cRPG

cRPG => General Discussion => Topic started by: Sniger on April 08, 2013, 11:19:16 pm

Title: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 08, 2013, 11:19:16 pm
Ill drop da bomb:

Let me be honest, I don't like any of the above. I think banner balance (BB) and valour is more or less game breaking. If you want me to explain why, I can, but I think its pretty logic.

I wish we could, JUST FOR A LITTLE WHILE, as a test just to try a crpg with

no BB (and more than 20 players), no valour but normal multiplier on win
OR
no BB, no valour, no multi but a fixed xp income

as for the no loom part: i read that in a reply on some post elsewhere on forum and i actually think its a great idea! everyone have looms anyway so why not remove them?

anyway feel free to minus but i just speak me mind (and im entitled to too! :D ) and i also think we need to talk about this, cus in my POV things is pretty redicilous atm. in terms of balance and server (battle... i haven't played siege for ages at least enough to have an opinion about it, though i really like the conquest mode) population.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Teeth on April 08, 2013, 11:43:38 pm
I think the multiplier promotes a certain mentality which is not desirable.

I doubt people will be able to value my argument without considering that banner balance might benefit me, but I think banner balance is vital for the clan scene. What is the point of being in a clan if you do not get to play together? Banner balance allows you to practice some good teamplay with your clanmates, which is most of my enjoyment in the game. Now this goes for large clans, but especially for smaller clans. Take DenBitre for example, haven't seen them around much lately, but they were there for a long time, with 3-5 guys, sticking together, making an impact. If you would split those over two teams, there is nothing left for them.

Valour however is a great feature, again, I personally benefit from it. Regardless I think rewarding people who did exceptionally well is excellent. It is extremely frustrating to see your team spread out and die and get no xp for an entire map because of it. With valour, if you do in fact try hard and do well yourself, you get rewarded. What is not to like? I do think though that expanding the valour system to the winning team is rather ridiculous and unnecessary.

So yes, please explain how valour is gamebreaking.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joseph Porta on April 08, 2013, 11:47:27 pm
I agree on the banner balance (i have never played without but I think it would be awesome) and valour (meh, saves me many times but meh..) but gold/exp based on how your team performs as a whole is not at all detrimental imo, it encourages teamwork and winning as a group.

Edit: what I don't like about multi is the force to keep playing, when 1 min is worth 5 min its hard to just break and go do something else, cause your wasting ALOT of time, if you got 10min x5 its almost an hour, the gap between is so big, good for addiction though. :P

Edit2: Also about the banner balance, i am not in a big clan so I cant benefit from it, its just annoying to me but thats a bit biased
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 08, 2013, 11:55:15 pm
I think the multiplier promotes a certain mentality which is not desirable.

I doubt people will be able to value my argument without considering that banner balance might benefit me, but I think banner balance is vital for the clan scene. What is the point of being in a clan if you do not get to play together? Banner balance allows you to practice some good teamplay with your clanmates, which is most of my enjoyment in the game. Now this goes for large clans, but especially for smaller clans. Take DenBitre for example, haven't seen them around much lately, but they were there for a long time, with 3-5 guys, sticking together, making an impact. If you would split those over two teams, there is nothing left for them.

Valour however is a great feature, again, I personally benefit from it. Regardless I think rewarding people who did exceptionally well is excellent. It is extremely frustrating to see your team spread out and die and get no xp for an entire map because of it. With valour, if you do in fact try hard and do well yourself, you get rewarded. What is not to like? I do think though that expanding the valour system to the winning team is rather ridiculous and unnecessary.

So yes, please explain how valour is gamebreaking.

you have banner balance in strat as well.

as for the valour... well I think (or maybe rather know) that some/many players intentionally stay back and hide cus they know (its not like they are noobs they very well know this game and how to cope) it will be a round where they will lose. so they run and hide, hope to get enough points from straggler-kills to gain valour. 2-3 players can easily gain valour by doing this. the problem is just that I cant help thinking WHAT IF those players tried to help the rest of the team, getting a ton of kills before they die, resulting in a win? this is just a scenario I see on a daily basis almost once every single map.

edit: some players have actually made it more or less their style and tbh it makes me puke
 
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joseph Porta on April 08, 2013, 11:56:49 pm
(click to show/hide)
Well, those are solid arguments no doubt if only our clan scene didn't exist of only two or three, afaik, major clans who show up in great numbers, but it would indeed be extremely hurtfull for the "clan scene"(sounds gay lol), not good!
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Carthan on April 08, 2013, 11:57:24 pm
I have to admit, the thought behind it is good, but I just want to show you my logic

~Removing banner balance
A good idea, would keep the teams interesting and more or less fair. However it completely removes "Clans" and playing with friends if you cannot play together and are forced to be randomly sided with one team of the other and makes teamplay near impossible.

~Removing valor
Seems good, it seems to give it repeatedly to the few elite players who will be rather upset about this.
Also nerfs that moment when we all somehow manage to get it and can say  "Man, I didn't do half bad".

~ Removing multipliers
Seems interesting, the current multipliers (While rewarding and makes us all play) can be rather unbalanced when one minute is worth 5 or more from another player.
However this would probably make the game a much bigger grind (We have a lot already don't we?)

~Heirloom removal
I can see what you mean, it can be a real pain to fight full loomed players and it can be unfair.
However most of us do have atleast a few looms, but still looms are the only way to upgrade and "customize" weaponry and equipment which makes you feel a little more powerful and lets us all play with our favorite gear.
(It also makes sense, such as older wealthier and more experienced knights have tempered and upgraded equipment)

Also this.
you have banner balance in strat as well.

as for the valour... well I think (or maybe rather know) that some/many players intentionally stay back and hide cus they know (its not like they are noobs they very well know this game and how to cope) it will be a round where they will lose. so they run and hide, hope to get enough points from straggler-kills to gain valour. 2-3 players can easily gain valour by doing this. the problem is just that I cant help thinking WHAT IF those players tried to help the rest of the team, getting a ton of kills before they die, resulting in a win? this is just a scenario I see on a daily basis almost once every single map
 
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 09, 2013, 12:00:29 am
~Removing banner balance
A good idea, would keep the teams interesting and more or less fair. However it completely removes "Clans" and playing with friends if you cannot play together and are forced to be randomly sided with one team of the other and makes teamplay near impossible.

strat
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: zagibu on April 09, 2013, 12:01:59 am
In addition I'd like to mention that for some time, there was a second siege server with banner balance off (it was EU_5 IIRC), and it was always empty. It seems most people are okay with clan stacking (I'm not in a clan, and I was also of the opinion that there should be a server with BB off, before I saw that only very few really care).

Valour should only be for loser team.

