cRPG

cRPG => General Discussion => Topic started by: Kuujis on April 01, 2013, 09:51:11 pm

Title: End time in siege: gone but not forgotten
Post by: Kuujis on April 01, 2013, 09:51:11 pm
Today been playing some siege on EU2 as usual and then nostalgia hit me :shock: I suddenly realized, that since the coming of siege beta one of the most tense moments of siege passed away: the seconds after round time ended but the victory was not decided yet for any of the teams.

For me personally these used to be real adrenaline pushers and were THE moments of real sportsmanship. E.g. this one time such end time lasted for good 2 minutes with fortune favoring both sides multiple times and victory being at hand for both teams MORE than once, but not quite there... Eventually, after the round ended - whole screen was flooded with "GF", "Good fight", "Awesome end!" and similar expressions of joy from both sides 8-) . Because it was truly something awesome to behold and participate :rolleyes:

Now the flag bug is gone, rounds end on time, etc and make no mistake - I appreciate that and KUDOS for improvements! Yet - the magic of these "last stands" is kind of... gone. If I had a good idea how to bring this element back in a good fashion with current flag rule-set - I would be posting in suggestions forum, but I do not have a good idea, so here are the questions:
Title: Re: End time in siege: gone but not forgotten
Post by: Oberyn on April 01, 2013, 10:21:05 pm
I never knew the sudden death mechanic was supposed to be a bug. I always thought it was a feature. And yes those were the most hectic and fun times in siege, when a single attacker could win it by holding up the timer while the rest of his team rolled up, or defenders frantically wiped out any attackers to clear the flag and win.
Title: Re: End time in siege: gone but not forgotten
Post by: Mala on April 01, 2013, 10:33:18 pm
Yeah, overtime was quite nice.
On the other hand, there were a lot of idiots who have canceled the cheer animation to get one or two easy kills.
The current system is much better for my blood presure and the attacker have 60 seconds more to pull down the flag.
Title: Re: End time in siege: gone but not forgotten
Post by: Penitent on April 01, 2013, 10:44:39 pm
I want that last minute 0:00 overtime scramble for the flag clusterfucks.  That's what I live for!
Title: Re: End time in siege: gone but not forgotten
Post by: okiN on April 01, 2013, 10:46:12 pm
Wait, what? I thought overtime was a feature, and the bug was that the round could end as an attacker win even if defenders were on the flag and/or no attackers were on it.
Title: Re: End time in siege: gone but not forgotten
Post by: Kuujis on April 01, 2013, 11:23:05 pm
The time when fighting continues and neither team has won was not a bug. The bug was when that time was ticking, but the flag was already down and not registered properly. As soon as the last enemy at flag is killed - round ended with attacker victory.

Now that I think of it... maybe allow for a round to carry on if the flag is not at its highest possition, i.e. if capture is in progress... Then the match ends when the flag hits top or bottom? :rolleyes:
Title: Re: End time in siege: gone but not forgotten
Post by: Prinz_Karl on April 01, 2013, 11:56:41 pm
One point that brought tension to the siege server is lost. Don't change it if you don't know that it's actually fun! I think Eu 2 went a bit more boring, flags are now only won if defenders get overrun which annoys them or they are not taken at all since it's simply impossible if flag jumps up and down and attackers don't have a stable position. But what slightly annoys me is that when 30 seconds or less are left you already know, it's pointless since you have to be at flag at least 15 seconds before the end to take it.
Title: Re: End time in siege: gone but not forgotten
Post by: Haboe on April 01, 2013, 11:59:42 pm
It got better for attackers. Having 10 men at the flag, and that 1 annoying enemy shielder, flag will still go down. Good compensation for the strict timer.
Title: Re: End time in siege: gone but not forgotten
Post by: Fips on April 02, 2013, 12:06:41 am
Yes, the fact that attacker can take the flag in no time balance the no-overtime out.
But it's still a lot LESS fun!
Title: Re: End time in siege: gone but not forgotten
Post by: no_rules_just_play on April 02, 2013, 01:17:12 am
yes, i totally agree. on the big maps you can even stop fighting after 10 minutes. you know that it is over.
i suggest the following: you have a certain amount of minutes to cap the first flag. if you dont succeed the map ends. if you do, the timer gets refilled to cap the next flag.

