
I actually do hope for and strongly suggest the removal of valour.

cos you cant get any ?
Title: Re: Proximity Points - bad for siege
Post by: Kafein on March 01, 2013, 03:38:41 pm
satisfaction
Title: Re: Proximity Points - bad for siege
Post by: woody on March 01, 2013, 04:34:17 pm
Of course being useful to team is not about best k/d.

But bonus points for killing enemies near to flag would make more sense than proximity points for just being near a gank. 
Title: Re: Proximity Points - bad for siege
Post by: Phew on March 01, 2013, 09:00:59 pm
Valour is too binary; one guy gets 65 points and valour (keeping his x5 after a loss), another guy gets 64 points and x1 for his efforts.

Every achievement (opening gates, breaking doors, defending flag, killing a tough enemy, dehorsing an enemy cav, breaking enemy shield, etc) should award some small xp and/or gold.
Title: Re: Proximity Points - bad for siege
Post by: Tindel on March 02, 2013, 04:23:58 pm
Valour awards you for being active in combat.

It does not award camping flag/gate/doors/sitting on ass. And it shouldnt.
If you actively try to win either as defender or attacker and play well you have a good chance of getting valour.
People who sit on their ass while the rest of us do the work does not deserve any points.
"camping" flag is just another way to leech while watching tv.

I always try to win the round, going for objectives usually puts you right into the thick of the battle, a perfect place to get points.
If everyone did it the way i do it, it would be hard for anyone to get valour because everyone would have high score.

Only reason people get valour on siege is because their team is too passive.
Title: Re: Proximity Points - bad for siege
Post by: no_rules_just_play on March 02, 2013, 04:49:24 pm
Valour awards you for being active in combat.

It does not award camping flag/gate/doors/sitting on ass. And it shouldnt.
If you actively try to win either as defender or attacker and play well you have a good chance of getting valour.
People who sit on their ass while the rest of us do the work does not deserve any points.
"camping" flag is just another way to leech while watching tv.

I always try to win the round, going for objectives usually puts you right into the thick of the battle, a perfect place to get points.
If everyone did it the way i do it, it would be hard for anyone to get valour because everyone would have high score.

Only reason people get valour on siege is because their team is too passive.

i have to disagree, if those people wouldnt be on the flag, it would be taken within 30 seconds.
the problem about siege is that most castles can EASILY be defended if the whole team is on the flag, some castles are well-made and have other important keypoints, but most dont. defending flag is the most important task of a siege, also in the beginning of the round
Title: Re: Proximity Points - bad for siege
Post by: Tindel on March 02, 2013, 09:54:40 pm
i have to disagree, if those people wouldnt be on the flag, it would be taken within 30 seconds.
the problem about siege is that most castles can EASILY be defended if the whole team is on the flag, some castles are well-made and have other important keypoints, but most dont. defending flag is the most important task of a siege, also in the beginning of the round

No
Title: Re: Proximity Points - bad for siege
Post by: Phew on March 03, 2013, 05:09:08 pm
i have to disagree, if those people wouldnt be on the flag, it would be taken within 30 seconds.
the problem about siege is that most castles can EASILY be defended if the whole team is on the flag, some castles are well-made and have other important keypoints, but most dont. defending flag is the most important task of a siege, also in the beginning of the round

For most castles, attackers can get to flag in less than 30s if all choke points (gates/ladders/etc) are free. So defenders have to keep gates closed, restrict flow through doors/gates/ladders/etc. This is by design. Good siege defense is a combination of throttling flow through choke points and defending flag. Pure flag defense only works if attackers are dumb and stream in one at a time.
Title: Re: Proximity Points - bad for siege
Post by: Teeth on March 03, 2013, 05:17:28 pm
You should get a x2 point multiplier for fighting inside a certain radius around the flag.
Title: Re: Proximity Points - bad for siege
Post by: Rhekimos on March 03, 2013, 05:24:16 pm
You should get a x2 point multiplier for fighting inside a certain radius around the flag.

Good idea. That would reflect the importance of the flag as a critical objective in the score system.

Fighting in the chokepoints of the map could also give a small bonus, but that would require much more effort and editing each map to include such zones.
Title: Re: Proximity Points - bad for siege
Post by: Phew on March 03, 2013, 09:26:44 pm
I thought I read that a conquest game mode with a more objective-based reward system was the endgame for cRPG. Then again, devs said they would rework weapon master/wpf like 2 years ago, and nothing yet. And that's an easy change; a new game mode/reward system is a big change.
Title: Re: Proximity Points - bad for siege
Post by: Rhekimos on March 03, 2013, 09:39:52 pm
I thought I read that a conquest game mode with a more objective-based reward system was the endgame for cRPG. Then again, devs said they would rework weapon master/wpf like 2 years ago, and nothing yet. And that's an easy change; a new game mode/reward system is a big change.

I think Conquest will only make an appearance for the new game.
Title: Re: Proximity Points - bad for siege
Post by: Tindel on March 03, 2013, 11:26:48 pm
For most castles, attackers can get to flag in less than 30s if all choke points (gates/ladders/etc) are free. So defenders have to keep gates closed, restrict flow through doors/gates/ladders/etc. This is by design. Good siege defense is a combination of throttling flow through choke points and defending flag. Pure flag defense only works if attackers are dumb and stream in one at a time.

This man speaks the truth

Siege is like a tower defense game, you have to wear your opponent down in the most efficient way possible.
Title: Re: Proximity Points - bad for siege
Post by: no_rules_just_play on March 04, 2013, 12:28:36 am
This man speaks the truth

Siege is like a tower defense game, you have to wear your opponent down in the most efficient way possible.
im not talking about putting every single defender on the flag, im talking about having a starting backup force of defenders on the flag that probably do the most important job of the whole defence. they are the backbone of the defence and if THEY fail because they are with too little, they lose. and nobody can tell me that its possible to hold the defenders on the wall. look at what HRE does: all attackers go to one point, push through and half of them is at the flag in 30 seconds. the only thing that front wall defence does is to make sure that the flag wont be attacked from 5 sides at once, they break the enemy force in half and let them come in smaller waves. everyone that respawns can quickly close the gate. but holding a chokepoint?
the most efficient way is not always the smalles, in siege we have to think about respawn time. if we respawn we need 30 seconds, if they die on front wall they need only 10 seconds to smash your face in again. once a defence on the front wall is broken, everyone who was part of that defence will die because they lost their only good position and now have to fight on even ground against a enemy that is outnumbering them and has better respawn time. after that, the attackers might not immediatelly take the flag, but they will have a permanent advantage in numbers.

btw, castles are not build on 30 seconds but on 40-50. And yes, i have seen 1 single castle where holding flag is a secondary job. (congrats to the designer btw). its this wooden castle:
its in my opinion the only one with good tactical positioning of keypoints.
(click to show/hide)
Title: Re: Proximity Points - bad for siege
Post by: Phew on March 04, 2013, 04:24:50 pm
btw, castles are not build on 30 seconds but on 40-50. And yes, i have seen 1 single castle where holding flag is a secondary job. (congrats to the designer btw). its this wooden castle:

That would be one of the best map designs IF it wasn't on a steep grade. I hate having my 7 athletics negated by poor map design.