Author Topic: CRPG has lost that luvin' feelin'  (Read 19595 times)

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Offline Overdriven

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Re: CRPG has lost that luvin' feelin'
« Reply #150 on: September 06, 2011, 11:39:07 am »
+1
O how I enjoy the hate against us. Considering there were only 3 of us back in feb it's quite amusing  :lol:

banner balance encourages this too, on NA at least. people notice which banner wins more and switch to it which fucks up the autobalance even more

People are doing that more and more in EU as well.
« Last Edit: September 06, 2011, 11:40:22 am by Overdriven »

Offline Kafein

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Re: CRPG has lost that luvin' feelin'
« Reply #151 on: September 06, 2011, 12:00:10 pm »
0
People are doing that more and more in EU as well.

True. I see dozens of randomers with the 22nd flag lol

Even clanmembers do this. I don't recall who, but there was a lone grey that had the pecores banner. I'm sure other people in various clans do that, probably when they are alone. It wasn't a problem for us but in the end if all the clanless mob starts to understand they can get much more xp & gold by having the same banner as good clans, or at least dividing the good clan because there are too many people with the same banner online, then banner balance will start to loose it's effect.

Offline polkafranzi

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Re: CRPG has lost that luvin' feelin'
« Reply #152 on: September 06, 2011, 12:01:42 pm »
0
O how I enjoy the hate against us. Considering there were only 3 of us back in feb it's quite amusing  :lol:

People are doing that more and more in EU as well.

like when cooties takes bashi banner, bundle of sticks.  not proud to be searaider
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Offline Phazey

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Re: CRPG has lost that luvin' feelin'
« Reply #153 on: September 06, 2011, 12:05:23 pm »
0
*amusing unbridled rage directed at whiners*

You are all fucking retarded idiots who complain about everything

Overall I think the game is pretty damn well balanced. I think the reward system is entirely at fault.

My idea is to change it to where each player regardless of weather they win or lose gets a base amount of xp after the round is over.

Nice post rusty and +1 to ToD for raging at whiners  :lol:

Seriously though, i love the fact that it's not about personal performance. It's about how your team performs. Best change ever in my opinion, it makes crpg an exiting game to play and watch.

Heck, often when i'm dead, i'm spectating and loudly cheering on my team: "Go team go! Win for meh! Gief meh mah multi!!!"

You would remove a feature that's made crpg amazing and turn it into yet another ego fest where everybody seems obsessed only about their kill-to-death-ratio. I agree it sometimes sucks to be on the losing team... but with the autobalance and with a little teamplay and a positive attitude, it can be a lot of fun.

I'd hate to lose that. I love that it's about whether your team wins instead of about your personal performance.

Offline Kafein

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Re: CRPG has lost that luvin' feelin'
« Reply #154 on: September 06, 2011, 12:12:59 pm »
+1
Nice post rusty and +1 to ToD for raging at whiners  :lol:

Seriously though, i love the fact that it's not about personal performance. It's about how your team performs. Best change ever in my opinion, it makes crpg an exiting game to play and watch.

Heck, often when i'm dead, i'm spectating and loudly cheering on my team: "Go team go! Win for meh! Gief meh mah multi!!!"

You would remove a feature that's made crpg amazing and turn it into yet another ego fest where everybody seems obsessed only about their kill-to-death-ratio. I agree it sometimes sucks to be on the losing team... but with the autobalance and with a little teamplay and a positive attitude, it can be a lot of fun.

I'd hate to lose that. I love that it's about whether your team wins instead of about your personal performance.

The problem of making winning the ONLY goal in the game is the huge bitterness it creates. Just look at other team-based multiplayer games that focus on victory. Every single one of them is full of rage (LoL ?) and of douchebaggy ways of winning (those that involve completly spoiling the fun of the other team).

To counter that, I assume one of the best ways would be creating and promoting objective-based gamemodes like conquest, rather than all-out massacre. Stronghold seems like a very good mode, but the discipline needed makes me think it's only for clans.

Offline Phazey

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Re: CRPG has lost that luvin' feelin'
« Reply #155 on: September 06, 2011, 12:24:52 pm »
0
+1 for objective based gameplay!

...and about the rage and hate... consider it a side-effect for all the elation, exitement and joy the game brings. :) I can live with a bit of frustration sometimes. Overall, the multiplier system is great fun.

And we have the "thy valour on the battleground hath been rewarded" tweak.

I say, keep the multiplier system and enforce teamplay. More challenging and exiting in the long run.

Offline Xant

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Re: CRPG has lost that luvin' feelin'
« Reply #156 on: September 06, 2011, 01:55:24 pm »
0
O how I enjoy the hate against us. Considering there were only 3 of us back in feb it's quite amusing  :lol:

Then more and more people realized that CAV IS OP.........!!!!
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Offline Overdriven

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Re: CRPG has lost that luvin' feelin'
« Reply #157 on: September 06, 2011, 02:01:18 pm »
0
Then more and more people realized that CAV IS OP.........!!!!

No...Chagan just worked very hard to recruit people and did a great job of putting things together in the early days. Seems there was a lot of demand for such a clan.

Offline BlackMilk

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Re: CRPG has lost that luvin' feelin'
« Reply #158 on: September 06, 2011, 02:55:45 pm »
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No...Chagan just worked very hard to recruit people and did a great job of putting things together in the early days. Seems there was a lot of demand for such a clan.
yeah, great job chagan, but cav remains op.

Offline Gorath

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Re: CRPG has lost that luvin' feelin'
« Reply #159 on: September 06, 2011, 05:00:51 pm »
+1
I love that it's about whether your team wins instead of about your personal performance.

Socialist.
And I should be nice or polite to anyone.... why exactly?

Offline Tears of Destiny

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Re: CRPG has lost that luvin' feelin'
« Reply #160 on: September 06, 2011, 05:21:50 pm »
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Taxes for roads are a socialist program  :P
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Offline Kafein

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Re: CRPG has lost that luvin' feelin'
« Reply #161 on: September 06, 2011, 06:08:58 pm »
+1
+1 for objective based gameplay!

...and about the rage and hate... consider it a side-effect for all the elation, exitement and joy the game brings. :) I can live with a bit of frustration sometimes. Overall, the multiplier system is great fun.

And we have the "thy valour on the battleground hath been rewarded" tweak.

I say, keep the multiplier system and enforce teamplay. More challenging and exiting in the long run.

I don't know about you, but I sort of lost any feeling of "reward" from this game. Winning seems normal, deserved, and loosing is like a punishment for something you didn't do. The game is full of these little or big flaws that get increasingly annoying as you play. Many people seem not able to have fun with others having fun too (douchebag tactics). I still like duel mode though. It's still interesting and rewarding, without the douchebags, without half as much as the flaws of battle mode. Not as interesting as a few months ago when everyone wasn't able to block everything though. The main problem is that duels don't bring xp & gold, and it's important too.

Sometimes I don't want to play competitive, just enjoy the game without really concentrating. In the past, cRPG was good for that. But now, if you don't win you feel sad and you loose your gold to upkeep.

Offline Lichen

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Re: CRPG has lost that luvin' feelin'
« Reply #162 on: September 06, 2011, 06:27:04 pm »
+3
I say, keep the multiplier system and enforce teamplay.
Theoretically when (if) it turns out good people are happy. In reality the effort needed is a HUGE pain in the ass just to have 'fun'. The simpler method is one that puts the POWER back in the individual. Keep the multiplier system but also augment it with OTHER (individual dependent) ways to be rewarded. That way both types of players at least have a way to determine their own fun. There are things that players SHOULD be rewarded for that would immensely increase FUN and MOTIVATION to play but the only thing that matters is the team winning now. Well if you perform well but your team still loses and you get the 'reward' of a x1 multi does that make you want to continue the thankless (and rewardless) task? 'oh great another 5 rounds against autobalance clan stacking goodness...what 'fun'' It's no wonder there is so much hate and rage in this game. A main reason is because players are forced to rely on others and desperately want to win because the multi is the 'reward'. Give players back some individual based rewards and watch as people become much more relaxed because even if their team loses they can still be rewarded on an individual basis. Make the multi the icing on the cake, not the cake itself.
« Last Edit: September 06, 2011, 06:31:55 pm by Lichen »

Offline Phazey

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Re: CRPG has lost that luvin' feelin'
« Reply #163 on: September 06, 2011, 06:47:10 pm »
+3
I don't know about you, but I sort of lost any feeling of "reward" from this game. Winning seems normal, deserved, and loosing is like a punishment for something you didn't do.