(idea comes from ghost recon online)
Title: Re: End time in siege: gone but not forgotten
Post by: Radament on April 02, 2013, 01:25:14 am
you have a certain amount of minutes to cap the first flag. if you dont succeed the map ends. if you do, the timer gets refilled to cap the next flag.
seems legit

on the other hand , in normal siege , how about prolonging the fight for 1 minute if there's at least 1 attacker near flag ?
Title: Re: End time in siege: gone but not forgotten
Post by: Kuujis on April 02, 2013, 09:06:03 am
So at least two good suggestions seems to be here, so just :

Overall thanks for the input, at least I know I'm not alone with that nostalgia of mine  :rolleyes:
Title: Re: End time in siege: gone but not forgotten
Post by: Count_Grishnackh on April 02, 2013, 12:48:19 pm
1: fuck yes
2: yes
3: no idea in the world
Title: Re: End time in siege: gone but not forgotten
Post by: Kafein on April 02, 2013, 01:46:08 pm
I think this was removed in order to fix the infamous "flag bug", which was at some point assumed to simply be a delayed display bug (attackers already won, defenders take back the flag then the match ends).

But like most people I really liked those hectic and sometimes very long fights to the end.
Title: Re: End time in siege: gone but not forgotten
Post by: SirCymro_Crusader on April 02, 2013, 04:31:04 pm
Overtime used to scare me, when everyone is just swinging and not blocking so you end up killing your own team and losing the round.

'Just swing, it doesn't matter who you hit, a kill is a kill' - wise words of the Kapikulu
Title: Re: End time in siege: gone but not forgotten
Post by: Fuma Kotaro on April 02, 2013, 05:34:56 pm
Pls give me the old siege back from 2010 <3 no multi just finish the round and get your xp attackers have almost always won the rounds but that was calculated like that give it back
and give us native brunwud castle <3
Title: Re: End time in siege: gone but not forgotten
Post by: woody on April 02, 2013, 07:16:14 pm
Gotta agree end round butchery was fun.
Title: Re: End time in siege: gone but not forgotten
Post by: Penitent on April 02, 2013, 08:55:51 pm
End round butchery is the heart and soul of siege, and one of the very few times in CRPG where a shielder can bask in glory.

It's important guys!
Title: Re: End time in siege: gone but not forgotten
Post by: Tindel on April 02, 2013, 09:44:05 pm
While i agree with you that overtime was fun, this change actually goes a long way towards balancing attacker versus defender win ration on siege.

Before attackers won way way more rounds in general, after the change i feel its a bit more fair.
A proper defense can hold for long enough and attackers cant "crutch" by getting one turtle on flag to force overtime.

Now on some maps its easier to defend first round, instead of the previous attackers always(nearly) win first round.

Maybe if its possible to have overtime, yet if flag is at the bottom and all attackers die, defenders win(instead of how it was, that attackers got the "bug win")
That might satisfy ya all.

Title: Re: End time in siege: gone but not forgotten
Post by: Tears of Destiny on April 03, 2013, 01:25:57 am
Wait, what? I thought overtime was a feature, and the bug was that the round could end as an attacker win even if defenders were on the flag and/or no attackers were on it.


This, the over-time "bug" was half the fun, valiantly fighting off a hoard of foes, just fighting tooth and claw for just a little longer to buy time, so your team could arrive and win the round.
Title: Re: End time in siege: gone but not forgotten
Post by: Penitent on April 03, 2013, 02:00:57 am

This, the over-time "bug" was half the fun, valiantly fighting off a hoard of foes, just fighting tooth and claw for just a little longer to buy time, so your team could arrive and win the round.

if this feature is removed we have to revolt.
Title: Re: End time in siege: gone but not forgotten
Post by: Prinz_Karl on April 05, 2013, 05:30:44 pm
Bumping this. Bring back overtime.

