Author Topic: Banner "balancer", valour, multiplier & looms  (Read 3533 times)

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Offline Joseph Porta

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Re: Banner "balancer", valour, multiplier & looms
« Reply #75 on: April 11, 2013, 12:39:51 am »
0
Turn off banner balance till a servers "playing not spectating" population is more than 40 players.  Thanks in adavance.
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Offline Tyr_

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Re: Banner "balancer", valour, multiplier & looms
« Reply #76 on: April 11, 2013, 12:50:36 am »
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Turn off banner balance till a servers "playing not spectating" population is more than 40 players.  Thanks in adavance.

That makes it even more unfair for small clans.
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Offline EyeBeat

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Re: Banner "balancer", valour, multiplier & looms
« Reply #77 on: April 11, 2013, 02:16:19 am »
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That makes it even more unfair for small clans.

It is unfair for people not in clans otherwise.
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Being a smallish community doesn't entitle you to act more like a dick than other communities.

Offline Joseph Porta

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Re: Banner "balancer", valour, multiplier & looms
« Reply #78 on: April 11, 2013, 02:51:44 am »
0
That makes it even more unfair for small clans.

Is there ever less then 20v20 on eu1? Except 5 am workdays.  :lol:
I loot corpses of their golden teeth.
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i'll be there at around
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Offline Joker86

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Re: Banner "balancer", valour, multiplier & looms
« Reply #79 on: April 13, 2013, 06:07:31 pm »
+2
I think the whole reward matter is incredibly complicated. Next to balancing throwing weapons it's the game design question in cRPG I am most afraid of. To be honest, I don't really dare to touch it. I just want to say that conquering/protecting the flag should definitely matter. In whatever way you do it.

Despite my statement of above I decided to give it a shot anyway. Perhaps it offers a base for someone who really finds the best was for a reward system. So let's get started:

(click to show/hide)
_________________________________________________________________________


That's it.

For those of you who are too lazy to read through all this, or don't really get what I am aiming at, I have a

TL;DR-Version:

For me the gameplay of the infantry is the core problem. If infantry plays "properly", the other classes have to adjust. But as long as infantry plays like it does at the moment on the battle server, the other classes are free to hunt them, causing all those complaints on the forums.

So the changes aim towards keeping infantry together. The fact, that you don't get points for enemies you kill yourself, but that the reward at the end of the round is depending on your infantry teammates who survived, will hopefull encourage infantry to play more "together" and to protect each other, instead of going for a kill hunt. Actually hunting kills on your own would not help you anything, as you can only get points if teammates near you kill the enemy.

The fact that you don't get any rewards for having your "target class" killed (e.g. Crushthrough infantry does not get rewards for killed shielders) sounds paradox at the first glance. But on the other hand this means, that in difference to the other enemy classes, you are allowed to kill them, without having to suffer from reduced rewards. This system is meant to encourage players focusing on certain enemies, not to get direct rewards, which always causes terrible behaviour. It is for the sake of protecting your teammates, who in return will increase your rewards. But you don't get "greedy" on those kills, as if someone else kills your target, you don't lose anything. I hope this system is what we were looking for all those years, as it has the benefit or rewarding classes for killing certain other classes, without all those kill stealing and teamwounding side effects.

As I already wrote, the system for heavy infantry (= two handed players) is an exception of this, which makes my kind of sad, but I could not find any other solution. But perhaps one of you will?

The fact that archers and cavalry get rewarded for kills directly is not nice, but I think it's not that much of a problem either, as you can't compare it to the problems direct kill rewards would bring for infantry in general. That's also why cavalry and archers receive a much higher teamhit malus, than infantry. It's because it is easier for cav and ranged to avoid hitting teammates than it is for infantry.
« Last Edit: April 13, 2013, 06:24:31 pm by Joker86 »
Joker makes a very good point.
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Offline Fips

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Re: Banner "balancer", valour, multiplier & looms
« Reply #80 on: April 13, 2013, 06:57:31 pm »
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tl;dr-version: tl;dr

Offline Joker86

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Re: Banner "balancer", valour, multiplier & looms
« Reply #81 on: April 13, 2013, 07:21:11 pm »
+3
tl;dr-version: tl;dr

Then please stop participating in a forum and do something more appropriate to your intellect, like... throwing stones in a lake... picking your nose... etc... you get the idea?  :P
Joker makes a very good point.
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Offline Fips

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Re: Banner "balancer", valour, multiplier & looms
« Reply #82 on: April 13, 2013, 07:25:25 pm »
+1
Then please stop participating in a forum and do something more appropriate to your intellect, like... throwing stones in a lake... picking your nose... etc... you get the idea?  :P

Oh c'mon, you know i'm just messin with you =P

Offline Joker86

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Re: Banner "balancer", valour, multiplier & looms
« Reply #83 on: April 13, 2013, 07:55:34 pm »
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I know. That's why there was that tongue-smiley  :wink:
Joker makes a very good point.
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Offline Kafein

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Re: Banner "balancer", valour, multiplier & looms
« Reply #84 on: April 13, 2013, 10:31:34 pm »
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Smileys are too long to read too.