Author Topic: Failure.bmp  (Read 3191 times)

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Offline justme

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Re: Failure.bmp
« Reply #30 on: November 12, 2012, 11:33:08 pm »
0
you dont like ogre on top? :O

Offline TurmoilTom

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Re: Failure.bmp
« Reply #31 on: November 13, 2012, 01:06:51 am »
+1
Why? Helms Deep was the most retarded and one-sided map outside of that one map that had that skinny spiral staircase tower and the flag was on the very top..

I agree. It looked nice, but Helms Deep encompassed everything bad about siege maps.

Offline Casimir

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Re: Failure.bmp
« Reply #32 on: November 13, 2012, 01:23:58 am »
+1
if the battlegroup system got fixed then helms deep would have to be added just for the purpose of LoTR theme battles :D
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Offline owens

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Re: Failure.bmp
« Reply #33 on: November 13, 2012, 01:27:43 am »
+1
Some of the native maps were pretty good. They are biased towards attacker melee because of the power of ranged in native.

 

A good seige map should be a blood bath for attackers at first and than ganks and 1 on 1 fighting in the various choke points. A sneaky but slow and easily defended back door.

In the end if the attackers make it to the flag the bias should be towards the attackers as they have superior numbers by this stage.



The problem at the moment is that maps seem to be the opposite of this. The sneaky way the most direct. The attackers getting an advantage at the start. The floors being quicksand which doesnt promote efficient 1 on 1 fighting and innevitably every one mobs instead of swarming the castles many entrances.


Someone needs to pick the best native maps maybe add some invisible barriers to some battle maps with fortified spawns as well for the smaller servers like AUS.
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Offline IR_Kuoin

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Re: Failure.bmp
« Reply #34 on: November 13, 2012, 01:30:54 am »
+1
Some of the native maps were pretty good. They are biased towards attacker melee because of the power of ranged in native.

 

A good seige map should be a blood bath for attackers at first and than ganks and 1 on 1 fighting in the various choke points. A sneaky but slow and easily defended back door.

In the end if the attackers make it to the flag the bias should be towards the attackers as they have superior numbers by this stage.



The problem at the moment is that maps seem to be the opposite of this. The sneaky way the most direct. The attackers getting an advantage at the start. The floors being quicksand which doesnt promote efficient 1 on 1 fighting and innevitably every one mobs instead of swarming the castles many entrances.


Someone needs to pick the best native maps maybe add some invisible barriers to some battle maps with fortified spawns as well for the smaller servers like AUS.

If you want that "Siege dream" to come true. Rounds have to be longer and the AUS community part. Keep on dreaming.
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Offline Froto_the_Loc

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Re: Failure.bmp
« Reply #35 on: November 13, 2012, 01:42:42 am »
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Dibs on being Lurtz the Uruk-Hai.
If I remember correctly, Lurtz died before the Helms Deep battle.

And I submitted my first map not too long ago. Maybe that will spice the rotation up if it gets added.
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Offline Sir_Mahtin

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Re: Failure.bmp
« Reply #36 on: November 13, 2012, 07:25:19 am »
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Being in NA we often feel like red-headed step-children as it seems EU gets all the love and we just get random cast-offs after bitching for a long, long time.

We need an actual NA rep on the dev team who will actually represent NA.
I agree on this. NA needs a seat in the, so to speak, House of cRPG.

Offline CrazyCracka420

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Re: Failure.bmp
« Reply #37 on: November 13, 2012, 08:10:43 pm »
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So just turn siege into a strategus siege type game.  Use castle and city siege maps, let players use ladders and siege equipment.  Set the timer to like 15-20 minutes and/or 300 tickets on each side (or something like that).

If timer runs out, whoever has more tickets at the end wins (or maybe defenders always win if they hold the castle/city), maybe give the defense less tickets since the attackers would likely be dying more?  Or not, and put the onus on the attackers to take the defenders spawns.

You'd also prob need to give like 2 or 3 multipliers for the winner for the longer rounds.
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Offline Digglez

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Re: Failure.bmp
« Reply #38 on: November 13, 2012, 10:39:32 pm »
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So just turn siege into a strategus siege type game.  Use castle and city siege maps, let players use ladders and siege equipment.  Set the timer to like 15-20 minutes and/or 300 tickets on each side (or something like that).

If timer runs out, whoever has more tickets at the end wins (or maybe defenders always win if they hold the castle/city), maybe give the defense less tickets since the attackers would likely be dying more?  Or not, and put the onus on the attackers to take the defenders spawns.

You'd also prob need to give like 2 or 3 multipliers for the winner for the longer rounds.

ticket system like that only encourages plate farming.  Any sort of ticket system needs to also include $$$ pool that your team draws from

Offline Xeen

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Re: Failure.bmp
« Reply #39 on: November 14, 2012, 11:46:29 am »
+1
The map is relatively balanced because defenders spawn in ridiculously fucking horrible places as well.  I do think it's notable that defenders often lose because they get bored of sitting at flag for minutes at a time seeing no real action and wander off.  The problem isn't balance, it is that you spend so much fucking time running and a smart defense isn't going to be anywhere but the upper portions of the flag-keep, which sits atop multiple tiers of wall. 

All that said, I actually really do like the "useful" portion of the map.  If defenders didn't randomly spawn down that massive stairwell leading into slowmo-keep and attackers spawned considerably closer, I'd probably love the map. 

Offline Aderyn

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Re: Failure.bmp
« Reply #40 on: November 14, 2012, 01:14:42 pm »
+1
Can't spell manslaughter without laughter.

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