cRPG

cRPG => General Discussion => Topic started by: Fips on May 11, 2014, 08:01:18 pm

Title: How to implement multi in conquest?
Post by: Fips on May 11, 2014, 08:01:18 pm
First of all, for those who don't know what conquest is, here's how it works:
Map makers set flags/spawns for separate flag layers now. Meaning you have to take layer 1 completely before you can move on to the next layer. Layers can consist of as many flags as the maker wants to. So the combinations are kinda endless here. 10 Flags for layer 1 and then just 1 for layer 2, whereas layer 3 can have 20, whatever, anything's possible. Defenders win by successfully defending at least ONE flag until the end of the round. Attackers have to take ALL of the flags to win the round.


But here's the problem: Conquest maps are huge. They can take up to 60 minutes depending on what the map seems to need and right now you only get multi if you actually win the map, so implementing maps longer than 10 minutes is probably gonna cause a lot of rage and it's unfair to the players. Here's where Urist comes in, because he might implement a way to gain/lose multi, but for that it needs to be doable from a coders perspective, it needs to be balanced around the xp/gold gain that every other gamemode has and as simple as possible.

So here's what i came up with.

Conquest will get a timer. Attackers gain multi by capturing a flag within it and lose their multi if they don't. Defenders get multi if they defend all flags of the current layer until it runs out and lose if a flag gets captured.
Sounds simple enough, but has one bigass problem, how long the timer should be. Currently, as a defender, you can get x5 within 28 minutes of playtime and attackers can do that within 10. But conquest can't be balanced around those numbers because auto balance does not happen as often. If the timer is set at 5 minutes for example, on the big maps defenders are unable to gain x5 in under 20 minutes because there is no chance to get autobalanced to attackers within that time frame. Unfortunately with this method, defenders only gain multi by time whereas attackers can gain it by the number of flags. So there need to be limitations.

Let's say the timer is set to a 7th of the round time. On maps that last about 25-30 minutes this seems nice enough, because defenders could gain multi every 4 minutes but are more likely to lose it because there are more flags to defend. Attackers will get it whenever a flag has been taken and a map of 30 minutes is probably going to have around 5-10 maps, so x5 should be no problem if fast enough. But with a map that takes 60 minutes, defenders would get a HUGE disadvantage by this, because there will be more flags to be captured by attackers, plenty more, and defenders can only gain multi every 8 minutes. On the other hand, when a map lasts only 10 minutes, attackers can only take like 2 flags and defense could get multi every 1 minute and ~30 seconds.
So, setting a minimum for the timer of around 4 minutes and a maximum of 7 minutes (the current value) seems to be okay.
But it's not okay =D
Problem with multi in conquest is the variability of maps. A 10 minute map can have only 2 flags to be captured or can have 5 if the map is built like that. So either way, not implementing the amount of flags in the timer can be a big problem. It also could not be if the maps are set around a certain time/flag relation. But i don't want to do that because it limits the map makers, plus it will be a trial&error solution in the end.
(Can i just say that the idea sounded a lot better in my head than when i am writing it down right now?! ~_~")

Multi timer = roundtime/X - flagsum/Y

Actually, let me just work with 2 examples now, maybe this will clear things up a little bit, this post seems way too chaotic currently.

Example 1: 15 Minute map. 2 Layers, with 2 flags each. 4 flags.
Example 2: 60 Minute map. 5 Layers. Each layer having 4 flags with the exception of the last one, which only has one. Sums up to 17 flags.

Let's set X at 7 like i mentioned above and Y at 50, because why not.

MultiEx1= 15/7 - 4/5 (=1.3 minutes)
MultiEx2= 60/7 -17/5 (=5.2 minutes)

For example 1 the limitation would kick in and set the timer to 4 minutes, example 2 would be untouched by it.
This means defenders can get x5 on ex1 and x12 on ex1. Attackers can get x5 on ex1 and x18 on ex2.

While example 1 seems to be okay with the numbers above and it's limits, example 2 clearly is not.



And i will just stop here, because i suck at math and in general and my brainfart is over now. This is just what i came up with that sounded kinda good in my head. Now i want you guys to think how to either alter my idea in a way that makes this stuff balanced or just come up with a whole new idea!
Have fun, lol.
Title: Re: How to implement multi in conquest?
Post by: San on May 11, 2014, 08:10:27 pm
Didn't fully read the last few paragraphs yet, but maybe multi just isn't that compatible with the mode. When things become too complex, that's a good indication that it either won't work well or would be difficult. What's wrong with a flat x2 or x3 with extra bonuses based on what you accomplish?
Title: Re: How to implement multi in conquest?
Post by: Algarn on May 11, 2014, 08:15:49 pm
Multi isn't only wrong with conquest, it's wrong with the mod. Devs promised another reward system, but you know ... ETA : december 2010.
Title: Re: How to implement multi in conquest?
Post by: sjarken on May 11, 2014, 08:16:15 pm
New gamemode! Cant w8, maybe servers will get filled again :D
Title: Re: How to implement multi in conquest?
Post by: Utrakil on May 11, 2014, 08:20:30 pm
Stay simple: multi every 6min. If your archieved score in this 6 min is higher than 140%  of your team's average you gain multi.
if your score is under 60% of your team's average you loose multi.
inbetween your multi stays.
tada my brainfart!
Title: Re: How to implement multi in conquest?
Post by: Taser on May 11, 2014, 08:24:34 pm
Didn't fully read the last few paragraphs yet, but maybe multi just isn't that compatible with the mode. When things become too complex, that's a good indication that it either won't work well or would be difficult. What's wrong with a flat x2 or x3 with extra bonuses based on what you accomplish?

This.

TBH when conquest was on siege. I played siege a ton more even with a shitty multi. It was fun and that was enough.

But people like their multi so.. I understand the issue. People always GTX as an attacker if they had x1 on conquest.

However you guys set it up.. do it soon so I can do conquest on NA 2. Siege is fun as well but no body plays it to the point that losing 1 or 2 people on siege makes it die if there's a decent amount of people playing.
Title: Re: How to implement multi in conquest?
Post by: Krex on May 11, 2014, 09:11:17 pm
Yeah,keep multi out of it.
Also,is conquest going to be on a new server and we keep siege on eu2?On the one hand I hope so,because...multi,you know?
On the other hand,the playerbase is already small enough and I dont want it to split up between eu2 and cunquest-siege with 30 people isnt that much fun and I dont bleieve conquest is...
Title: Re: How to implement multi in conquest?
Post by: Kato on May 11, 2014, 09:35:48 pm
or just change multi system a little. Something simple but motivating, like attackers start on x1 and gained multi for every flag and defenders start on x5 and lose multi for every lost flag. One 30 minute round is enough so map change after. It could be fun then...
Title: Re: How to implement multi in conquest?
Post by: San on May 11, 2014, 09:41:08 pm
NA2 is pretty much having a decent 10v10 going on, a few people leave (usually non-banner) making it 7v10 or worse for much of the next round. Situation cascades resulting in an empty server. EU2 is more fun with the higher ping. Don't think many people would complain much about experimenting on NA2.
Title: Re: How to implement multi in conquest?
Post by: Fips on May 11, 2014, 09:42:37 pm
Yes, multi sucks, but that's just the way it is and obviously it won't change in the near future, so multi definitely has to be implemented in the way it is now.
Only implementing score is bad for siege and especially conquest. There are enough tincans spamming around fishing for points as it is, rewarding people to wear a ton of armor is not good imo. Even just a constant x2.5 with score on top of it will do that. There's a whole lot more to think of when getting rid, even partial, of the multi system. That's why noone's done it yet =D

Personally i couldn't care less if i had constant x1 on conquest, because i'd just play it for the mode itself and not to grind, but yeah, you can't implement such a mode without getting the players rewards in form of multi.


@Taser:Conquest is basically a siege map with a certain prop in it. Once the game recognizes the prop it switches to conquest, so yes, it'll be on EU2/NA2.
@Ultrakil: Too unfair to the already highly disadvantaged new players or lowlevels.
Title: Re: How to implement multi in conquest?
Post by: Pue_ on May 11, 2014, 09:50:12 pm
You can take conquest into to siege rotation on eu2. So you dont split the guys. Maybe after 2 maps siege you can play 1 map conquest.
I hope conquest will come back. It is a nice mod for crpg and a lot of fun.
Title: Re: How to implement multi in conquest?
Post by: Krex on May 11, 2014, 09:58:20 pm
You can take conquest into to siege rotation on eu2. So you dont split the guys. Maybe after 2 maps siege you can play 1 map conquest.
I hope conquest will come back. It is a nice mod for crpg and a lot of fun.

For that you would have to change the gamemode from siege to conquest/conquest to siege,but that should be possible for the devs...
Thats a pretty good idea,but the problem is,that those,who dont like conquest,will just leave the server.
Well,we should just test it,maybe for 2-3 days when this is finished.
Title: Re: How to implement multi in conquest?
Post by: Alaire on May 11, 2014, 10:56:38 pm
What could be done for conquest multiplier would be to make each flag worth one multiplier. Each time an opposing side gained a flag(or successfully captured a point) that side would gain a multiplier(or the equivalent of).
(so if 5 flags, x5 each flag worth x1, 2 flags still is x5, each is worth 2.5x).

Benefits:
Keeps interest on the defense, the defense could automatically start out with a x5.
Gives incentive for defenders to guard all the spots, without the need of time.
Takes out most of the time factor for giving multies.

Cons:
Ugly amounts of experience at certain points in time(i.E. 3 flags) x1.33 per flag. Gets kind of sketchy with many many flags in general.
Stalling once both teams achieve a decent multiplier. --> to prevent, re balance swap players every(10-20 minutes?) sort of works.
Defense has a possibility of getting more experience than offense? If defends well for long period of time. 
Does not necessarily bias any team...(unless everyone on defense is a pro and the offense gets nowhere)  --> to prevent, re balance swap players every(10-20 minutes?)


Conditions:   #conditions which could cause people to give up and lose? Could just have automatic switch sides if win on defense.
For carrying over, the max would be remain a x5.
If attackers win, switched to defense, would already start with a x5.
If attackers win, stay on attacker side, keep x5.
Attackers lose, switched to defense, gain a x5.
Attackers lose, stay on attacking, stay at x1.
Defenders win, no switch, would already start with x5.
Defenders win, switch, start with x5.
Defenders lose, would start with x5.       #
Defenders lose, switch offense, start with x1. 

Valour could happen over a certain time period. If over a 10 minute span of fighting, they did whatever it takes to earn valour, they could get a bonus multiplier regardless of which side they're on adding a x1 as it usually does. After another 10 minutes, if that person did not earn it again, it would revert back to the "normal" multiplier scheme depending on which side the person is on.

I could have miss-typed something, but overall, this seems to me like a viable solution to the problem.
Also, there would be lots of EXP... mainly for defense if they are solid. Tics could still be every minute, similar to battle server.
Thoughts?

Edit: Realized this may not be extremely good for attackers for larger maps in the beginning, but viable for smaller maps. Page of semi brainfarts.
Thinking about it more... confusing myself a bit :P I'll just cross that out, leave it there let you guys think about it some :)
Title: Re: How to implement multi in conquest?
Post by: Taser on May 11, 2014, 11:02:09 pm
What could be done for conquest multiplier would be to make each flag worth one multiplier. Each time an opposing side gained a flag(or successfully captured a point) that side would gain a multiplier(or the equivalent of).
(so if 5 flags, x5 each flag worth x1, 2 flags still is x5, each is worth 2.5x).

Benefits:
Keeps interest on the defense, the defense could automatically start out with a x5.
Gives incentive for defenders to guard all the spots, without the need of time.
Takes out most of the time factor for giving multies.

Cons:
Ugly amounts of experience at certain points in time(i.E. 3 flags) x1.33 per flag. Gets kind of sketchy with many many flags in general.
Stalling once both teams achieve a decent multiplier. --> to prevent, re balance swap players every(10-20 minutes?) sort of works.
Defense has a possibility of getting more experience than offense? If defends well for long period of time. 
Does not necessarily bias any team...(unless everyone on defense is a pro and the offense gets nowhere)  --> to prevent, re balance swap players every(10-20 minutes?)


Conditions:   #conditions which could cause people to give up and lose? Could just have automatic switch sides if win on defense.
For carrying over, the max would be remain a x5.
If attackers win, switched to defense, would already start with a x5.
If attackers win, stay on attacker side, keep x5.
Attackers lose, switched to defense, gain a x5.
Attackers lose, stay on attacking, stay at x1.
Defenders win, no switch, would already start with x5.
Defenders win, switch, start with x5.
Defenders lose, would start with x5.       #
Defenders lose, switch offense, start with x1. 

Valour could happen over a certain time period. If over a 10 minute span of fighting, they did whatever it takes to earn valour, they could get a bonus multiplier regardless of which side they're on adding a x1 as it usually does. After another 10 minutes, if that person did not earn it again, it would revert back to the "normal" multiplier scheme depending on which side the person is on.

I could have miss-typed something, but overall, this seems to me like a viable solution to the problem.
Also, there would be lots of EXP... mainly for defense if they are solid. Tics could still be every minute, similar to battle server.
Thoughts?

I would agree that this would work just fine. But with conquest you can have like 20 flags if you wanted. Depending on the map and what you go with. I imagine most maps would have 10 or less though.

Can't know if it doesn't work this way or another unless we try it eh? LET'S DO DIS.
Title: Re: How to implement multi in conquest?
Post by: Kafein on May 11, 2014, 11:03:26 pm
Keep the system as it is, just change the limits. If multi can only vary between e.g. x2 and x3, long rounds are not a problem.

By the way, this simple modification would hugely improve the reward system with any game mode.
Title: Re: How to implement multi in conquest?
Post by: Life on May 11, 2014, 11:14:10 pm
PLEASE test this on NA2, MAYBE there would be people in it if it was turned to conquest mode. NA SIEGE HAS BEEN DEAD FOR MONTHS. any players that want to siege, already go to EU
Title: Re: How to implement multi in conquest?
Post by: Taser on May 11, 2014, 11:20:44 pm
Like San said, i think a flat x2 or x3 would be great.

Keep the system as it is, just change the limits. If multi can only vary between e.g. x2 and x3, long rounds are not a problem.

By the way, this simple modification would hugely improve the reward system with any game mode.

I don't care... do it that way.. do it by flag.. Either way works or another alternate method.

Just bring conquest back.

visitors can't see pics , please register or login
Title: Re: How to implement multi in conquest?
Post by: Alaire on May 11, 2014, 11:28:17 pm
Keep the system as it is, just change the limits. If multi can only vary between e.g. x2 and x3, long rounds are not a problem.

By the way, this simple modification would hugely improve the reward system with any game mode.

Something to think about: How much incentive would there be to win if only x2 or x3 throughout the whole time?
I didn't see else wrong about that(maybe looking at it in an incorrect way). But just an initial concern if we're thinking about trying to give incentives for conquering flags.
Title: Re: How to implement multi in conquest?
Post by: Daunt_Flockula on May 11, 2014, 11:36:32 pm
Last time I played, I grew tired of the entire conquest thing soon enough. I just don't think it can be a good replacement for regular siege. But whatever. Looks like there is demand for it. So, no raging or hating from me.

Just want to note one thing though: I can't think of any sophisticated multi system, being only a player that is clueless about that stuff. Yet I think conquest could only work with a DTV-like rewarding system.
Title: Re: How to implement multi in conquest?
Post by: Jona on May 12, 2014, 12:09:02 am
If time has to be spent developing a new way for the multi system to work, would it really be so bad to spend some time developing a different multi system? I.e. you get a flat rate of xp per kill (or per damage inflicted), perhaps with a bonus for proximity to flag? Then attackers can get a xp bonus for standing within the radius of the flag during a flag cap.

Or perhaps something similar to strat could happen where every 5 minutes or so you get one tick, where this tick is: your score * some constant. So instead of it being based on the price of gear you burned, it is based on how much score you accumulated in the last round. That should be relatively easy to code from a dev's perspective I would imagine, seeing how something very similar exists for strat.
Title: Re: How to implement multi in conquest?
Post by: Kafein on May 12, 2014, 12:38:11 am
Something to think about: How much incentive would there be to win if only x2 or x3 throughout the whole time?
I didn't see else wrong about that(maybe looking at it in an incorrect way). But just an initial concern if we're thinking about trying to give incentives for conquering flags.

The "incentive for winning" is equivalent to how much people hate losing and their tendency to GTX when they lose multi. Especially considering the poor team balance. Currently, the influence of victory/loss over xp and gold is much too strong. While personal rewards are almost nonexistent even though those are fair by definition and team rewards such as multi are unfair by definition.
Title: Re: How to implement multi in conquest?
Post by: Joseph Porta on May 12, 2014, 01:06:11 am
http://forum.melee.org/suggestions-corner/conquest-61012/msg1004240/#new

Title: Re: How to implement multi in conquest?
Post by: Joseph Porta on May 12, 2014, 12:08:48 pm
Fact is with such long rounds conquest will never be rewarding with the current multi per round system, itll be the safehaven of leechers and sorts.

Its a shitty gamemode tailored for a far too big playerbase, which we dont have, dont get me wrong its fun and all but not in the long run, imo.
Title: Re: How to implement multi in conquest?
Post by: Mr.K. on May 12, 2014, 12:23:51 pm
Its a shitty gamemode tailored for a far too big playerbase, which we dont have, dont get me wrong its fun and all but not in the long run, imo.

It has the potential of combining the best aspects of both Battle and Siege if done right and that's up to the map makers. It's the most played game mode in all FPS games and works by far the best in teamplay orientated games like BF2:PR. It would allow the map makers to make maps that have a few different ways of attacking an objective which would bring in tactics in a way we see neither on battle or siege. On Battle the best "tactic" is to follow the biggest gank squad and have a few agiwhores and cavalry to kill range behind the lines. On Siege the regular attack "strategy" is to suicide rush until flag goes down or time runs out. Combining open ground to good-but-not-too-good defensive positions would make the game play much more dynamic where the ranged or cavalry stacking would be beneficial in one setting, but less so on the next flag.

As to the actual topic, I would suggest something similar to what Strategus has, so base XP and then small bonuses for the whole team when you kill stuff and maybe some individual bonuses to the best players. The XP should ofc be in line with that of EU1 and current EU2.
Title: Re: How to implement multi in conquest?
Post by: Fips on May 12, 2014, 02:16:12 pm
But how to set those boni AND sanctions (Because if the team sucks you should lose XP down to the equivalent of x1)?
When you get xp by killing enemies, it comes down to creating a whole new XP system for all the modes, which probably won't happen very soon.
Title: Re: How to implement multi in conquest?
Post by: Kafein on May 12, 2014, 02:46:58 pm
But how to set those boni AND sanctions (Because if the team sucks you should lose XP down to the equivalent of x1)?

Bonus and sanctions are meaningless words. The rewards are higher if your team wins, that's all. My point is that the difference between winning and losing in the current x1 - x5 multi system is much, much too big.

There are problems with giving xp based on time, however that system is not that much worse than the old kill radius xp so let's say we keep it. The way multi should work is by winning a set amount of xp and gold per time unit, and receiving a multiplier on that amount depending on whether you won or lost. So, the multiplier would apply to the round you just played, not the next one. And multipliers also would not carry between rounds.

It's basically the same as the old xp and gold system except based on time and not on kills. The old system accumulated xp and gave you x2 the amount you were supposed to gain when your team won, else x1. This worked fine.

The current system encourages delaying rounds when you have high multi, which is horrible metagaming. Doing as suggested here would remove that problem. It would also make the reward for winning much more immediate and reduce the pressure on the length of play sessions ("I can't pee I have x5").
Title: Re: How to implement multi in conquest?
Post by: Joseph Porta on May 12, 2014, 02:49:15 pm
But how to set those boni AND sanctions (Because if the team sucks you should lose XP down to the equivalent of x1)?
When you get xp by killing enemies, it comes down to creating a whole new XP system for all the modes, which probably won't happen very soon.

As I posted in the suggestion corner the best way, imho, is to reward the team per flag captured. But that would only reward the attacking team. So I suggest that bases should be able to be re-captured by the defenders, this will prevent this from happening:

On Siege the regular attack "strategy" is to suicide rush until flag goes down or time runs out.

It'll make it a necessity for both the attacking and the defending team to spend their "resources" well, adding alot of depth to the game mode by making teams allocate their forces in both a defending and offensive way.

It could be made so that defenders will still have the slower respawn rate but that re-capping their lost flags is faster then the cap speed of the attackers. Making quick pushes into weakspots in the enemys defence a viable and rewarding strategy.

I think that should be your priority first Fips, making the flag sustem work well.

Xp/kill is gay and will result in a TDM-like game, even when this is not the intention. Objectives should reward the entire team equally, not the no-life-pro individual. siege is about capping the objective, imo.


How it could work
Code: [Select]
Attackers cap flag #1 [cap takes 15 seconds] - gain +1x defenders lose 0x

Attackers cap flag batch #1 [three flags] - gain +0.5x [on top of the three previous +1x's] defenders lose -1x

Defenders cap flag #1 back [cap takes 10 seconds] - gain +0.5x  attackers lose 0.5x


If flag capping will be rewarded and flag losing will be punished it will result in the teams actually focussing on the objectives, both defending ánd attacking their held objectives and their own objectives.
Title: Re: How to implement multi in conquest?
Post by: Jona on May 13, 2014, 06:42:56 am
Flag capping giving a bonus could work, but not the way conquest is currently set up with the attacker-defender dynamic. Whenever you see a conquest game mode in any other game, BOTH sides are attacking and BOTH sides are defending. Each team starts with maybe 2 spawn points, and then in the middle are 2 neutral ones to fight over. This way each side goes on the offensive at the start to grab those neutral flags, which would in turn not only give you the advantage in the game, but also provide your team with more xp (ideally). I don't see why you can't gain xp for each flag your team owns. Each team starts with 2 flags, so that is an x2. Once they each capture one of the middle 2 neutral flags they are each on an x3. This artificially can make an x3 the average tick, which would be pretty good imo. The form there if one side gets the upper hand they capture another spawn point and then it is x4 vs. x2. Once they keep pushing and get to the other teams main base, they can get an x5 going against the losing team's x1. Once they cap the last remaining flag, round ends. Or perhaps there should only be 1 neutral flag in the center so that you must win a round to get an x5.

In most other games conquest mode provides each side with a set number of troops, and if one side has less spawns than the other, they are penalized by losing a certain number of troops per minute automatically, or something like that. In crpg conquest we can penalize the losing side while rewarding the winning side by simply changing the xp/gold income of each side. And the best thing about conquest modes is that usually spawn points go back and forth all the time... if your entire team is very aggressive you may push forwards and take all the enemy's spawns, but you leave you rear flags ripe for the picking. Countless conquest matches result in a starting-side swap due to one team being overly aggressive and the other side countering that with some ninja tactics. The reason crpg conquest was pretty dull when it was first implemented is that one side and only one side was attacking/defending. The worst thing about conquest mode in any other game is when one side just camps their bases and you fight a war of attrition. That is what crpg's version of conquest is ultimately forcing, and it's not something that should be encourages. Each player has their own style, some prefer to be aggressive and attack, others might be more defensive and want to hold onto what they have. Allowing that in conquest is what we need. Forcing a player to play defensively or aggressively for an entire 30 minutes straight can be completely unbearable if it is not their style of play. Currently in the battle server, everyone picks their own path to victory... this is what we need for conquest. It can very well unite the siege and battle servers so that this shrinking community can still pull off 50v50 (if not more) fights every now and again.
Title: Re: How to implement multi in conquest?
Post by: Macropus on May 13, 2014, 09:17:30 am
Yes, multi sucks, but that's just the way it is and obviously it won't change in the near future
(((((((((((((((
Title: Re: How to implement multi in conquest?
Post by: Sniger on May 13, 2014, 09:21:06 am
no multi. fixed xp/gold income for everyone with perhaps a one-time xp and/or gold bonus for winners (of map) as a price or reward.

people should try to win because, win. not because multi. its a FPS game.

IMO.
Title: Re: How to implement multi in conquest?
Post by: Macropus on May 13, 2014, 09:28:58 am
no multi. fixed xp/gold income for everyone with perhaps a one-time xp and/or gold bonus for winners (of map) as a price or reward.

people should try to win because, win. not because multi. its a FPS game.

IMO.
Leecher paradise.  :D
Title: Re: How to implement multi in conquest?
Post by: KingBread on May 13, 2014, 09:31:11 am
Flag capping giving a bonus could work, but not the way conquest is currently set up with the attacker-defender dynamic. Whenever you see a conquest game mode in any other game, BOTH sides are attacking and BOTH sides are defending. Each team starts with maybe 2 spawn points, and then in the middle are 2 neutral ones to fight over. This way each side goes on the offensive at the start to grab those neutral flags, which would in turn not only give you the advantage in the game, but also provide your team with more xp (ideally). I don't see why you can't gain xp for each flag your team owns. Each team starts with 2 flags, so that is an x2. Once they each capture one of the middle 2 neutral flags they are each on an x3. This artificially can make an x3 the average tick, which would be pretty good imo. The form there if one side gets the upper hand they capture another spawn point and then it is x4 vs. x2. Once they keep pushing and get to the other teams main base, they can get an x5 going against the losing team's x1. Once they cap the last remaining flag, round ends. Or perhaps there should only be 1 neutral flag in the center so that you must win a round to get an x5.

In most other games conquest mode provides each side with a set number of troops, and if one side has less spawns than the other, they are penalized by losing a certain number of troops per minute automatically, or something like that. In crpg conquest we can penalize the losing side while rewarding the winning side by simply changing the xp/gold income of each side. And the best thing about conquest modes is that usually spawn points go back and forth all the time... if your entire team is very aggressive you may push forwards and take all the enemy's spawns, but you leave you rear flags ripe for the picking. Countless conquest matches result in a starting-side swap due to one team being overly aggressive and the other side countering that with some ninja tactics. The reason crpg conquest was pretty dull when it was first implemented is that one side and only one side was attacking/defending. The worst thing about conquest mode in any other game is when one side just camps their bases and you fight a war of attrition. That is what crpg's version of conquest is ultimately forcing, and it's not something that should be encourages. Each player has their own style, some prefer to be aggressive and attack, others might be more defensive and want to hold onto what they have. Allowing that in conquest is what we need. Forcing a player to play defensively or aggressively for an entire 30 minutes straight can be completely unbearable if it is not their style of play. Currently in the battle server, everyone picks their own path to victory... this is what we need for conquest. It can very well unite the siege and battle servers so that this shrinking community can still pull off 50v50 (if not more) fights every now and again.
Yea why exaclty we have to divide attackers and defenders ?
Title: Re: How to implement multi in conquest?
Post by: Sniger on May 13, 2014, 09:38:36 am
Leecher paradise.  :D

if no multi id be doing like in the old days where i had more fun with the game: play when my eyes was open, so gief mod and dw about leechers, hammer will be swift.

dont think it will be problem though, currently leechers only leech because they want XP but cba to fight; they very well know that they are on the loosing team. why even try? i tend to agree with them.

with no multi, i think far majority will be online because they want to fight and not because they need XP.

no multi but a price for EVERYONE on the winning team of the map. just think about it. what if the price was really high?
Title: Re: How to implement multi in conquest?
Post by: Angantyr on May 13, 2014, 09:53:48 am
no multi. fixed xp/gold income for everyone with perhaps a one-time xp and/or gold bonus for winners (of map) as a price or reward.

people should try to win because, win. not because multi. its a FPS game.

IMO.
A bonus for winning map is as much incentive to fight as round multi bonus, but the current upkeep, gold and xp system is pretty horrendous, and I'd welcome near any change now, and having it change from round to round with this poor team balance is not particularly exciting. I miss when teams were fixed and weren't remixed after each round in a usually futile attempt at balance, when a losing team could get its act together to win on its own (still happens occasionally), and you knew the team you were on were your team also next round. Or maybe that would make it even more boring, I don't know.
Title: Re: How to implement multi in conquest?
Post by: tkn123 on May 13, 2014, 09:54:28 am
What if you reward multi depending on the location of the flag.

The first flags are worth x2 and then the next are x3 and so on with the last flag of the castle worth x5 if captured/defended. This multi doesn't build up, so if you have x1 and capture the last flag you get instantly x5. This way if defenders capture/defend a flag they gain multi and the attackers lose theirs but they just have to cap the next flag and multi will be back, depending on the flag it could be from x2 - x5.

Attackers could gain multi from only capping while defenders gain multi by recapture and defending within a timer.
Title: Re: How to implement multi in conquest?
Post by: Fips on May 18, 2014, 06:12:21 pm
Bump, gieb ideas!
Title: Re: How to implement multi in conquest?
Post by: Mr.K. on May 18, 2014, 07:14:02 pm
Jona brought up some interesting ideas. I would fully support making battle server work like that and have the siege server work a bit differently where the other team has a better defensive position, but lack something. In most games they have worse equipment and so on, but in cRPG that wouldn't work so I'm not sure how exactly balance it out.

There's a problem with the balance though. Stacking could be a huuuge issue if there's no autobalance. This would drive the server populations down in 30-60 min rounds, so there has to be a way to balance mid-round. Dunno if it's possible to balance players that are alive to the other team.

The XP system in the battle type server would be easy to set up as Jona pointed out. Combined with a decent auto-balancer it could be great.

On Siege type game, it would have to be the flag caps that matter. Imo this would require the map makers to be extremely careful not to make some flags too hard to cap and some flags too easy. It could be set up with a constant XP for defenders of around x2 and then bonuses for team having a good KD. These could go up all the way to x3 or x4. On the attacker side it would be all about the flags, with base XP being around x1. Take one flag and whole team gets XP and the people currently on the flag get a small, maybe 2-3k bonus. On a map with total of 7 flags for example in a 30 minute round the flags could be worth 30*x4.5/7=19x per each flag capped. That would give out great XP when capping all flags quickly, but really low when capping no flags at all.

Let's say Team Grey Stack would take all 7 flags in 20 minutes. They get the base XP of 1k for 20 minutes = 20k plus 7 flags=133k=7.65k/min plus bonuses for the flagcappers. Defenders would get 2k/min plus bonuses
Let's say Team randomers would fail to take but one flag in 30 minutes. They get base XP of 30k plus 1 flag=19k which totals to 1.6k/min plus bonuses for those pro players with high KDs that suffered in the losing team

Pros: Gives incentive to be quick about the flag cap and not leech with a constant multiplier
Cons: Stacks could be horrendously effective
Title: Re: How to implement multi in conquest?
Post by: Spartacus on May 18, 2014, 07:23:15 pm
Quote from: chadz 24th June 2012
2. Change the multi system
Yes, the multi system is silly. I have no trouble admitting that :]

It makes you stop playing when you drop to x1, and it forces you to continue playing when you have x5.

Therefore, we'll change the system to something that rewards personal skill and risk more. It will be, among other factors, proximity based, as we had in the early versions of cRPG. It will definately not be purely kill based, we don't want to reward fraghunters over teamplayers. It will also not reward proximity leechers. You can expect this change soon.
No need to code multi for conquest! We will get a new xp gain system soon! :)
Title: Re: How to implement multi in conquest?
Post by: Crob28 on May 18, 2014, 11:20:42 pm
Haven't read the whole thread, sorry if something like this has been suggested.

For lack of a better way of providing the example, why not make the system something like Arathi Basin in WoW, where each team gains reward based on the number of flags they control each tick.  Gives the defenders incentive to launch counterattacks rather than just camping it up.

Defenders start with x5, attackers start with x1, if attackers take a flag they go x2 and defence drops to x4, etc.

Reset multi for everyone to this level at the start of each round.
Title: Re: How to implement multi in conquest?
Post by: Kafein on May 19, 2014, 12:12:47 am
Bump, gieb ideas!

The best ideas are already here.
Title: Re: How to implement multi in conquest?
Post by: FRANK_THE_TANK on May 19, 2014, 02:59:09 am
Or... get rid of the shitty multi system once and for all?

So I read the whole thing... Frank will now fix it for you, you dumb dumbies.

One word Strat. Implement strat ticks for xp (payment at rounds end). You make the gold payout based on performance, and at the end of the round you have to pay for the full load of gear you used during that match or they could port in the gold algorithm form DTV and use that. At the end of the day gold only matters for upkeep, it's the xp that people care about. Using the strat xp algorithm will be make conquest a very popular game mode.

No doubt it will require tweaking but it's the best for the mode imo.
Title: Re: How to implement multi in conquest?
Post by: Thranduil on May 19, 2014, 03:29:01 am
Haven't read the whole thread, sorry if something like this has been suggested.

For lack of a better way of providing the example, why not make the system something like Arathi Basin in WoW, where each team gains reward based on the number of flags they control each tick.  Gives the defenders incentive to launch counterattacks rather than just camping it up.

Defenders start with x5, attackers start with x1, if attackers take a flag they go x2 and defence drops to x4, etc.

Reset multi for everyone to this level at the start of each round.

The only problem is for smaller maps that only have maybe 2 or 3 flags (e.g. current siege maps cause some of those may get absorbed by conquest if conquest eventually replaces siege). Attackers can only get a x2 or x3 at best in those cases, and defenders get a x4 or x3 at the worst. Everyone would be playing conquest for the uber multis. ... Which might not be too bad a thing. I'll try to think up something.

It's not a bad idea though.
Title: Re: How to implement multi in conquest?
Post by: Rebelyell on May 19, 2014, 03:41:58 am
x5 for winner and x 3 for rest

- 1 for flag that you lost and and + 1 for ataker hat took that flag

that game mode is last thig that may bring me back  to crpg
so plz add it
Title: Re: How to implement multi in conquest?
Post by: FRANK_THE_TANK on May 19, 2014, 03:52:07 am
Would you people stop. I already solved it. Case closed. Equation equated. Boom goes the dynamite.
Title: Re: How to implement multi in conquest?
Post by: Jona on May 19, 2014, 05:20:20 am
Or perhaps something similar to strat could happen where every 5 minutes or so you get one tick, where this tick is: your score * some constant. So instead of it being based on the price of gear you burned, it is based on how much score you accumulated in the last round.

One word Strat. Implement strat ticks for xp (payment at rounds end).

Would you people stop. I already solved it. Case closed. Equation equated. Boom goes the dynamite.

You solved it, eh?  :P

Title: Re: How to implement multi in conquest?
Post by: Eugen on May 19, 2014, 06:46:05 am
So is the conquest functionality carved in stone yet or is it still open for discussion?

Also, since conquest is meant to work in phases to conquer different layers stept by step, wouldnt it be possible to let a teambalance kick in after each layer?

As long as conquest is based on a stept by step layer system Multi could simply be awarded for each completed layer as already was proposed. For Attackers: +2 Multi if they complete all layers, +1 if they complete at least 2/3 of all layers, and lose Multi if they cant take any layer. For defenders: the would get +2 if Attackers cant complete any layer, +1 if they have still 2/3 of layers,  lose Multi if Attackers won all.



Title: Re: How to implement multi in conquest?
Post by: Paul on May 20, 2014, 05:52:48 pm
I ain't got time to code atm but I'll have some soontm. So keep discussing.
Title: Re: How to implement multi in conquest?
Post by: 722_ on May 20, 2014, 05:55:34 pm
In my opinion the best suggestion is to just lower the difference between winning and losing, losing team gets x2 and winning gets x3 etc. i actually enjoyed playing conquest just for the gameplay, the x1 for an hour has off-putting but i would have been happy on x2 if i was enjoying it
Title: Re: How to implement multi in conquest?
Post by: Thranduil on May 20, 2014, 05:59:01 pm
So is the conquest functionality carved in stone yet or is it still open for discussion?

Also, since conquest is meant to work in phases to conquer different layers stept by step, wouldnt it be possible to let a teambalance kick in after each layer?

As long as conquest is based on a stept by step layer system Multi could simply be awarded for each completed layer as already was proposed. For Attackers: +2 Multi if they complete all layers, +1 if they complete at least 2/3 of all layers, and lose Multi if they cant take any layer. For defenders: the would get +2 if Attackers cant complete any layer, +1 if they have still 2/3 of layers,  lose Multi if Attackers won all.

The thing is, not all maps will be this way, and even then those "layers" are rounds that could last anywhere from 10 to 30 minutes. Most players would say screw it to having a x1 for 30 minutes on the same map.
Title: Re: How to implement multi in conquest?
Post by: HappyPhantom on May 25, 2014, 03:03:59 am
Didn't read whole thread - my issue with multi is you only get strat ticks on x2+ right? So .. I don't give a fuck about grinding on a x1 except that I don't get any strat ticks.
Title: Re: How to implement multi in conquest?
Post by: Fips on May 25, 2014, 08:01:49 pm
Little update: Next patch will have the old big maps updated (And two new ones, a beloved fantasy castle will have a return *evil laugh*) because i haven't been very active in the last couple of weeks and i didn't made any new small maps for the testing purpose; flags should reset properly now; so we'll have a week or so of testing the flags. Blame me for if you're stuck with x1 for half an hour. Or blame the community for not making any themselves! Although you'll probably stick with just blaming me ;_;

Oh, although if the responses are positive and the poll i'll do once we've tested everything enough, there is a possibility that we'll just leave the conquest maps in the cycle and just implement proper xp once it's done.
Title: Re: How to implement multi in conquest?
Post by: Eugen on May 26, 2014, 01:21:41 am
Looking forward for new Siege-Conquest! And Rageball is back to EU. Is it Christmas?  :D
Title: Re: How to implement multi in conquest?
Post by: //saxon on May 26, 2014, 02:03:30 am
i hope they bring this mode back, i thought it was glorious when we got a full conquest server.
Title: Re: How to implement multi in conquest?
Post by: Rebelyell on May 26, 2014, 03:16:50 am
I loved that street fights And i want them back

to be honest screw multi and give peps xp for proximity like in old crpg


just let us play  that with perma x 3
Title: Re: How to implement multi in conquest?
Post by: FRANK_THE_TANK on May 26, 2014, 05:22:23 am
Like I said, case closed.
Title: Re: How to implement multi in conquest?
Post by: Admerius on May 31, 2014, 05:29:57 pm
Why not add something similar to the DTV reward system DURING play, not at end of round.

Keep this in mind when reading the rest of the post:
30 min is about 4 full length battles/sieges, that makes it possible to earn x5.
Realistically the length of battles(the ones I'm usually in lasts 3-5 min), that's between 6 to 10 rounds.

Something like this:
For defenders: Why not keep multi system? But add that the multi ticks up one step every five minutes?
For attackers: Keep the multi+valour system, just add a hefty static reward for capturing flags quickly and decrease it as time progress. This should be made so that a text book attack when having x1+the static reward gives an average of x4 for 30 min. This might be hard to balance if someone has x5 and then gets cap rewards for a flawless attack it might end up giving him a reward of x8-x10 for 30 min.

Looong detailed version:
(click to show/hide)

Defenders "just" need to defend, Attackers(especially those with low multi) have a HUGE incentive to attack fast and efficiently  and valour whores are gonna valour whore as usual.
Title: Re: How to implement multi in conquest?
Post by: Switchtense on May 31, 2014, 05:51:42 pm
Hinted to it ingame already, but always shit to explain stuff there.

I personally really dislike conquest as it is.
The main problem is not the (mostly low) multiplier itself, it is the time needed to gain a nice multi.

The gamemode itself is a really nice change, but:
Provided you get valour each round, that still makes you play for about one hour to get to x5.
Average players need 2 hours, again, provided their team is good and they win every round.

The biggest problem is that the maps take so incredibly long.
It should be 2 rounds tops for each map. Especially if one team sucks it gets a lot more frustrating for the teammembers cause they have to fight a hopeless fight for so long.
A good multi would be a small motivational push, but it still feels very repetitive and boring.

I think adjusting the respawn timers and making one round last like 15-20min and reducing the number of rounds per map would really help.

Also giving out multi "more easily" would help get rid of the last bit of annoyance and frustration, since even losing your multi does not mean you are stuck with x1 for ages.


No idea if it is possible (and I am sorry if this was already mentioned, have not read every single post in this thread :oops:)

Attackers and Defenders spawn with x1 (you obviously carry the multi from the previous round to the current one)

Defenders gain +1 multi every 5 minutes. If a flag is capped those 5 minutes start over.

Example: You are defending and on x1. 5 Minutes into the round the attackers have not capped a flag, so you then are on x2.
4 Minutes later the attackers cap a flag, so you need to wait another 5 minutes until you get to x3.

Attackers gain one multi for every flag they cap.

Whoever loses the round obviously loses their multi.


Also killing enemies near flags should grant more points than killing someone anywhere else. So that people actually trying to cap or defend flags get valour easier than stragglers trying to get some free kills.
That way even if your team sucks badly you get the chance to get valour-multi.
Title: Re: How to implement multi in conquest?
Post by: 722_ on May 31, 2014, 05:54:35 pm
x5 for winner and x 3 for rest

- 1 for flag that you lost and and + 1 for ataker hat took that flag

that game mode is last thig that may bring me back  to crpg
so plz add it

x5 for winners and x5 for losers
Title: Re: How to implement multi in conquest?
Post by: Voncrow on May 31, 2014, 05:59:00 pm
What could be done for conquest multiplier would be to make each flag worth one multiplier. Each time an opposing side gained a flag(or successfully captured a point) that side would gain a multiplier(or the equivalent of).
(so if 5 flags, x5 each flag worth x1, 2 flags still is x5, each is worth 2.5x).

To continue with this, maybe defenders start with a high multi and their current multi is affected by the number of flags they hold, when they hold 100% of flags, x5, 80% x4, 60% x3 and so on, and then attackers get multi's for get a multi for the number of flags they hold as well, if they now control 20% of flags, they get a x2 and so on until the round ends.

So basically your multi is based off the percentage of the map you hold. Also you can have it so the attackers become defenders at the round end.
Title: Re: How to implement multi in conquest?
Post by: Crob28 on June 01, 2014, 04:17:43 pm
To continue with this, maybe defenders start with a high multi and their current multi is affected by the number of flags they hold, when they hold 100% of flags, x5, 80% x4, 60% x3 and so on, and then attackers get multi's for get a multi for the number of flags they hold as well, if they now control 20% of flags, they get a x2 and so on until the round ends.

So basically your multi is based off the percentage of the map you hold. Also you can have it so the attackers become defenders at the round end.


Alternatively, you could just forget about attackers and defenders, and have both teams as attackers, vying for control of a neutral town/port/field/whatever, so each team starts with one flag on x1, and have a number of flags between them unowned by either team at the start, each worth +1 multi.
Title: Re: How to implement multi in conquest?
Post by: Eugen on June 05, 2014, 11:25:55 am
First I posted this in wrong thread - now here new idea: now with one flag on attackers side too.

Possibility of recaptureing all flags maybe would lead to massive spreading of teams. Everyone would rush to any available flag in an attempt to (re)capture. It would leash chaos upon conquest. Maybe fun. Maybe total rampage. Maybe sensless.

I like conquest. With good multi system even better. Only thing worrisome is the painful length. Being force-glued to the pc for an hour without break is not so good. Conquest should be resolved in three rounds max (2:0 ends map or 2:1 ends map in case of a tie).

I´d like multi being tied to time. Give Attackers 3 or 4 minutes per flag to gain multi, timer is resetted after each capture and gives +1 Multi for success in time.

Attackers should have a base with a flag in each layer of map. If Defenders are able to rush attackrs base and capture theire flag, they get +1 Multi. The flag of attackers base also should have a timer, so defenders cant abuse theire rush. If defenders took attackers flag, let the flag go slowly down for 3-4 minutes and only then Defenders can try again.

If one layer is won the winning party gets +1 Multi and the losing party loses all Multi.
Title: Re: How to implement multi in conquest?
Post by: Thranduil on June 05, 2014, 04:12:06 pm


Alternatively, you could just forget about attackers and defenders, and have both teams as attackers, vying for control of a neutral town/port/field/whatever, so each team starts with one flag on x1, and have a number of flags between them unowned by either team at the start, each worth +1 multi.

huh. I was actually thinking of doing a map or two like this.
Title: Re: How to implement multi in conquest?
Post by: Jona on June 05, 2014, 11:07:25 pm
huh. I was actually thinking of doing a map or two like this.

This is how every single conquest map should be made. The attacker-defender dichotomy doesn't work in conquest as it does in siege. Notice every other game out there, star wars battlefront, all the battlefields, some really shitty game I had on xbox, they all have the same setup for conquest mode. Each team starts with 1 or 2 bases, then fight over 1,2, maybe 3 neutral bases. And in my opinion this would be the easiest way to implement a multi... number of bases (flags) under your team's control is the multi you get. So if you each start with 1 spawn point, and there are 3 neutral/ That way one team can be on x4 while the other is on x1, and the winning team needs to cap that last flag to get their x5 (which would start next round, assuming next round is a regular siege map). The only area this doesn't really work is if it goes from conquest map to conquest map one after the other, since you would lose a multi after each and every round... which no one likes.
Title: Re: How to implement multi in conquest?
Post by: Thranduil on June 06, 2014, 12:15:00 am
This is how every single conquest map should be made. The attacker-defender dichotomy doesn't work in conquest as it does in siege. Notice every other game out there, star wars battlefront, all the battlefields, some really shitty game I had on xbox, they all have the same setup for conquest mode. Each team starts with 1 or 2 bases, then fight over 1,2, maybe 3 neutral bases. And in my opinion this would be the easiest way to implement a multi... number of bases (flags) under your team's control is the multi you get. So if you each start with 1 spawn point, and there are 3 neutral/ That way one team can be on x4 while the other is on x1, and the winning team needs to cap that last flag to get their x5 (which would start next round, assuming next round is a regular siege map). The only area this doesn't really work is if it goes from conquest map to conquest map one after the other, since you would lose a multi after each and every round... which no one likes.

Simple really. Just don't reset the multi when you start another conquest map. Per team, for every base taken, +1 to multiplier with a max of 5, and for every base lost, -1 to multiplier with a minimum of 1. So when the new round/map starts, if you have a x5 and you take a base, you still have x5, but if you lose a base, you get x4.
Title: Re: How to implement multi in conquest?
Post by: Jona on June 06, 2014, 12:25:01 am
Simple really. Just don't reset the multi when you start another conquest map. Per team, for every base taken, +1 to multiplier with a max of 5, and for every base lost, -1 to multiplier with a minimum of 1. So when the new round/map starts, if you have a x5 and you take a base, you still have x5, but if you lose a base, you get x4.

Yeah, that's what I was thinking, but idk... seems kinda cheap since you could have the enemy team get all 3 neutral zones (you technically wouldn't have lost anything) and then still be on an x5 with only 1 base. But I guess like anything in crpg, it's not perfect.
Title: Re: How to implement multi in conquest?
Post by: Thranduil on June 06, 2014, 01:20:26 am
Yeah, that's what I was thinking, but idk... seems kinda cheap since you could have the enemy team get all 3 neutral zones (you technically wouldn't have lost anything) and then still be on an x5 with only 1 base. But I guess like anything in crpg, it's not perfect.

Yeah, that is the downside. Like you said, resetting would be the simplest solution, but most ppl wouldn't like to lose their x5 for no reason. You just got it and never get to use it that way.

Well what if ..... no.... Well how about ..... no not that either....... I got it! 42.

Okay. How about this? Every map has the two team flags and 3 neutral flags. Each team starts the round with a x2 multi. For every flag captured, the multi increases by 1. When all the flags are captured or the timer ends, the round is over. This way you can hold all the flags but the enemy's flag and still enjoy a x5 in the game mode, and not feel completely cheated out of your multi when the round is over.

The only downside I see to this (besides basically having a x2 all the time....is this a downside?) is that there is no real reward for winning besides the feeling of domination!  :twisted:
Title: Re: How to implement multi in conquest?
Post by: Jona on June 06, 2014, 02:59:31 am
The only downside I see to this (besides basically having a x2 all the time....is this a downside?) is that there is no real reward for winning besides the feeling of domination!  :twisted:

Precisely. It would just lead to leeching that sweet, sweet multi. No motivation to win. Arguably it would be best to also implement the other key feature to any conquest mode, a set number of tickets for each team, like strat. If your team holds the majority of the bases, then the enemy team's tickets get automatically reduced with time. That way you can't really leech since sooner or later you "automatically" win.
Title: Re: How to implement multi in conquest?
Post by: Sparvico on June 06, 2014, 10:22:48 am
Haven't really kept up with the thread, but I think you are over-thinking it a bit fips.

Start each map with defenders at x5 and attackers at x1, every time the defenders lose a base they lose a multi, every time the attackers capture a base they gain a multi. The benefit of this system over a timer based capture system is that most fighting in conquest (i.e. 2/3rds of the round time, assuming defender respawn timers stay extremely low) will occur when each side has 2-3 flags in there control, so most people would be on a x2 or x3 for that time. Population is the key to conquest, and nothing kills pop like the perception that one will have to spend 20+ minutes on an x1. With a timer based system I feel that most attackers would lose their multi once the defenders are down to a couple flags, then be faced with fighting on a x1 for the rest of the round, or quitting to battle.

The other main problem with conquest mode (specifically in NA) is that we really don't have the pop for it. Right now it's just killing the siege server for the few that still play, and even with a decent multiplier system I really don't see the battle bros becoming fond of it. Many NA people really enjoy one life per round, and alt-tabbing when they die. They want to check ts links, or browse the forums, a game mode that does not allow significant down time in between lives will probably never gain much traction in NA.
Title: Re: How to implement multi in conquest?
Post by: Sniger on June 06, 2014, 10:24:33 am
screw multi. screw valour and... SCREW BANNER BALANCE.

no more problems.

but you fail.
Title: Re: How to implement multi in conquest?
Post by: Sharpe on June 06, 2014, 09:48:27 pm
Easy Way, make each map 2 rounds of 30 minutes. Every one starts out at a x3, if you win you the first time x4, second time x5; if you lose the first time, x2, second time x1. (The multi you had when the map ended, would stay for the next map until you win or lose) Don't know how to address this part.
Title: Re: How to implement multi in conquest?
Post by: Krex on June 06, 2014, 09:49:24 pm
I like that idea Sharpe,+1
Title: Re: How to implement multi in conquest?
Post by: Jona on June 06, 2014, 10:01:24 pm
(click to show/hide)

Not sure how much you have played sparv, but at the moment the main problem with conquest (other than the lack of multis for 30 mins) is that defense pretty much has 5 second respawns. Since they can spawn at any flag, including the one defense is currently capturing (for the first half of the capture anyways) they can get to the flag within 10 seconds. Even on low pop it feels like you have to fight through an infinite number of defenders to get any of the last spawn points. Whether this would be better or worse with high pop I can't say... but right now having to kill every single defender 4-5 times to cap a flag is ridiculous. Couple that with 30 mins of an x1, only to be told that teams are unfair at the end since half of the attacking team GTX, and gg.

So yeah, I would rather not have auto x5 for defense, cuz it is very easy to be defense right now... they could never lose a base if smart enough. And when defending an x5, players tend to play smarter than those on x1s, which would be the attackers.
Title: Re: How to implement multi in conquest?
Post by: Johammeth on June 07, 2014, 12:59:10 am

The only downside I see to this (besides basically having a x2 all the time....is this a downside?) is that there is no real reward for winning besides the feeling of domination!  :twisted:

I've got it!

-Cap points A, B, C, D, E.
-Team 1 starts at A, team 2 at E, and try to control other flags.
-15 Minute rounds, ticks every minute.
-1x for each flag you hold (up to a maximum of 4, since 5 would end the round)

BUT

If your team manages to capture all the points to end the round, they get a lump sum of "remaining ticks" XP at 5x. (eg 4 minutes left on the clock when you capture = 4 ticks worth of XP at 5x multiplier, 8 minutes = 8 ticks at x5 etc.)

While teams can just turtle up and defend A, B, C, D with their 4x, there's a pretty big incentive to go all out for E (and to capture it as quickly as possible).
Title: Re: How to implement multi in conquest?
Post by: Sparvico on June 07, 2014, 01:42:52 am
Not sure how much you have played sparv, but at the moment the main problem with conquest (other than the lack of multis for 30 mins) is that defense pretty much has 5 second respawns. Since they can spawn at any flag, including the one defense is currently capturing (for the first half of the capture anyways) they can get to the flag within 10 seconds. Even on low pop it feels like you have to fight through an infinite number of defenders to get any of the last spawn points. Whether this would be better or worse with high pop I can't say... but right now having to kill every single defender 4-5 times to cap a flag is ridiculous. Couple that with 30 mins of an x1, only to be told that teams are unfair at the end since half of the attacking team GTX, and gg.

So yeah, I would rather not have auto x5 for defense, cuz it is very easy to be defense right now... they could never lose a base if smart enough. And when defending an x5, players tend to play smarter than those on x1s, which would be the attackers.

One: respawn timers and locations need a adjustment, I completely agree.
Two: If your theory about people playing smarter on a x5 than on a x1 was true we would see such in battle and standard siege. I have never witnessed that myself, especially in siege (keeping in mind more than 50% of my total earned xp has been from siege). If a team was non-pub and organized I think your theory would be very accurate, but as it is I have very rarely seen anyone try and communicate tactics to a team (when they do they tend to be ignored).

Also:

While you were sitting afk in attacker spawn for an hour and  half last night, I was playing the whole time, and I did not go through a single map where the attackers did not capture at least 2 flags. The first 2 or easy, then most of the round occurs fighting over the rest, hence:
most fighting in conquest (i.e. 2/3rds of the round time, assuming defender respawn timers stay extremely low) will occur when each side has 2-3 flags in there control, so most people would be on a x2 or x3 for that time.
Title: Re: How to implement multi in conquest?
Post by: Thranduil on June 07, 2014, 02:10:19 am
I've got it!

-Cap points A, B, C, D, E.
-Team 1 starts at A, team 2 at E, and try to control other flags.
-15 Minute rounds, ticks every minute.
-1x for each flag you hold (up to a maximum of 4, since 5 would end the round)

BUT

If your team manages to capture all the points to end the round, they get a lump sum of "remaining ticks" XP at 5x. (eg 4 minutes left on the clock when you capture = 4 ticks worth of XP at 5x multiplier, 8 minutes = 8 ticks at x5 etc.)

While teams can just turtle up and defend A, B, C, D with their 4x, there's a pretty big incentive to go all out for E (and to capture it as quickly as possible).

I do like this idea. Like you said, it gives incentive to capture all the flags as quickly as possible. They only possible negative is small teams abusing this, but I think this is unlikely since we had small teams (8v8) the other night and there was not a single round that anyone dominated and they lasted nearly the full 30 minutes.

Also, IF flags can be recaptured, 30 minutes may not be enough time for anyone to flat out win, but this could potentially add to balancing out the multiplier and may partly depend on map design as well.

Overall, I like this idea too.
Title: Re: How to implement multi in conquest?
Post by: Jona on June 07, 2014, 05:28:01 am
One: respawn timers and locations need a adjustment, I completely agree.
Two: If your theory about people playing smarter on a x5 than on a x1 was true we would see such in battle and standard siege. I have never witnessed that myself, especially in siege (keeping in mind more than 50% of my total earned xp has been from siege). If a team was non-pub and organized I think your theory would be very accurate, but as it is I have very rarely seen anyone try and communicate tactics to a team (when they do they tend to be ignored).

Also:

While you were sitting afk in attacker spawn for an hour and  half last night, I was playing the whole time, and I did not go through a single map where the attackers did not capture at least 2 flags. The first 2 or easy, then most of the round occurs fighting over the rest, hence:

Arguably communicating tactics and playing smarter, or with more of a purpose are two entirely different things. If you're sitting in a clan's TS, odds are they will be a lot more chatty on an x1, and when defending their x5 they will be a little more serious, or maybe even try to strategize.

Also, as attackers it is usually easy to capture two bases, agreed, but the 3rd one always proves tricky since for whatever reason it is essentially the defender's last spawn point. Sure they could spawn elsewhere (I think) but would be foolish to. There is really no difference between the 3rd point and the last (and 2nd to last, at least on one map) in terms of difficulty to take, other than any map-given advantages defense might have. It just wouldn't be fair for the attackers if the same setup was maintained where defense gets 2 or 3 "last points" to defend. The first two are easy to take, the 4th and 5th, likewise. Other than that, defense has a huge advantage.
Title: Re: How to implement multi in conquest?
Post by: Thranduil on June 07, 2014, 11:57:15 pm
I don't know if it's been mentioned, but it's worth mentioning again. I don't like how you have to capture flags in a certain order (or it appears that way at least). Attackers are not smart enough to understand that a flag with a bulls eye on it can be captured and those without a bulls eye cannot be captured. We probably could have taken Helms Deep just now, but no one listens when you tell them to attack Tower. We just stand on and defend a flag that we can't cap for about 2 minutes wondering wtf is wrong.  :rolleyes:

BTW, 3rd round of Helms Deep when I joined and had 60 ppl on.  :wink: