Author Topic: Suggestion for improving the balancing.  (Read 981 times)

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Offline Christo

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Suggestion for improving the balancing.
« on: February 23, 2011, 03:08:58 am »
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I bet lot of you guys know the following situation, our dear auto-imbalance system can act weird.

For a short example, look at the following screenies I took.

Okay, let's see our everyday cRPG clusterfuck.

Team one, charging up to the main Village.

(click to show/hide)

Team two, defending the main Village.

(click to show/hide)

Notice how many ranged units are there on team two. This happens a lot.

Also, a very nice picture, what an execution scene..

(click to show/hide)

So, I don't know if the following idea is possible, but I' have an idea for improving the auto-balance system.

Let's say you want to be an archer, so you invest in archery WPF, and Power Draw. After an ammount of these special skills, you shall get an "archer" tag somehow, I don't know if the game is capable of such things. Same goes for.. let's say a horseman. If you invest a lower amount, you get a Light Cavalry tag. If you invest more, then a Heavy Cavalry tag, et cetera, et cetera..

It would really help the balancing, if it could sort players by their skills, and after that, performance.

Thanks for reading.



« Last Edit: February 23, 2011, 03:11:04 am by Christo »
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                                                                                            Thanks to cmpxchg8b for the picture!

Offline Vexus

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Re: Suggestion for improving the balancing.
« Reply #1 on: February 23, 2011, 03:12:27 am »
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Nice pics was there bonetooth :D

Yea that whole map was retardedly unbalanced chris probably didn't get a pic but there was so many archers in the other team they were holding the whole left side with archers and the front from the house roof shown on last pic.

[Edit]

Ok they show now.
« Last Edit: February 23, 2011, 03:18:17 am by Vexus »

Offline Christo

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Re: Suggestion for improving the balancing.
« Reply #2 on: February 23, 2011, 03:15:44 am »
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These guys?
(click to show/hide)

I forgot to take a screenshot when the whole team camped up there. Ladders can ruin the fun all the time man.
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Offline Vexus

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Re: Suggestion for improving the balancing.
« Reply #3 on: February 23, 2011, 03:17:39 am »
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Yes that, there was too many lol but was fun trying to dodge all the arrows/bolts/throwings.

Offline Tears of Destiny

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Re: Suggestion for improving the balancing.
« Reply #4 on: February 23, 2011, 04:52:45 am »
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I say this is a problem of bad map design where one side has a fast way to grab a defensible position.

In Balanced maps, if one side has a much greater amount of archers, the archer-heavy team usually score more free hits, and then their vastly outnumbered melee troops get slaughters and the archers overrun. At least on the NA server.

Of course, if the opposing team is rag-tag and splits up and has no coordination, then the archers will usually dominate as melee troops usually require Voice Chat to coordinate properly, where as Archers due to their build can just cluster together and choose group targets.

I do think though that it would be nice to balance archers somehow, though this may create issues for banner balance.
« Last Edit: February 23, 2011, 04:54:08 am by Tears_of_Destiny »
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Offline Vexus

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Re: Suggestion for improving the balancing.
« Reply #5 on: February 23, 2011, 12:01:55 pm »
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That map makes a team spawn in the field and another in that town yep it's also map balance which needs to be fixed.