cRPG

cRPG => Suggestions Corner => Topic started by: Lysander on June 13, 2011, 01:37:05 pm

Title: Loosing all multiplicator if team looses.
Post by: Lysander on June 13, 2011, 01:37:05 pm
I wrote it in an other topic, but the only result was: "-" at awesomebar.
So i made a new topic about this.

I thought about not loosing the whole multiplicator if your team looses one time. It sucks falling from x5 to x1. Maybe you loose 2 multiplicators if you dont win. Seems fair to me, but i dont know if it is a good idea. Only thought about it a few days ago.

I like to hear your opinions.
Title: Re: Loosing all multiplicator if team looses.
Post by: LLJK_Korea1 on June 13, 2011, 01:48:04 pm
I wrote it in an other topic, but the only result was: "-" at awesomebar.
So i made a new topic about this.

I thought about not loosing the whole multiplicator if your team looses one time. It sucks falling from x5 to x1. Maybe you loose 2 multiplicators if you dont win. Seems fair to me, but i dont know if it is a good idea. Only thought about it a few days ago.

I like to hear your opinions.

no, just no

If team is good enough to get it into x5, they'll churn x2 or x3 in no time
Title: Re: Loosing all multiplicator if team looses.
Post by: Latent on June 13, 2011, 02:29:21 pm
I can't say I have an opinion about "loosing" my multiplier.
Title: Re: Loosing all multiplicator if team looses.
Post by: Polobow on June 13, 2011, 03:29:08 pm
I can't say I have an opinion about "loosing" my multiplier.

Loosen up, boy.
Title: Re: Loosing all multiplicator if team looses.
Post by: DrTaco on June 13, 2011, 04:01:09 pm
I don't get a multiplier.... My team just sucks that bad.
Title: Re: Loosing all multiplicator if team looses.
Post by: Penitent on June 13, 2011, 06:25:55 pm
I agree with this.  Winning should me +1 multiplier.  Losing should be -1.

I hardly ever have 2x..and when I do its usually only for 1 round.  Getting up to 4x is a miracle, and doesn't last long either.

Give us a break!
Title: Re: Loosing all multiplicator if team looses.
Post by: Glaurung on June 13, 2011, 06:43:56 pm
I think the current system is pretty cool and original. -1 for loosing would just be boring, I don't wan't it easy. I get x5 many times a night, I don't believe it's so rare... Try joining a clan, you have better chances to win if your whole team is on Teamspeak. That's why the banner balance system exists on the servers.
Title: Re: Loosing all multiplicator if team looses.
Post by: Adamar on June 13, 2011, 06:58:41 pm
I agree with losing = -1 and winning = +1. we have to account for the ballancer shifting the odds against us, we shouldn't be too penalized because of that.
Title: Re: Loosing all multiplicator if team looses.
Post by: Brutal on June 13, 2011, 08:02:21 pm
Do you realize that by doing that everybody will be able to afford much more gear and making void what the upkeep system is made for ?  Or it will need recalculating the cost of every item  :rolleyes:

It's like those guys that want to be able to grind to higher level than lvl30-35 but what will they do when they reach that higher level ? ask for even higher level...
Title: Re: Loosing all multiplicator if team looses.
Post by: WaltF4 on June 13, 2011, 09:42:55 pm
Changing the round multiplier from going to 1x each loss to being reduced by 1 each loss would increase the average round multiplier of the average player (50:50 win:loss) from 1.9375 to 3. Such a system would also disproportionately reward players with greater than 50:50 win:loss records, which I suppose could be viewed as a good thing.

The plot below shows the average multiplier one would expect under both systems for various percentages of rounds won.

(click to show/hide)
Title: Re: Loosing all multiplicator if team looses.
Post by: Kafein on June 13, 2011, 09:45:39 pm
The current system encourages team disbalancing, which is kinda lame (people are screwed if each team wins once over two times). A +1/-1 system would not.
Title: Re: Loosing all multiplicator if team looses.
Post by: KaMiKaZe_JoE on June 13, 2011, 09:55:44 pm
I blame autobalance for all the world's evils. If both teams are even--and the game "balanced"--nobody would win, amiright? Fuck switching people back and forth in an effort to make shit "even", and thus a series of x1, x2, x1 rounds.

Even out the numbers and highest scoring people after the first round, that way shit isn't entirely fucked up with Goretooth, Chaos_Takeda, Hippi_with_a_Scimi, and company all on one team. After that, if your team keeps loosing, its because they suck or the other team's that much better. Better team deserves victory andn xp/gold right? Isn't that what the fucking multiplier system is based on?

I'm probably just raging though, and my ideas make no sense and would only promote extremely annoying loosing streaks.
Title: Re: Loosing all multiplicator if team looses.
Post by: PieParadox on June 13, 2011, 09:57:53 pm
I blame autobalance for all the world's evils. If both teams are even--and the game "balanced"--nobody would win, amiright? Fuck switching people back and forth in an effort to make shit "even", and thus a series of x1, x2, x1 rounds.