Well, sir, that's your problem right there.  :lol:

Sorry, i don't mean to be harsh or come over as a troll, but seriously... if that's your attitude then the fault isn't with the game... it's with your inflated sense of entitlement.

Learn to live with losses or prepare to be annoyed in any game you play. Don't ever allow yourself to think you're better than the average player or that your presence on a 50 player team would result in a high win rate. Because if you do, you're bound to get frustrated... a lot. :D

On a more serious note: i feel that the 'harsh' reward system in cRPG is great. Screw personal achievements and rewards for the individual. Teamplay is where it's at.

Else we might as well go back to playing world of warcraft. *ducks and runs away*  :wink:

Heck, we already have the "Thy valour hath been rewarded"-mechanic. Maybe there is room for more of that, i admit. But never lose the 'team fails -> you lose multiplier'-mechanic. It's awesome i say. Harsh games are more fun in the long run. Too much vanilla crap out here already.

Offline rustyspoon

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Re: CRPG has lost that luvin' feelin'
« Reply #164 on: September 06, 2011, 07:15:33 pm »
+2
Well, sir, that's your problem right there.  :lol:

Sorry, i don't mean to be harsh or come over as a troll, but seriously... if that's your attitude then the fault isn't with the game... it's with your inflated sense of entitlement.

Learn to live with losses or prepare to be annoyed in any game you play. Don't ever allow yourself to think you're better than the average player or that your presence on a 50 player team would result in a high win rate. Because if you do, you're bound to get frustrated... a lot. :D

On a more serious note: i feel that the 'harsh' reward system in cRPG is great. Screw personal achievements and rewards for the individual. Teamplay is where it's at.

Else we might as well go back to playing world of warcraft. *ducks and runs away*  :wink:

Heck, we already have the "Thy valour hath been rewarded"-mechanic. Maybe there is room for more of that, i admit. But never lose the 'team fails -> you lose multiplier'-mechanic. It's awesome i say. Harsh games are more fun in the long run. Too much vanilla crap out here already.

Okay, it seems that people are in two camps and I think both are wrong. One side thinks we should have individual performance rewards and one side thinks that you should be rewarded if your team does well. I don't think either system works for reasons noted many a post ago.

First off, should players be punished for bad autobalancing? That happens all the time. One team is stacked with ranged and cav and clans and the other team is all two-handers. With the "teamwork" argument the fact that they get rolled for 5 rounds is because of bad teamwork. If only those poor chumps had better teamwork, they easily would have done well. Same scenario with individual rewards, nobody gives a fuck, just wildly swings and hopes to kill stuff.

However, what if we had a reward system based on both approaches?

Let's say that each player on each team receives a base amount of xp. Each player on the winning team gets bonus xp on top of that. They are rewarded as a team, for a win. Now let's add some additional bonuses, shall we?

Let's say for example that there is a bonus for killing the most enemy horses? In my above scenario, let's say some guys formed a group of pikemen and killed 10 horses. That was some good teamwork that helped their team, but they still lost. In the old system they'd be stuck with a x1 and making shit progress on their character. But if they get rewarded for killing horses, that's a reward for good teamwork and for your personal performance.

You could give bonuses for any type of team-based or individual-based performance depending on what the devs want. You can even subtract xp for team-killing or team-wounding if the devs would like to.

I just think that the current system is broken, unfair and ultimately rage-inducing. Why not reward players who help their TEAM whether they win or lose and then give additional bonuses to the winning team on top of it? I think players would overall be happier, people's attitudes would improve and no more people getting pissed off and quitting after rolling with a x1 for an hour.
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