I don't care about multi, but I guess most people would quit if looms were removed. I probably would, although I currently have unused loompoints. It doesn't make a lot of sense, I know, maybe I'll quit anyway ;P.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 09, 2013, 12:04:08 am
ye well the loom part only just popped up in my mind today when I casually went thru forum. its not like I think its a pain to fight full-loom opponents, actually I prefer them cus they contain sooo many points ;D

I just know that loads of players (if not all lol) is more or less fully loomed unless its an alt. when everone have it its kinda pointless I think. its like nuclear bombs... :p
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Macropus on April 09, 2013, 12:04:44 am
as for the valour... well I think (or maybe rather know) that some/many players intentionally stay back and hide cus they know (its not like they are noobs they very well know this game and how to cope) it will be a round where they will lose. so they run and hide, hope to get enough points from straggler-kills to gain valour.
Actually, the best way to get valour is being in the center of clusterfuck and contributing a lot to your team's victory.
So - no, valour is a very good feature.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 09, 2013, 12:06:19 am
problem is you can ALSO get it without contributing, just by good teamwork amongst 2-3 players. I know this cus Ive seen it happen on my screen loads of times, you have too be honest :)
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 09, 2013, 12:08:28 am
Well, those are solid arguments no doubt if only our clan scene didn't exist of only two or three, afaik, major clans

u speak my mind
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Teeth on April 09, 2013, 12:08:35 am
Well, those are solid arguments no doubt if only our clan scene didn't exist of only two or three, afaik, major clans who show up in great numbers, but it would indeed be extremely hurtfull for the "clan scene"(sounds gay lol), not good!
I think you are not giving SB and Druzhina the credit they deserve. It is especially those clans that show in smaller numbers that really need banner balance to be able to do any mentionable teamplay at all.

problem is you can ALSO get it without contributing, just by good teamwork amongst 2-3 players. I know this cus Ive seen it happen on my screen loads of times, you have too be honest :)
How is this not contributing? Kills don't mean shit, get it through your head. Score might not be perfect, but it is a whole lot better than kills.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Miwiw on April 09, 2013, 12:09:49 am
You need to introduce a nice xp system though if you intend to remove multi system, + I want more xp due to gen bonus. That's why I retired and many other people did!
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: bruce on April 09, 2013, 12:11:27 am
Banner balance is a good thing insofar as it enables clans to play together (which is a lot of the appeal of being in a clan in the first place).

Multiplier system on top of that, I can see how it's problematic. I don't like the multiplier system as it is, anyway, though. Nor the way upkeep is done... it seems to me that a lot of the players either grind for the money somehow and then play whatever they like on battle, or something.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 09, 2013, 12:12:11 am
How is this not contributing? Kills don't mean shit, get it through your head. Score might not be perfect, but it is a whole lot better than kills.

well if only 3 playes on the losing team gain valour and it was the exact same ppl hiding/camping I don't think its contributing
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 09, 2013, 12:15:00 am
You need to introduce a nice xp system though if you intend to remove multi system, + I want more xp due to gen bonus. That's why I retired and many other people did!

no need for xp system just give fixed xp income to everyone despite win or lose.

for the gen part I totally see the problem and I have no idea whatsoever how to make up or fix it. this is what I see as the biggest problem in case multi was to be removed.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: CrazyCracka420 on April 09, 2013, 12:16:11 am
I don't like the current xp/gold system (as it encourages unbalanced teams), and I don't like the banner balance because we're playing in public servers, clans shouldn't be able to pubstomp a server with the help from the balance system. 

That being said, you can't have a fixed xp/gold (IMO) because what would be the incentive for people to put forth an effort into winning?
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Bjord on April 09, 2013, 12:17:33 am
OP is a mad scrub.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 09, 2013, 12:19:22 am
I don't like the current xp/gold system (as it encourages unbalanced teams), and I don't like the banner balance because we're playing in public servers, clans shouldn't be able to pubstomp a server with the help from the balance system. 

That being said, you can't have a fixed xp/gold (IMO) because what would be the incentive for people to put forth an effort into winning?

word on your first part!!!

as for the second: I play crpg for the sheer fight. nothing else. not for the xp, not even for winning but for the fight-teamwork. (I do like winning!)

it seems to me ppl are more interested in getting xp (why?!) than to have fun.

it is NOT fun to roflstomp. no it isn't. it gets old very very fast and then its just about looking at the xp bar and waiting for the 100mill xp to be grinded = not the crpg I started to play a year or so ago. (or is it two years omg :s)
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Moncho on April 09, 2013, 12:20:01 am
On banner balance, doesn't EU 4 have it disabled? It used to, not sure though, since I have not played there in ages. And anyway, I usually enjoy trying to fight big angry clan mobs and struggling.

Valour: The two sources of points (thus valour) are dealing damage and proximity bonus. Thus staying alive while still fighting is the most important thing imo.
If you do what you mention, and hide and only come out in the end, you do not get the proximity, and the enemies you will find will be low hp, so you will get very little points and it is very very hard to get valour.
The reason you may find that some people get it and are last alive is probably because they have been fighting and surviving, and getting points most of the round.

Multi: I do not like it either, but I would not like the old one with proximity and kill based, and until the fabled one comes along, it is what we have. Please do not make it constant, that would encourage leeching and trolling even more.

Looms: I do not care.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 09, 2013, 12:24:00 am
Valour: The two sources of points (thus valour) are dealing damage and proximity bonus. Thus staying alive while still fighting is the most important thing imo.
If you do what you mention, and hide and only come out in the end, you do not get the proximity, and the enemies you will find will be low hp, so you will get very little points and it is very very hard to get valour.
The reason you may find that some people get it and are last alive is probably because they have been fighting and surviving, and getting points most of the round.

moncho :) I do play every dayand im perfectly aware that some ppl are good players and they get the valour cus they fought for it! but I also see different happening a lot! and they very often succeed! that's what pains me. I don't mind that good play is rewarded but I mind that wanking is also rewarded if you know how to cope! and most ppl do know!
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joseph Porta on April 09, 2013, 12:24:22 am


~Heirloom removal
I can see what you mean, it can be a real pain to fight full loomed players and it can be unfair.
However most of us do have atleast a few looms, but still looms are the only way to upgrade and "customize" weaponry and equipment which makes you feel a little more powerful and lets us all play with our favorite gear.
(It also makes sense, such as older wealthier and more experienced knights have tempered and upgraded equipment)
I would love to see heirlooms removed as I barely play with them, I personally find them game breaking, but I see the necesity(or how you spell it) of them, if you'd like to call it that, it offers a goal, rather then only grinding for xp and gold, what else to spend the gold gained in-game?

Unless there could be some replacement as, per example, actual visual upgrades to évery set of armor, weapon or shield etc. I love the idea of personifying your items and upgrading them but what I personally don't like is the massive bonus it gives you(it is massive) over non-heirloomed players, maybe up to a certain degree.

But I find it a bit overdone horses become bloody tanks when theyre +3'd, the difference between a non heirloomed shield and a heirloomed one is fucking mindblowing, I always play with a non loomed shield and whenever it breaks and I pick up a loomed one I notice the difference immediatly, it's like comparing a Old round shield with a heavy kite shield, durability wise.
The same with horses, i havent ridden anything but steppe/desert/(rarely)cathapract but the difference between loomed and not loomed is also great, i have a +2 steppe myself and did some comparing(6riding) and its very clear..