Even out the numbers and highest scoring people after the first round, that way shit isn't entirely fucked up with Goretooth, Chaos_Takeda, Hippi_with_a_Scimi, and company all on one team. After that, if your team keeps loosing, its because they suck or the other team's that much better. Better team deserves victory andn xp/gold right? Isn't that what the fucking multiplier system is based on?

I'm probably just raging though, and my ideas make no sense and would only promote extremely annoying loosing streaks.
Title: Re: Loosing all multiplicator if team looses.
Post by: Reas on June 15, 2011, 02:38:33 pm
The XP system really needs to revamped somehow :(
Title: Re: Loosing all multiplicator if team looses.
Post by: Digglez on June 15, 2011, 06:22:23 pm
hey walt, what does a -2 multi per loss look like?

Title: Re: Loosing all multiplicator if team looses.
Post by: WaltF4 on June 15, 2011, 07:04:32 pm
The average multiplier with 50:50 win:loss would be 2.167 if a loss resulted in a -2 to the multiplier.

(click to show/hide)
Title: Re: Loosing all multiplicator if team looses.
Post by: The_Bloody_Nine on June 15, 2011, 07:44:01 pm
The average multiplier with 50:50 win:loss would be 2.167 if a loss resulted in a -2 to the multiplier.

(click to show/hide)
In other words in the proposed -1 system it would make more a difference if you win 70% instead of 60%, or 50% instead of 40% of rounds. In current system there is a lesser difference between these players, but its a much stronger difference if a player wins 80% of rounds in stead of 70%. I was very sceptical when I read the OP, but this way put it sounds like a very good proposal and a better system.

The -2 per loss is too similar with the current system, I think.

Thank you again for awesome graphs, WaltF4!
Title: Re: Loosing all multiplicator if team looses.
Post by: Linx on June 15, 2011, 07:51:18 pm
Quote
Better team deserves victory andn xp/gold right? Isn't that what the fucking multiplier system is based on?


The thing is, it's usually 5 really good people and the rest of the team sits around doing nothing. For example: Tydeus, Goretooth, Geon, Dan on one team and the auto-balance throws 5 extra people on the other team to compensate. Quantity over quality amirite?
Title: Re: Loosing all multiplicator if team looses.
Post by: Asheram on June 16, 2011, 02:21:52 am
I agree with this.  Winning should me +1 multiplier.  Losing should be -1.

I hardly ever have 2x..and when I do its usually only for 1 round.  Getting up to 4x is a miracle, and doesn't last long either.

Give us a break!
Hear Hear I concur as well,with the autobalancer its hard to even hold on to a multiplier after getting flopped around so much which in turn adds a bigger grind and lessens the fun IMO.
Title: Re: Loosing all multiplicator if team looses.
Post by: San on June 16, 2011, 03:48:52 am
-1 is way too easy. I would definitely be happy with -3, even. That way, people with x5 multipliers will go down to x2 instead of x1. -2 still seems too forgiving. There's also the fact that upkeep and other such balancers are designed around this multiplier system, and how much they expect us to make.
Title: Re: Loosing all multiplicator if team looses.
Post by: FRANK_THE_TANK on June 16, 2011, 07:48:17 am
100% behind +1 up -1 down. On map flips it takes a couple of rounds for the auto-balance to even things out so there is really no reason to punish the unlucky, its nothing to do with the skill of the individual or the team when one team is accidentally stacked in the first round.

How many times have we all been auto-balanced off the winning side and onto the loosing side only to have the x5 blown to pieces.

There is no good reason for punishing the players. It can be really disheartening for new players to find them selves on the arse end of a winning streak. Having there x2 or x3 ripped away from them like candy from a baby (I'm assuming you've all stolen from babies and know what I'm talking about.)

Also that last 4million xp is a... TOTAL SON OF A BIOTCH! OMG 4 FREAKING MILLION!!!

If x's went up and down at the same rate you would spend much more time in the region of the great multipliers and so be happier and less prone to hunting chadz down with a knife, not that I would, but other people well I can't speak for them and their murderous intent.

EDIT: as for upkeep, if that is an issue with a more rounded and player friendly +1/-1 x system then compensate with an increase in upkeep costs. As the upkeep costs stand I they are  not very well balanced, they aren't bad but some times it is totally random. I was wearing my best Armour kit (Tin canning it as best I could) and went for 8 rounds with out paying any up keep at all. Not to mention a bizare glitch gave me Rusty Heraldic Transitional Armour for no reason, didn't own it, didn't buy and it only showed up in game.

Title: Re: Loosing all multiplicator if team looses.
Post by: Warcat on June 16, 2011, 01:07:47 pm
This just looks to me as a way for people playing in large groups to keep their multiplier through the round before banner balance each map.