It got better for attackers. Having 10 men at the flag, and that 1 annoying enemy shielder, flag will still go down. Good compensation for the strict timer.

No, it won't. Today I've experienced otherwise.
Title: Re: End time in siege: gone but not forgotten
Post by: Penitent on April 05, 2013, 05:35:11 pm
Bring it back.
Title: Re: End time in siege: gone but not forgotten
Post by: Sparvico on April 06, 2013, 06:59:25 am
I disagree. It is dead, let it be.


Forget this thing, it was never really there.
Title: Re: End time in siege: gone but not forgotten
Post by: Riddaren on April 06, 2013, 12:52:56 pm
Even though I don't play siege much myself I have to admit the overtime rounds were quite enjoyable.
Title: Re: End time in siege: gone but not forgotten
Post by: Brutii on April 06, 2013, 04:55:02 pm
No harm in bringin it back! it was great fun!
Title: Re: End time in siege: gone but not forgotten
Post by: Kampfkarotte on April 06, 2013, 11:37:15 pm
Overtime was awesome. Once there were almost 10 minutes overtime in one of the old native castles..was epic :P
Title: Re: End time in siege: gone but not forgotten
Post by: dontgothere on April 08, 2013, 03:58:37 am
yet another instance of the devs making crpg worse, having no clue what players want but just doing whatever they feel like
Title: Re: End time in siege: gone but not forgotten
Post by: Rhekimos on April 08, 2013, 01:37:35 pm
I recently tried siege again and it really felt something vital was missing when the round abruptly ended with the timer running out and half the enemy (attacker) team on the flag.
First I though: "Ha, foolish attackers left the flag alone again!" but the next round proved it was a changed rule instead of an attacker blunder.

The old overtime system was more enjoyable and gave some pacing to siege as well as intense fights and a fitting reward for defending the flag against overwhelming odds.
Title: Re: End time in siege: gone but not forgotten
Post by: korppis on April 08, 2013, 03:33:43 pm
One point that brought tension to the siege server is lost. Don't change it if you don't know that it's actually fun! I think Eu 2 went a bit more boring, flags are now only won if defenders get overrun which annoys them or they are not taken at all since it's simply impossible if flag jumps up and down and attackers don't have a stable position. But what slightly annoys me is that when 30 seconds or less are left you already know, it's pointless since you have to be at flag at least 15 seconds before the end to take it.

This. Now there really is no point in leaving spawn as an attacker if there's 30 sec or less time left. With the overtime you were encouraged to fight to the last second, even more so towards the round end.
Title: Re: End time in siege: gone but not forgotten
Post by: Sniger on April 08, 2013, 04:45:31 pm
siege? is that the mode with the random spawn-points?
Title: Re: End time in siege: gone but not forgotten
Post by: Jarold on April 08, 2013, 11:01:45 pm
siege? is that the mode with the random spawn-points?

Actually the spawn points are placed by map makers MANUALLY and it is CHOSEN by an enemies proximity to a spawn point. It bugs out about 2% of the time and spawns you near an enemy though.



Poor siege it used to be super fun, NOT EVERYONE LOVES BATTLE YOU KNOW.
Title: Re: End time in siege: gone but not forgotten
Post by: Kuujis on July 03, 2013, 10:16:51 am
Shameless necro.  :twisted:

After yesterdays fight on EU2 - I still want end time back. :rolleyes:
Title: Re: End time in siege: gone but not forgotten
Post by: korppis on July 03, 2013, 11:42:24 am
For me personally these used to be real adrenaline pushers and were THE moments of real sportsmanship. E.g. this one time such end time lasted for good 2 minutes with fortune favoring both sides multiple times and victory being at hand for both teams MORE than once, but not quite there... Eventually, after the round ended - whole screen was flooded with "GF", "Good fight", "Awesome end!" and similar expressions of joy from both sides 8-) . Because it was truly something awesome to behold and participate :rolleyes:

