If we make a map for this new game mode, are there no more siege towers and ladders?Siege towers and ladders work exactly the same as before.
Yes!
Can't wait to use this for my helms deep-map!
Holy shit that would be epic.
- Mapcreators now can:
Set multiple Flags
Change Map Duration
Change Respawn Times
Any plans to make the 3D map rebind-able? I currently use left alt for view outfit and it's kind of distracting/disorienting.Not unless we start requiring WSE2 for all gamemodes, which very well might happen eventually
Definitely liking the progress thus far, though.
Not unless we start requiring WSE2 for all gamemodes, which very well might happen eventuallyi still don't use WSE2 regularly like others too, as it doesn't play always well with strategus. It seems to hinder you to connect to strategus battles. ATM when someone has problems connecting to strat battle one of the first questions people ask is, do you have WSE2 enabled, if yes disable try again.
I appreciate effort you guys put into this game mode, but Conquest idea just don't fit Siege at all.
Let's think a while about original Conquest game mode, made by Taleworlds (and available to use in cRPG without any effort at all):
- Both teams start with some specific points (let's say 300 points)
- There are 5 (or less) flags on the map
- When game starts, both teams has 1 flag on their side, all other flags are neutral
- Every team can capture any flag on the map
- Captured flag takes 1 point per second from enemy team points
- Team which first get 0 points, loses
In original Conquest game mode, all sides has equal chances, everything is easy to understand and works briliantly.
The problem with current cRPG Conquest-Siege is, it's impossible to balance it. It's not about making defenders respawn time longer. You can't balance this mode well, because number of players will be different all the time (the more players, the harder it will be to take flag for attackers - the less players, the harder it will be to defend the flags for defenders). You also can't balance it because every map is different, some respawn time settings will work on one map, but won't work on the other.
I don't really understand why didn't you use original Conquest game mode and add few features there (like map preview, respawn point chosing, flag markers etc). That would be balanced by itself, because there would be no "defenders" and "attackers", both teams would have equal chances to get flags.
Don't get me wrong, I really appreciate your work, but I just don't understand why to complicate things by trying to merge Siege and Conquest into one mode, when you could just tweak native Conquest game mode. Less work and it would be balanced by default, objectives would be same for both teams (control more flags than enemy over time). I think it would be also funnier and more tactical. You don't have to take specific flag in original Conquest, you don't need to fight over one flag all the time, which is just boring, especially on Siege maps (you need to use same corridols/alleys all over again to get into that specific flag, which is of course full of defenders).
I would prefer to see original Conquest game mode tweaked for cRPG instead of merged Conquest-Siege thing we have now.
i still don't use WSE2 regularly like others too, as it doesn't play always well with strategus. It seems to hinder you to connect to strategus battles. ATM when someone has problems connecting to strat battle one of the first questions people ask is, do you have WSE2 enabled, if yes disable try again.Yes, and if you simply restarted your client but left wse2 enabled, you'd still be able to connect to the servers. It's not disabling wse2 that fixes it, it's simply the client restart.
Yes, and if you simply restarted your client but left wse2 enabled, you'd still be able to connect to the servers. It's not disabling wse2 that fixes it, it's simply the client restart.i don't think so, i restarted client several times with WSE2 enabled, and couldn't join strategus, i will try again, i just enabled it again and will keep trying using it in strategus battles, but 2-3 weeks back when i tested it the only solution was disabling WSE2, so this but may have changed with recent patches, will see.
i don't think so, i restarted client several times with WSE2 enabled, and couldn't join strategus, i will try again, i just enabled it again and will keep trying using it in strategus battles, but 2-3 weeks back when i tested it the only solution was disabling WSE2, so this but may have changed with recent patches, will see.
You make some good points Angie! However for me I'm happy the Siege setting has been used, imo its great fun running around fighting in streets and on castle walls. As to the exp system, I have on good authority that the multiplier will soon be cut from cRPG. :)Yeah, overal conquest idea is great for me as well, I loved that game mode in Warband native. I'm just not happy about splitting teams in cRPG to attacking/defending ones. Original conquest has 2 teams, both can capture flags, both can do that in any order they like to (so you have to play smart and protect yours or attack enemy flags, depending on situation). With original conquest you can still make town-like maps or even inside castles maps, there's no reason not to do so.
However i do not agree with angelore in the point that basic conquer/take-and-hold is really "ballancing itself" in terms of game-fun--- i only think of horrible base-rape scenarios in most of games like battlefield and co. which would be avoided with the "attacker-defender" version~I'm pretty sure both teams with same rules (original Conquest) will always be much more balanced than teams tasks splitted to "defend at least one flag" and "conquer all flags on map".
I don't see why the native conquest mode couldn't get into cRPG in addition to this new siege mode.....there are only so many active players at any given point in time.
Map makers' guide (http://forum.meleegaming.com/scene-editing/siege-beta-guide-for-mappers/)Damn, that was quick.
Despite last nights increased spawntimer for defenders, its still very unbalanced in favor of defence.Denying spawning on contested flag would be a good idea. Instantly when an enemy gets too close to the flag it would become contested and could not be used as a spawn point any more. Then, add 1 spawnpoint more than what there are flags per team, so that when the team's final flag becomes contested, there would still be a place to spawn.
The biggest problem is the fact that defenders can spawn on a contested flag. Makes it impossible to cap when whole defending team spawns on the same place.
Maybe deny spawning if contested? Or add spawn points unrelated to flags?