Also 1h gets the tag "left swing unglanceable, even when you are nearly behind them" but 1h unloomed is a joke sometimes(not the ez shit scimitar,ncs,pick etcetcetc but the regular ones), dmg wise it gets a major buff, but then again it wouldn't be needed if the bloody armor didn't turn into shit knows what when its masterworked.

But yeah, it gives a goal, which a game needs imo to uphold a steady playerbase and not let people get bored.

Tl;dr: all my frustrations, rage and tears.

Edit: massive Wall of text now with neat gaps
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joseph Porta on April 09, 2013, 12:26:58 am
In addition I'd like to mention that for some time, there was a second siege server with banner balance off (it was EU_5 IIRC), and it was always empty. It seems most people are okay with clan stacking (I'm not in a clan, and I was also of the opinion that there should be a server with BB off, before I saw that only very few really care).

The answer to this is simple.. Rather bb then the population more split up.  :|
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 09, 2013, 12:33:30 am
The answer to this is simple.. Rather bb then the population more split up.  :|

+1!!! BUT however I think many new players and casual players cba playing due to the stomping sponsored by BB® = population decrease (this may sound like im blaming clans/players but I don't they simply use the features the game offers)
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joseph Porta on April 09, 2013, 12:35:04 am
I think you are not giving SB and Druzhina the credit they deserve. It is especially those clans that show in smaller numbers that really need banner balance to be able to do any mentionable teamplay at all.
I didn't think of it myself but I think that it would indeed destroy the clan scene, afterall why gather together in great numbers if you will not actually be playing together, which is essentially what its all about.
Literally destroy, it would be rendered useless, only scrimmages on privately owned servers would be a thing. Wich is usually only(idk just guessing) around 10v10, not the epic battles we play c-rpg for.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 09, 2013, 12:40:07 am
well...

I know theres both pros and cons and tbh I don't know how to fix it. I just think this should at least be looked at on occasion cus when majority of maps is won 4-1 or 4-0, something is wrong in the land of crpg as I see it

all I want is just the epic massive fights like back in the day and I just think that mainly BB is to blame for the population decrease ;/
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joseph Porta on April 09, 2013, 12:44:24 am
+1!!! BUT however I think many new players and casual players cba playing due to the stomping sponsored by BB® = population decrease (this may sound like im blaming clans/players but I don't they simply use the features the game offers)

I guess you play EU1 often, in siege its not too bad, only sometimes do greys roll around with their horrifying army of left swingers(thats not killing thats murder btw). I only rarely come to EU1, usually very late at night in the weekends  when the biggest stack ive seen was like 8 Mercs or so.

I used to play EU1 then I got an arrow and banner balance to the knee.  :P
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 09, 2013, 12:45:45 am
I used to play EU1 then I got an arrow and banner balance to the knee.  :P

I rest my population-case :p
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Alexander_TheGreat_ on April 09, 2013, 12:47:38 am
FFS Vidar, now again?
are your tears not dried yet?

I was testing this theory about banner balance of Vidar, I, Phase, tried with a few days without Merc banner, which are the most banner stacking clan. And my conclusion is, if you are good enough banner balance doesn't matter. I played without mercs and still i achived multiplier like normal.
When you say "i want challenge" because you didn't like banner balance in nord anyway, im just saying. You vs banner stacking mercs = alot of challenge. So your wish ave been fulfill, the fact that you want to remove banner balance is because you dont have anyone you want to play with, and since nord is inactive you even more want the banner balance to get removed

And about the looms if you say everyone got them, why remove? why not let them stay.

Fuck you Vidar!  :lol: :lol: :lol: :lol: :lol:
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joseph Porta on April 09, 2013, 12:47:53 am
well...

I know theres both pros and cons and tbh I don't know how to fix it. I just think this should at least be looked at on occasion cus when majority of maps is won 4-1 or 4-0, something is wrong in the land of crpg as I see it

all I want is just the epic massive fights like back in the day and I just think that mainly BB is to blame for the population decrease ;/
I wish I was there but I dont know how it was like :( I dont know what the touchto the succes back then was but for that I need to experience it myself.
Allthough it could also be that the mod(rather the game) is just getting a little older and people find new games thatthey play and forget about c-rpg..
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joseph Porta on April 09, 2013, 12:51:12 am
FFS Vidar, now again?
are your tears not dried yet?

I was testing this theory about banner balance of Vidar, I, Phase, tried with a few days without Merc banner, which are the most banner stacking clan. And my conclusion is, if you are good enough banner balance doesn't matter. I played without mercs and still i achived multiplier like normal.
When you say "i want challenge" because you didn't like banner balance in nord anyway, im just saying. You vs banner stacking mercs = alot of challenge. So your wish ave been fulfill, the fact that you want to remove banner balance is because you dont have anyone you want to play with, and since nord is inactive you even more want the banner balance to get removed

And about the looms if you say everyone got them, why remove? why not let them stay.

Fuck you Vidar!  :lol: :lol: :lol: :lol: :lol:

You are implying that the entire playerbase must play atleast  5 hrs a day and have the skills of a seasoned (over say 2k hrs) player? ^^

Also, theres only a limited amount of valour :P
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Alexander_TheGreat_ on April 09, 2013, 12:55:55 am
You are implying that the entire playerbase must play atleast  5 hrs a day and have the skills of a seasoned (over say 2k hrs) player? ^^

Also, theres only a limited amount of valour :P

Wouldn't that be nice entire playerbase playing for 5 hours - mod gets alive.
Well if you want to get valour work for it, looking at others getting 2-3 ponits more than u, and he achives his valour while you not. Just makes you wanna get better.

I wouldn't complain of people playing more, and i wont complain about getting more challenge of other players. If im not good enough to achive valour its my own fault.

Which fault is it if you get bad grades in school? urself or whoelse?
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 09, 2013, 12:56:30 am
FFS Vidar, now again?
are your tears not dried yet?

I was testing this theory about banner balance of Vidar, I, Phase, tried with a few days without Merc banner, which are the most banner stacking clan. And my conclusion is, if you are good enough banner balance doesn't matter. I played without mercs and still i achived multiplier like normal.
When you say "i want challenge" because you didn't like banner balance in nord anyway, im just saying. You vs banner stacking mercs = alot of challenge. So your wish ave been fulfill, the fact that you want to remove banner balance is because you dont have anyone you want to play with, and since nord is inactive you even more want the banner balance to get removed

And about the looms if you say everyone got them, why remove? why not let them stay.

Fuck you Vidar!  :lol: :lol: :lol: :lol: :lol:

so you say its a challenge to be raped by 10 mercs cus they primary you on their TS? lol my friend :)

I don't think you understand how big advantage it is to be 10-20 ppl on the same TS, working as a team. I know the advantage, ive played eve for 10 years haha :D
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Alexander_TheGreat_ on April 09, 2013, 12:59:59 am
so you say its a challenge to be raped by 10 mercs cus they primary you on their TS? lol my friend :)

its not a challenge to be raped by 10 mercs, the challenge is to kill all of them and stay alive =)
if you people are clever enough then try to make those mercs busy killing you and give ur teammates the chance to kill the randomers. What you need Vidar is teammates with common sense, which we in this mod really lacks off.

To be honest, mercs are not team playing as well,you can almost call us randomers with same banner. I think you should join our TS and listen to us "teamwork" Which are included Tony playing N.a.zi and chinese music, and syder as well. Im bullshitting about holding people legs, and other just talking about their real life problems.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 09, 2013, 01:03:30 am
you just gave me a perfect reason NOT to drop on the TS  :lol:
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Carthan on April 09, 2013, 01:05:46 am
so you say its a challenge to be raped by 10 mercs cus they primary you on their TS? lol my friend :)

I don't think you understand how big advantage it is to be 10-20 ppl on the same TS, working as a team. I know the advantage, ive played eve for 10 years haha :D

Hmmm
I thought we were talking about banner balance and fixing the game.
When did we start talking about one team using teamwork and winning and the other not?
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Alexander_TheGreat_ on April 09, 2013, 01:05:59 am
you just gave me a perfect reason NOT to drop on the TS  :lol:

but yet u didn't give me a perfect reason to understand your thought about removing looms and banner balance.
and i even changed banner to understand your side. But i dont.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Bjord on April 09, 2013, 01:07:30 am
Vidar is like the angry bully at school who starts to complain about homework getting too difficult. :-*
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joseph Porta on April 09, 2013, 01:07:52 am
Afaik mercs usually team up on the weekends, which alot of clans do, I personally rarely see them team up on workdays, allthough I only play in the evening, and we are not pointing fingers Phase, you act like we insulted mercs or something.  :lol:
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joseph Porta on April 09, 2013, 01:08:52 am
 Oops
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Krosis on April 09, 2013, 01:10:52 am
I don't agree with the other ones but as far as Banner Balance thing, personally I think it's more fun to kill the people that you're in TS with than playing next to them. While I understand the teamwork aspect of it, I find that it's far more satisfying killing a clan-mate and hearing him rage than winning a round with him.

Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Alexander_TheGreat_ on April 09, 2013, 01:11:08 am
Afaik mercs usually team up on the weekends, which alot of clans do, I personally rarely see them team up on workdays, allthough I only play in the evening, and we are not pointing fingers Phase, you act like we insulted mercs or something.  :lol:

Thats because me and Vidar is facerolling eu1 with our danish, and we mostly refer to mercs. Insult mercs if you want. I do it myself most of the times, beside look at my other replies "mercs have no teamplay, bullshitting teamspeak" do i sound like one which are mad at people insultining mercs? im gonna cut u jbo!
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joseph Porta on April 09, 2013, 01:12:43 am
Thats because me and Vidar is facerolling eu1 with our danish, and we mostly refer to mercs. Insult mercs if you want. I do it myself most of the times, beside look at my other replies "mercs have no teamplay, bullshitting teamspeak" do i sound like one which are mad at people insultining mercs? im gonna cut u jbo!

Isn't Vidar a shielder? :P and lol, misunderstood.  :lol:
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Tyr_ on April 09, 2013, 01:14:10 am
You make one major mistake, you assume that we do tactics and stuff when we sit together in ts, we leave this part to byzants, we are just an angry mob when we play with many ppl online ^^
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Alexander_TheGreat_ on April 09, 2013, 01:14:29 am
Isn't Vidar a shielder? :P and lol, misunderstood.  :lol:

well it just turns him into a dick with a condom on! =)
badam tiischhh!
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Kafein on April 09, 2013, 01:16:17 am
The problems with the multiplier system are countless and widely accepted, I won't cover that.

Banner balance only doesn't work because it makes the existing weaknesses of the autobalancer more apparent. The concept of banner balance isn't a problem, it's just that the current autobalancer isn't working very well and people attribute that to clan stacking while a better balancer would put more people in the other team to make up for a clanstack.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 09, 2013, 01:19:12 am
Vidar is like the angry bully at school who starts to complain about homework getting too difficult. :-*

oh my oh my if it isn't the infamous Bjord what have you been doing I haven't seen you online for quite a while?

edit: oh you refuse to answer my question, sadface :C but pls quit the trolling too then. tnx
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joseph Porta on April 09, 2013, 01:19:21 am
You make one major mistake, you assume that we do tactics and stuff when we sit together in ts, we leave this part to byzants, we are just an angry mob when we play with many ppl online ^^
Needs more pitchforks tho ashwood pikes too OP
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Tyr_ on April 09, 2013, 01:22:13 am
we only have 1 ashwood pike in the armory but no pitchforkes  :cry:
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joseph Porta on April 09, 2013, 01:36:23 am
The problems with the multiplier system are countless and widely accepted, I won't cover that.

Banner balance only doesn't work because it makes the existing weaknesses of the autobalancer more apparent. The concept of banner balance isn't a problem, it's just that the current autobalancer isn't working very well and people attribute that to clan stacking while a better balancer would put more people in the other team to make up for a clanstack.

With some sort of ratio to it? Example
Banner team - pug team
10banners.   - 3 extra players
20banners.   - 6 extra players

Start working from certain amount of banners(i dont think that small grouos made up from say 5-6 players should be effecting the balance, only major groups of banners) I chose 10 here for example.

Ofcourse youll have stacking vs stacking.. Allright so ill try to explain what i think..

Team1.                  10 banner. 20 banner
T2bonus.                3 player.    6 player
Negate eachother:  0 extra.     0 extra
Team2                   10 banner. 20 banner
T1bonus.                3 player.    6 player

So if T1 had 10 banners and T2 20, T1 would get 3 extra players. If both had 10 neither would get bonus. Ofc all the numbers here are random but just to show the concept, cant put it in words sry :P
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Korgoth on April 09, 2013, 01:53:09 am
I can see a pink elephant, and it's standing on the corner of the bed.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Thomek on April 09, 2013, 02:20:00 am
The problems with the multiplier system are countless and widely accepted, I won't cover that.

Banner balance only doesn't work because it makes the existing weaknesses of the autobalancer more apparent. The concept of banner balance isn't a problem, it's just that the current autobalancer isn't working very well and people attribute that to clan stacking while a better balancer would put more people in the other team to make up for a clanstack.

This. Banner balance in itself is awesome. crpg IS to a large extent the clan players nowadays. But I do agree the autobalancer could need an adjustment in those cases where a clan is on in huge numbers.

Still..  The autobalancer is very fucking good, a good testament is how often a huge battle ends up 1vs1. Some magic mathematics there..  It just fails in certain situations on certain maps, where i.ex one team is all cav or all ranged. To make up for that it would have to be much more advanced, and probably fail just as often. Or in worst case start producing very predictable results. 
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Carthan on April 09, 2013, 02:56:23 am
Hmm
If only it could be changed to something, maybe similar to this?
First round: No balances
Second round: Banner balance and random balancing
Third round and up: Analyze last round and swap players to balance teams by using instead of score (since we all have good and bad moments) using class statistics.

E.g. One team has a lot of players with high powerstrike and many players with high crossbow wpf, second team has many players with agility builds and throwing. Teams are then switched so that there will be a fairly even balance of character builds on each team.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Jarold on April 09, 2013, 03:03:57 am
oh my oh my if it isn't the infamous Bjord what have you been doing I haven't seen you online for quite a while?

edit: oh you refuse to answer my question, sadface :C but pls quit the trolling too then. tnx

Bjord is away at the moment, please leave your rage filled message after the beep and expect a reply within 3-4 business days. *beep*
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Teeth on April 09, 2013, 10:45:42 am
The problems with the multiplier system are countless and widely accepted, I won't cover that.

Banner balance only doesn't work because it makes the existing weaknesses of the autobalancer more apparent. The concept of banner balance isn't a problem, it's just that the current autobalancer isn't working very well and people attribute that to clan stacking while a better balancer would put more people in the other team to make up for a clanstack.
This, maybe the fact that there are multiple people from one clan can be taken into account by the balancer. If a banner stack is rolling a server, the balance should be able to go as far as putting 40 people on one team and 50 on the other. A banner stack can be balanced out perfectly. I think balance by win/loss ratio of individual players creates the best balance. Win/loss ratio takes everything into account and evening this out should provide good opportunities to both teams.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Moncho on April 09, 2013, 10:46:57 am
Hmm
If only it could be changed to something, maybe similar to this?
First round: No balances
Second round: Banner balance and random balancing
Third round and up: Analyze last round and swap players to balance teams by using instead of score (since we all have good and bad moments) using class statistics.

E.g. One team has a lot of players with high powerstrike and many players with high crossbow wpf, second team has many players with agility builds and throwing. Teams are then switched so that there will be a fairly even balance of character builds on each team.

First and second rounds already work like that afaik, with first round putting you in the team with the least players, second round having banner balance and a big chunk of balance, and further rounds just swapping a few players to try and balance things, sometimes even clan members moved to the opposing team to their bannerstack
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 09, 2013, 11:52:41 am
I wonder what would happen to the game if everyone joined either merc or byz only to get multiplier in FFA battles. try imagine... what would happen?

pure Darwin®
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joker86 on April 09, 2013, 11:52:57 am
I understand both positions of the banner balance discussion. Yes, if you are in a clan you want to play with your clan mates, it's perfectly fine. But this shouldn't justify a clan roflstomping the pubs of the enemy team, just because they happen to not be in a clan.

The solution I have to offer is the solution I offer to most problems in cRPG:

Implement conquest mode (already)!

That way both teams get a clearly defined objective, and they don't spread out over the map, while clan players stick together (which is the main reason for their effectivity - yes, it's really frustrating to see how ignorant or simply retarded most pub players are to not realize that you should always go where your teammates are, not where you see the enemy  :rolleyes: ). That way the biggest advantage clan players have over random players would get lowered a bit.

And I think we don't even need to discuss that the multiplier system is a big pile of crap, and should get removed, together with the entire upkeep system which lacks function and flexibility in such a shocking extend, that every game designer would start bleeding out of his eyes, nose and ears when he heared about it. And together with the mutliplier system the valour would be gone, but it could be replaced by something similar for the new system (whatever it will be), with the little difference of only being available for the losing team. And perhaps with more gradiations, not only the few best get 100% of the reward, but also a few good ones get 75% and a few decent ones get 50% or the like. So that not only the long term veteran nerd unemloyed players get rewards and motivation.

Looms are a different matter. The entire system should be reworked, yes, but we definitely need some kind of grind and progress in the game, it's an important, if not THE most imortant source of motivation for many, perhaps most people. Including me. Payday: The Heist was only fun until I reached the max level.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 09, 2013, 11:56:01 am
next time im going to do a post, ill tell joker and he will do it for me. :D great post.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joker86 on April 09, 2013, 12:15:46 pm
next time im going to do a post, ill tell joker and he will do it for me. :D great post.

Better don't, the length will deterr most people.

Who have only a very limited attention span and intellect.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Tomas on April 09, 2013, 02:42:33 pm
Banner Balance:
- Its needed so that clans can play together.  Strat is not a valid alternative for everybody as it requires far more effort than a lot of players can manage.  just look at how many clans don't play strat at all.
- It does not need to be so high.  I think its capped at 40% of your teams levels atm and that is just too much. 30% or even 25% would be much better and leave more room for multiple clans on each team.

Multipliers:
- Are needed to focus the team on an objective.  Conquest mode is merely changing the objective, it doesn't give any incentive to go for the objective on its own
- However there are better systems that need investigating and testing in cRPG so that the best can be picked for  :wink:
- Personally I would like to test multipliers only effecting XP gain with gold a static time based gain (and possibly a smaller win bonus)
- Another alternatice would be to cap the multiplier at x2 but double the base gain.  The average multiplier would go up slightly whilst the max multiplier would decrease

Valour:
- Is a massive pile of crap.  It rewards the best players by allowing them to use more expensive gear on average thereby increasing the gap between them and everybody else even further.
- Valour should at least be changed to effect XP only or even better it should be removed.  Good players do not need a reward.

Looms:
- Are nice but i'm hoping  :wink: will be using a trade off system rather than the current improvement system.
- Would be interesting to test such a system in cRPG.  We already have 6+ extra versions of every weapon so why not turn that into a simple speed vs damage trade off system

Upkeep:
- needs changing as it encourages leeching too much.  People want to make money so use peasant gear but why even bother fighting if you are stuck with peasant gear.
- the simple change would be to reduce upkeep on all items by ~250 gold.  Then low tier and some mid tier items become free to use whilst only the higher tier gear has upkeep.

Characters (whilst i'm at it):
- need adjusting to reduce the gap between low and high level players
- starting all chars at 18/18 and then halving all the passive stat gains would work best for me.  So an 21/21 char (gaining 21HP) becomes a 36/36 char (gaining 18HP) staying roughly the same.  Skills would require 6 attribute points per level not 3 to again re-balance. So 21/21 with 7 points in IF becomes 36/36 with 6 points in IF also staying roughly the same.  The main difference is that half the passive attribute gain is present at level 1.
- This also reduces the impact of extreme builds and high level chars on the game slightly.  33/3 with 30HP gained becomes 48/18 with 24HP gained

EDIT: Post edited to remove references to  :wink:   :D
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joker86 on April 09, 2013, 05:03:00 pm
Banner Balance:
- Its needed so that clans can play together.  Strat is not a valid alternative for everybody as it requires far more effort than a lot of players can manage.  just look at how many clans don't play strat at all.
- It does not need to be so high.  I think its capped at 40% of your teams levels atm and that is just too much. 30% or even 25% would be much better and leave more room for multiple clans on each team.

I think a fixed percentage is too unflexible. If there is only one clan with several players on, the banner balance should be 0%. In any other case the smallest group of clan players decides. The "team balance value" for clan groups should be exponential, and if it already is, the value growth has to be raised. Five clan players can very well equal twelve random players. You want to play together? Fine. But single players also have a right on fun. So deal with a huge crowd as enemies if you think you need teamspeak to beat a few pubs.

Multipliers:
- Are needed to focus the team on an objective.  Conquest mode is merely changing the objective, it doesn't give any incentive to go for the objective on its own
- However there are better systems that need investigating and testing in cRPG so that the best can be picked for M:BG
- Personally I would like to test multipliers only effecting XP gain with gold a static time based gain (and possibly a smaller win bonus)
- Another alternatice would be to cap the multiplier at x2 but double the base gain.  The average multiplier would go up slightly whilst the max multiplier would decrease

1st: Conquest mode is merely changing the objective and doesn't give any incentive to go for the objective? What the heck? How can you state something like that without even bothering to explain it? Because, you know, the invention of the car did not raise the mobility of the people. World war 2 never happened. I can fly.
2nd: which are the better system? I'd like to hear it, because I could not think of any.
3rd: Sounds okay, but honestly the whole multiplier and upkeep system has to go.
4th: Multiplier has to go. Definitely. For good.

Valour:
- Is a massive pile of crap.  It rewards the best players by allowing them to use more expensive gear on average thereby increasing the gap between them and everybody else even further.
- Valour should at least be changed to effect XP only or even better it should be removed.  Good players do not need a reward.

Agreed.


Looms:
- Are nice but i'm glad M:BG will be using a trade off system rather than the current improvement system.
- Would be interesting to test such a system in cRPG.  We already have 6+ extra versions of every weapon so why not turn that into a simple speed vs damage trade off system

The trade off system would require the double amount of looms, as you would have two directions to go, either the "raise speed" or "raise dmg" direction. And for every additional trade off pair added you have six more weapons added. So I doubt they will implement it, although I basically agree. P.S.: You probably broke the rules of NDA with your loom statement  :P

Upkeep:
- needs changing as it encourages leeching too much.  People want to make money so use peasant gear but why even bother fighting if you are stuck with peasant gear.
- the simple change would be to reduce upkeep on all items by ~250 gold.  Then low tier and some mid tier items become free to use whilst only the higher tier gear has upkeep.


I think a simple reduction won't help much, as it will only raise the people's expectations towards the gear they will be able to afford, and they will leech the same way, just to be able to wear slightly better equipment than before. That fucking, incredibly idiotic upkeep system has simply to go. Replace it with a system where the soft level cap is raised a bit, but you must spend skill points to be able to wear more expensive gear. Either have a good character with poor gear, a character with great gear but poor skills, or a character with decent skills and decent gear. No time limit on your favourite expensive gear, no "losing" something in a game (games ALWAYS work with rewards as motivation, and not with missing punishment  :rolleyes: ), and no effectivity difference between different characters of the same level but with different gold budgets. And finally the value of some items will REALLY work as a restriction, in difference to now where you need to sell a loom point on the market and be able to wear the most expensive gear for a really long time. The system is so flawed, I could go on for hours about it.

Characters (whilst i'm at it):
- need adjusting to reduce the gap between low and high level players
- starting all chars at 18/18 and then halving all the passive stat gains would work best for me.  So an 21/21 char (gaining 21HP) becomes a 36/36 char (gaining 18HP) staying roughly the same.  Skills would require 6 attribute points per level not 3 to again re-balance. So 21/21 with 7 points in IF becomes 36/36 with 6 points in IF also staying roughly the same.  The main difference is that half the passive attribute gain is present at level 1.
- This also reduces the impact of extreme builds and high level chars on the game slightly.  33/3 with 30HP gained becomes 48/18 with 24HP gained

I never experienced the level cap as a problem. You can get level 20+ quickly, and then you can already contribute something. The whole motivation to level your character up comes from the level differences and the advantages they bring. Reducing it would lower the incentive to work towards a certain goal. For some people, who also enjoy "Counter Strike" like games, this sounds nice. But I think most people here on cRPG prefer a certain extend of grind, and nothing is more motivating than grind with a noticeable purpose. If anything, I would be for a slight increase of the level cap, to something between 33 and 36.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Tomas on April 09, 2013, 07:15:14 pm
I think a fixed percentage is too unflexible. If there is only one clan with several players on, the banner balance should be 0%. In any other case the smallest group of clan players decides. The "team balance value" for clan groups should be exponential, and if it already is, the value growth has to be raised. Five clan players can very well equal twelve random players. You want to play together? Fine. But single players also have a right on fun. So deal with a huge crowd as enemies if you think you need teamspeak to beat a few pubs.

Sorry but that sounds crap.  I and many others specifically play or continue to play cRPG because it is geared so much towards team play.  I come online, see a friend and can immediately play along side them with the exception of the odd round. 

A potential system I would be interested to test is banner balance set equal to however many players/levels the 4th largest clan on the server has (with a min of say 10%).  So a typical 40vs40 on EU1 would only balance 4ish players together per clan, but if the 4th largest clan has 8 players online then banner balance will increase.  This means clans can casually play together all the time in small numbers but they can only seriously stack 1 team on a server if they have other clans to fight against.

1st: Conquest mode is merely changing the objective and doesn't give any incentive to go for the objective? What the heck? How can you state something like that without even bothering to explain it? Because, you know, the invention of the car did not raise the mobility of the people. World war 2 never happened. I can fly.

Ok, Conquest Mode with no multiplier.  What exactly is it that causes me to want to actually go to the flag (or whatever) when I can have just as much fun running around simply killing things? 

It is the multiplier that rewards people for pursuing the objective.  An objective without an incentive would just not work.

The trade off system would require the double amount of looms, as you would have two directions to go, either the "raise speed" or "raise dmg" direction. And for every additional trade off pair added you have six more weapons added. So I doubt they will implement it, although I basically agree. P.S.: You probably broke the rules of NDA with your loom statement  :P

Actually you are wrong.
- Right now we have -3,-2,-1,0,+1,+2,+3 loom levels for most items.  So 7 in total
- Under the trade off system you would need the base item (0) plus the speed looms (+1,+2+3) and the damage looms (+1,+2,+3).  So 7 in total
- Applying +1 Damage to a +1 speed loom would just result in a 0 loom state since its a trade off.

I edited my post for you though :D
 
I think a simple reduction won't help much, as it will only raise the people's expectations towards the gear they will be able to afford, and they will leech the same way, just to be able to wear slightly better equipment than before. That fucking, incredibly idiotic upkeep system has simply to go. Replace it with a system where the soft level cap is raised a bit, but you must spend skill points to be able to wear more expensive gear. Either have a good character with poor gear, a character with great gear but poor skills, or a character with decent skills and decent gear. No time limit on your favourite expensive gear, no "losing" something in a game (games ALWAYS work with rewards as motivation, and not with missing punishment  :rolleyes: ), and no effectivity difference between different characters of the same level but with different gold budgets. And finally the value of some items will REALLY work as a restriction, in difference to now where you need to sell a loom point on the market and be able to wear the most expensive gear for a really long time. The system is so flawed, I could go on for hours about it.

I did say it was the simplest solution, not necessarily the best :)  Your idea could work though.  At the very least an armour skill for the high tier armours/gloves/boots/helmets could be added fairly easily I think

I never experienced the level cap as a problem. You can get level 20+ quickly, and then you can already contribute something. The whole motivation to level your character up comes from the level differences and the advantages they bring. Reducing it would lower the incentive to work towards a certain goal. For some people, who also enjoy "Counter Strike" like games, this sounds nice. But I think most people here on cRPG prefer a certain extend of grind, and nothing is more motivating than grind with a noticeable purpose.

The grind is still there.  A level 30 char is still better than a level 1 char.  So what's the issue?

This just means new/retiring players start with something a bit more survivable than the current 3/3 peasant.

If anything, I would be for a slight increase of the level cap, to something between 33 and 36.

Not sure what you mean by this as we already have level 36 players and as far as i understand 37 is perfectly possible for people if they grind long enough
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Kafein on April 09, 2013, 07:58:46 pm
Multipliers:
- Are needed to focus the team on an objective.  Conquest mode is merely changing the objective, it doesn't give any incentive to go for the objective on its own
- However there are better systems that need investigating and testing in cRPG so that the best can be picked for  :wink:
- Personally I would like to test multipliers only effecting XP gain with gold a static time based gain (and possibly a smaller win bonus)
- Another alternatice would be to cap the multiplier at x2 but double the base gain.  The average multiplier would go up slightly whilst the max multiplier would decrease

Valour:
- Is a massive pile of crap.  It rewards the best players by allowing them to use more expensive gear on average thereby increasing the gap between them and everybody else even further.
- Valour should at least be changed to effect XP only or even better it should be removed.  Good players do not need a reward.

The problem of the multiplier is that what you get is dependant on your team, not on you. You may be saving the day individually from time to time but being punished because the enemy team is better than your team no matter what you have done yourself is unneeded, hence why valour and score-based rewards are a much better system. Furthermore, it encourages everything but fair and fun play. Nobody wants to camp the hill, they just do it because that will make them win. Nobody wants to delay, but that x5 is one hell of a good reason to do it.

Now, basing everything on individual effectiveness is highly unfair to new/bad players, so I think the ratio between the maximum and the minimum rewards shouldn't exceed 3/2 . 5 is way, way too much anyway.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: EyeBeat on April 10, 2013, 02:57:48 am
Turn off banner balance till a servers "playing not spectating" population is more than 40 players.  Thanks in adavance.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joker86 on April 10, 2013, 09:40:20 am
Sorry but that sounds crap.  I and many others specifically play or continue to play cRPG because it is geared so much towards team play.  I come online, see a friend and can immediately play along side them with the exception of the odd round. 

A potential system I would be interested to test is banner balance set equal to however many players/levels the 4th largest clan on the server has (with a min of say 10%).  So a typical 40vs40 on EU1 would only balance 4ish players together per clan, but if the 4th largest clan has 8 players online then banner balance will increase.  This means clans can casually play together all the time in small numbers but they can only seriously stack 1 team on a server if they have other clans to fight against.

This is basically very similar to my proposal with the smallest possible clan stack. And I don't see where my idea with increasing the value of a clan group does not go along with your ideas.

Ok, Conquest Mode with no multiplier.  What exactly is it that causes me to want to actually go to the flag (or whatever) when I can have just as much fun running around simply killing things?

It is the multiplier that rewards people for pursuing the objective.  An objective without an incentive would just not work.

Why do you think I would seriously propose... well... implementing conquest mode, then removing the multiplier system and replacing it with... nothing? Of course there should be a new reward system, and it could very well be connected to the flag. Actually I already suggested to make the reward system based on your class. So that infantry for example get most rewards for capping the flag, while archers and cavalry get most points for kills in the flag area. You know, something like that.


Actually you are wrong.
- Right now we have -3,-2,-1,0,+1,+2,+3 loom levels for most items.  So 7 in total
- Under the trade off system you would need the base item (0) plus the speed looms (+1,+2+3) and the damage looms (+1,+2,+3).  So 7 in total
- Applying +1 Damage to a +1 speed loom would just result in a 0 loom state since its a trade off.

I edited my post for you though :D

Okay, I was wrong. But this time you are as well, unless you proposal is already for a system without upkeep and degrading weapons.
 
The grind is still there.  A level 30 char is still better than a level 1 char.  So what's the issue?

Less differences between levels = less incentive to level up. Which means less motivation. But I admit, this is a matter of personal preference.

Not sure what you mean by this as we already have level 36 players and as far as i understand 37 is perfectly possible for people if they grind long enough

During all the time cRPG is running now (with the new system) nobody has reached lvl 36 yet. I meant raising the soft cap from 30/31 to 33/34 or 36/37 (the second number being the level to retire). To raise the differences between the players. So basically the opposite of what you want.  :wink:
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Tomas on April 10, 2013, 10:28:02 am
This is basically very similar to my proposal with the smallest possible clan stack. And I don't see where my idea with increasing the value of a clan group does not go along with your ideas.

I understood your idea to have no banner balance at all below a certain point.  Mine always has at least a small amount of banner balance.

Why do you think I would seriously propose... well... implementing conquest mode, then removing the multiplier system and replacing it with... nothing? Of course there should be a new reward system, and it could very well be connected to the flag. Actually I already suggested to make the reward system based on your class. So that infantry for example get most rewards for capping the flag, while archers and cavalry get most points for kills in the flag area. You know, something like that.

And what about infantry that protect their own ranged or take out 5 enemies not near the flag which allows the rest of the team to cap the flag more easily.  There are many ways to help the team and rewarding them all would get complicated. Also what about new players?  If xp/gold gain reverts to being performance based then it will be even harder for new players to get into the game.  Bonuses need to be team performance based not individual.  For individuals i would prefer to see more e-peen stats.  Rankings for most head shots, best K:D, most melee kills with a 2H sword, etc.  The top of each ranking can get an automatic title.  Obviously "Hero" would have to be reserved for the most kills with a 2H sword :D

Okay, I was wrong. But this time you are as well, unless you proposal is already for a system without upkeep and degrading weapons.

Good point, upkeep would need to be replaced.  You've already solved that with the armour skill idea though :D
 
During all the time cRPG is running now (with the new system) nobody has reached lvl 36 yet. I meant raising the soft cap from 30/31 to 33/34 or 36/37 (the second number being the level to retire). To raise the differences between the players. So basically the opposite of what you want.  :wink:

I'm pretty sure someone has hit 36 by now. Can't remember where i saw it but possibly Canary
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 10, 2013, 12:36:46 pm
just want to say I totally enjoy reading all this. tnx for awesome debating, suggestions/ideas and a good tone :)
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joseph Porta on April 10, 2013, 12:38:56 pm
WoT/Wall of text/War of Text  8-)
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joker86 on April 10, 2013, 01:35:40 pm
I understood your idea to have no banner balance at all below a certain point.  Mine always has at least a small amount of banner balance.

Well, I guess basically we agree then, it's only a question of fine tuning to get us both satisfied.

And what about infantry that protect their own ranged or take out 5 enemies not near the flag which allows the rest of the team to cap the flag more easily.  There are many ways to help the team and rewarding them all would get complicated. Also what about new players?  If xp/gold gain reverts to being performance based then it will be even harder for new players to get into the game.  Bonuses need to be team performance based not individual.  For individuals i would prefer to see more e-peen stats.  Rankings for most head shots, best K:D, most melee kills with a 2H sword, etc.  The top of each ranking can get an automatic title.  Obviously "Hero" would have to be reserved for the most kills with a 2H sword :D

I think the whole reward matter is incredibly complicated. Next to balancing throwing weapons it's the game design question in cRPG I am most afraid of. To be honest, I don't really dare to touch it. I just want to say that conquering/protecting the flag should definitely matter. In whatever way you do it.

I'm pretty sure someone has hit 36 by now. Can't remember where i saw it but possibly Canary

Doesn't the Hall of Fame (http://c-rpg.net/index.php?page=tavernhof) say that El_Supreme is the highest level character with level 35.28?

I am thinking more of having level 33 or 36 be as common as level 30 or 31 are nowadays. Not only for the gameplay and motivation aspect the level differences bring, but also for the sake of a higher build variety. Many classes have a really narrow choice of viable builds, which is incredibly sad IMHO.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Kafein on April 10, 2013, 01:39:01 pm
Doesn't the Hall of Fame (http://c-rpg.net/index.php?page=tavernhof) say that El_Supreme is the highest level character with level 35.28?

That's the highest character that retired. Afaik there are a handful of level 36 people right now. But nobody ever planned it.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joker86 on April 10, 2013, 03:27:32 pm
Ah okay. Now that's what the hall of fame is for.

Still I think it would be nice to be able to reach lvl 33 or 36, even if you do have a job, friends and a partner.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Sniger on April 10, 2013, 03:53:24 pm
WoT/Wall of text/War of Text  8-)

lol now I just read my last post again and it seem abit sarcastic but I wasn't! I meant it and I don't think its wall of text, I think this is a very healthy debate, a debate that we cannot avoid any longer. and the two fellas here discussing forth and back (+ your awesome posts JP) I think is really awesome. I already said that I honestly have no idea how to fix - but that doesn't matter cus there are 2 ppl who have great insight and more than plenty of just as great ideas (imo)
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Lt_Anders on April 11, 2013, 12:12:52 am
on the NA side: FFC_Aldogalus_MB is level 36.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joseph Porta on April 11, 2013, 12:39:51 am
Turn off banner balance till a servers "playing not spectating" population is more than 40 players.  Thanks in adavance.
i like that
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Tyr_ on April 11, 2013, 12:50:36 am
Turn off banner balance till a servers "playing not spectating" population is more than 40 players.  Thanks in adavance.

That makes it even more unfair for small clans.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: EyeBeat on April 11, 2013, 02:16:19 am
That makes it even more unfair for small clans.

It is unfair for people not in clans otherwise.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joseph Porta on April 11, 2013, 02:51:44 am
That makes it even more unfair for small clans.

Is there ever less then 20v20 on eu1? Except 5 am workdays.  :lol:
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joker86 on April 13, 2013, 06:07:31 pm
I think the whole reward matter is incredibly complicated. Next to balancing throwing weapons it's the game design question in cRPG I am most afraid of. To be honest, I don't really dare to touch it. I just want to say that conquering/protecting the flag should definitely matter. In whatever way you do it.

Despite my statement of above I decided to give it a shot anyway. Perhaps it offers a base for someone who really finds the best was for a reward system. So let's get started:

(click to show/hide)
_________________________________________________________________________


That's it.

For those of you who are too lazy to read through all this, or don't really get what I am aiming at, I have a

TL;DR-Version:

For me the gameplay of the infantry is the core problem. If infantry plays "properly", the other classes have to adjust. But as long as infantry plays like it does at the moment on the battle server, the other classes are free to hunt them, causing all those complaints on the forums.

So the changes aim towards keeping infantry together. The fact, that you don't get points for enemies you kill yourself, but that the reward at the end of the round is depending on your infantry teammates who survived, will hopefull encourage infantry to play more "together" and to protect each other, instead of going for a kill hunt. Actually hunting kills on your own would not help you anything, as you can only get points if teammates near you kill the enemy.

The fact that you don't get any rewards for having your "target class" killed (e.g. Crushthrough infantry does not get rewards for killed shielders) sounds paradox at the first glance. But on the other hand this means, that in difference to the other enemy classes, you are allowed to kill them, without having to suffer from reduced rewards. This system is meant to encourage players focusing on certain enemies, not to get direct rewards, which always causes terrible behaviour. It is for the sake of protecting your teammates, who in return will increase your rewards. But you don't get "greedy" on those kills, as if someone else kills your target, you don't lose anything. I hope this system is what we were looking for all those years, as it has the benefit or rewarding classes for killing certain other classes, without all those kill stealing and teamwounding side effects.

As I already wrote, the system for heavy infantry (= two handed players) is an exception of this, which makes my kind of sad, but I could not find any other solution. But perhaps one of you will?

The fact that archers and cavalry get rewarded for kills directly is not nice, but I think it's not that much of a problem either, as you can't compare it to the problems direct kill rewards would bring for infantry in general. That's also why cavalry and archers receive a much higher teamhit malus, than infantry. It's because it is easier for cav and ranged to avoid hitting teammates than it is for infantry.
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Fips on April 13, 2013, 06:57:31 pm
tl;dr-version: tl;dr
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joker86 on April 13, 2013, 07:21:11 pm
tl;dr-version: tl;dr

Then please stop participating in a forum and do something more appropriate to your intellect, like... throwing stones in a lake... picking your nose... etc... you get the idea?  :P
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Fips on April 13, 2013, 07:25:25 pm
Then please stop participating in a forum and do something more appropriate to your intellect, like... throwing stones in a lake... picking your nose... etc... you get the idea?  :P

Oh c'mon, you know i'm just messin with you =P
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Joker86 on April 13, 2013, 07:55:34 pm
I know. That's why there was that tongue-smiley  :wink:
Title: Re: Banner "balancer", valour, multiplier & looms
Post by: Kafein on April 13, 2013, 10:31:34 pm
Smileys are too long to read too.