This summarises it well.
I still can't get rid of the feeling that something is missing from siege. Can we please have it back?
Title: Re: End time in siege: gone but not forgotten
Post by: Kampfkarotte on July 03, 2013, 11:54:23 am
If overtime was removed to make attacker - defender victories more balanced (I'm quite sure attackers won more often than defenders), I would  suggest to reduce the timer to about 6:30 and bring back overtime!
Title: Re: End time in siege: gone but not forgotten
Post by: RandomDude on July 03, 2013, 01:55:44 pm
Having played siege with and without the end of round feature, I definitely prefer siege with it than without it.

It tends to be player numbers that determine what side will win more often, rather than anything else. Lower numbers = attacker win usually?
Title: Re: End time in siege: gone but not forgotten
Post by: Sir_Carealot on July 03, 2013, 02:24:38 pm
I want the feature back.. Like someone else mentioned, when it's 30sec left and you respawn there is almost never any point in running to flag. When the counter hits zero in native (where this feature still  exist) the "Let the bodies hit the floor" song starts playing in my head and my thoughts are solely focused on making a pile of bodies at the flag.. (Where my attempts at this oftentimes ended in failure)
Title: Re: End time in siege: gone but not forgotten
Post by: Hirlok on July 03, 2013, 03:21:58 pm
1: fuck yes
2: yes
3: no idea in the world

^
that.
Title: Re: End time in siege: gone but not forgotten
Post by: Penitent on July 03, 2013, 03:26:15 pm
BRING BACK OVERTIME
Title: Re: End time in siege: gone but not forgotten
Post by: Elindor on July 03, 2013, 05:25:05 pm
Overtime was good.  Bring it back.
Title: Re: End time in siege: gone but not forgotten
Post by: Phew on July 03, 2013, 07:38:18 pm
Overtime only helped attackers, who win 80% of the time on NA anyway. At least in the current setup, one defender can scramble around the flag in the last seconds and be the hero.

It does suck when you are the attacker that's 0.1 seconds too late bringing down the flag, but hey, you had 7 friggin minutes to get the job done.
Title: Re: End time in siege: gone but not forgotten
Post by: Jarold on July 03, 2013, 10:12:46 pm
I do hate how three attackers can be on the flag and one defender comes and it starts rising.
Title: Re: End time in siege: gone but not forgotten
Post by: Ikarus on July 03, 2013, 10:21:46 pm
(click to show/hide)

On the one hand, it was fun, having a stressy last fight at the end of the round at the flag, trying to keep it/keep the attacker away

On the other hand I don´t really miss it anymore; it´s nice to be defender and have 30 secs left, knowing that you´ll win anyways. Although, looking to the attacker´s side, people already give up and fuck around at spawn when the round is under 30 sec...

Whatevs, it was bugged anyways, defenders often just won although there was an attacker literally hugging the flagpole
Title: Re: End time in siege: gone but not forgotten
Post by: Kuujis on July 04, 2013, 11:26:19 am
Well... The way I see it, balancing options are:
1. One last life for everyone, battle style. I.e. either you defend with what you have or you kill all defenders and capture the flag. This lasts while there is at least one member from each side in flag area with 2-3 seconds cooldown. If those seconds pass and noone from other team comes - the remaining guys at flag win.
2. Make the weight of defenders and attackers equal during end time (but only during end time). I.e. if there are 10 attackers and 10 defenders, all shielders with no weapons hugging flag - if will not move. If one of the participants gets kicked to death - flag starts lowering/rising (speed proportional to difference).
3. Givent that one of the above is implemented - flag lowering/rising speed could be modified based on the extra time passed. I.e. 2x after 30 seconds, 3x after 60 seconds.

Can't think of more, but I'm sure my poor head is not the best at this balancing thing... :rolleyes: