cRPG

cRPG => Suggestions Corner => Topic started by: Duke on June 07, 2011, 11:24:24 am

Title: Over-time dependent multipliers
Post by: Duke on June 07, 2011, 11:24:24 am
The following are my ideas, originally for Siege multiplier distributing:

For Siege:
If the flag is contested into Over-time, & Attackers lose:
Attacker -1 multiplier (NOT a full reset), Defender +1 multiplier
-----------------------------------------------------------------------------------------
If the flag is contested into Over-time, & Attackers win:
Attackers +2 multiplier, Defender -2 multiplier (NOT a full reset)
-----------------------------------------------------------------------------------------
If defenders win without over-time:
Attacker resets, Defender +3 multiplier
(The reason for +3 Defender, is because of -1 on Defenders 'winning' in Over-time)

If attackers win without over-time:
Attacker +3 multiplier, Defender resets

--------------------------------------------------------------------------

For Battle :
If your team wins in Over-time (the 2 flags)
+2 multiplier
If your team wins without Over-time
+3 multiplier
Losing in regulation
-3 multiplier (not full reset)
Losing in Over-time
Full reset

(This adaptation is to discourage delaying in Battle.)

Now tied in with these suggestions, altering base payout:
Needs lowering: I suggest payout be +650exp and 35g (instead of 1000exp and 50g) but the multiplier could go up to x10

(Ideas have been modified since first posting, but you should be able to change your vote)
Title: Re: Over-time dependent multipliers
Post by: Digglez on June 07, 2011, 07:22:13 pm
not a good idea because too many unbalanced maps are used, especially in siege.  if you think the teams get stacked now, just wait til people can grab easy +2 multis
Title: Re: Over-time dependent multipliers
Post by: Tears of Destiny on June 07, 2011, 09:02:43 pm
At least for battle, it seems that the average multiplier is 50% higher or so, due to it flip flopping from 1 to 3 not 1 to 2.

Are you sure you want the gear-stacking that will follow for what people use? Imagine instead of breaking even with 40K with a good player, you can do it with 60K.
Title: Re: Over-time dependent multipliers
Post by: Keshian on June 07, 2011, 09:08:52 pm
Actually I would be more interested in the change where if if your team loses you go down 1 multiplier (e.g. x4 to x3) rather than always go down to x1 again.  Lot more fluidity.
Title: Re: Over-time dependent multipliers
Post by: Seawied on June 08, 2011, 12:29:08 am
If this change was implemented, the amount of gold and experience you would get on average would be boosted by an insane amount. I like the philosophy, but you would have to lower the x1 gold by quite a bit or everyone would be tin-cans charging on armored horses again
Title: Re: Over-time dependent multipliers
Post by: Earthdforce on June 08, 2011, 01:15:35 am
I definitely like the idea, but I think something would need be tweaked if this were to work.
Title: Re: Over-time dependent multipliers
Post by: Duke on June 08, 2011, 03:50:41 am
Yes, I do realize it would increase the average payout under the current base values, but the whole idea is to encourage/reward certain behavior (going for the flag as Attackers), while deterring others (delaying in Battle).


Edit:
What if the base exp were +650 and 35g instead of 1000 exp and 50g, but the multiplier could go up to x10?
Title: Re: Over-time dependent multipliers
Post by: Duke on June 08, 2011, 02:56:39 pm
Sorry for the self-bump, but I've modified the idea a bit and reset the poll votes because of it.
Would be interested in people's take of it all.  Was mixed opinions before.
Title: Re: Over-time dependent multipliers
Post by: Kafein on June 08, 2011, 03:10:06 pm
Why not. I don't like how I have 1/2 chances of loosing my multi when a map starts. Also it would mean that people aren't screwed when the rounds are well balanced. As it is now, even if you had x5, a win-loss-win-loss-win-loss row is bad for everyone (down to x1 then  x2 then x1...) If we don't loose all the multi in one loss, the people that were winning would have x4 - x5 - x4 - x5. This means the average multi for an infinite game time and 50% win ratio is exactly x3.

Smoothing the multi would make things less frustrating and luck dependent.
Title: Re: Over-time dependent multipliers
Post by: Duke on June 08, 2011, 03:26:42 pm
Smoothing the multi would make things less frustrating and luck dependent.

Yeah, this is a big part of what the original idea has branched into. 
I'm just having trouble coming up with the exact numbers that would be balanced and fair.