Author Topic: Team Damage system  (Read 925 times)

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Offline Lobster

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Team Damage system
« on: October 02, 2011, 11:02:57 am »
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Hi. 
 
Team killing and team damaged seems to happen far to much now. thrower and archers firing into your back, cav bumping slashing and lancing, and melee guys hitting everybody else other then the enemy. 
So was thinking about this and ways of reducing it. The current hitboxs i think are fine. and players need to play with more care and intelligence, This will never happen however, as a vast majority just don't care. 
 
I seen archers and throwers shooting into furballs of friendly and enemy without a care who they hitting, cav and melee class's do the same. 
 
I myself have team killed lots :( i do care and say sorry but i really need to improve my skills. most of us do with the new hitbox, but most are not bothered.
 
A way to make players play more skillfully and with care would be to force them into it by penalization. 
 
I don't know if this can be coded into the game or not but here is my idea. 
 
When ever a player A team wounds a friendly IE by reducing the friendly HP then Player A takes a fixed penalty payment in Gold and XP Im not sure how big the penalty should be i tend to be a bit harsh on this so i leave the amount up to the devs. 
 
I would think this has been talked about before but im sure not of the method, so would punishing team wounding by fixed gold and XP penalty be a good i idea ? 
I think it would, i think players would play with allot more care.
« Last Edit: October 02, 2011, 11:06:10 am by Lobster »
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Offline Snoozer

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Re: Team Damage system
« Reply #1 on: October 02, 2011, 11:19:12 am »
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i agree there should be a system of punishment for team hitting. but i dont think yours would be effective anyways

people team hit/kill for many reasons(kill whores,xp whores,accident, trying to help you etc),so much so they team wound in the process of jumping an enemy or other situations where allys and enemys are in CLOSE proximity of each other.but what if THEY jumped into the fight and YOU hit them for their foolishness and you loose a tick would you not rage?

i team hit more then i should i admit that, but im usually tactical about my weapon due to its length (im a pole) but there are many times someone gets into the fight and i hit them in the process or i get into their fight and  i hit them in the process in which i usually admit im at fault by trying to say sorry when i can(i know its little im trying to work on it).to be indiscriminately punished by a code would be unimaginable.people hate the xp system as it is i think this would make people rage more then if they put in a reflective damage system in

i think the solution is simple just have the mods crack down on it(i know its a long shot but hear me out).if there is an obvious problem thats brought to their attention they will start being more strict about idiots doing it ot the point they will ban people for certain amounts of time then instead of the usually just saying "hey quit being a tk douche" and just kicking them out of the server for them to just jump back in.

if they get SEROUS they will fuck up the people who do not give a shit about it and set the others onto the road of watching what they do and be more tactical.

my apologies to anyone i tk or hit i didnt mean it....unless you were a leecher, voice command/chat spammer,tker,horse bump bundle of sticks, or pubert YOU GO TO HELL AND YOU DIE
« Last Edit: October 02, 2011, 11:20:41 am by Snoozer »
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Re: Team Damage system
« Reply #2 on: October 04, 2011, 09:32:24 am »
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No, just no. This would suck major balls, and would make playing as an Archer more of a gamble than anything else. Fire at enemy, hit team mate, lose 1000xp and 50 gold. I mean, I got to admit, I'm a shit ass archer, and if this was implemented, I'd never touch a bow again. Or a crossbow. Or a throwing weapon. Now we got everyone who is as good as me with ranged, all using small melee weapons, and probably shields. So now instead of a massive diverse army, you get a bunch of turtles with like, I dunno, Short Broad Swords. Congrats, the games no longer fun.
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Offline MrShine

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Re: Team Damage system
« Reply #3 on: October 04, 2011, 03:37:52 pm »
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This has been suggested a lot and turned down a lot.

I personally think this is a bad idea, and have stated before that a tangible penalty would only make griefing more rampant (and much harder to prove and observe for admins).

The way it works is best: if someone is a known TKer they will gain a reputation and will probably be avoided.  Otherwise admins can keep an eye out for intentional team hits, and if you get team killed by accident life goes on.
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Offline Teeth

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Re: Team Damage system
« Reply #4 on: October 04, 2011, 04:04:46 pm »
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I personally think this is a bad idea, and have stated before that a tangible penalty would only make griefing more rampant (and much harder to prove and observe for admins).
Please explain how

I support this idea, if you teamdamage it should cost you. Still the new earlier active attacks are gay, and the general playerbase will never get used to them.

No, just no. This would suck major balls, and would make playing as an Archer more of a gamble than anything else. Fire at enemy, hit team mate, lose 1000xp and 50 gold. I mean, I got to admit, I'm a shit ass archer, and if this was implemented, I'd never touch a bow again.
Noone said the penalty would be this harsh, but if you teamhit that much its probably for the best that you wouldn't play archer again. Dûh. Stop shooting in melee and you don't hit teammates.
« Last Edit: October 04, 2011, 04:07:15 pm by SgtTeeh »

Offline MrShine

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Re: Team Damage system
« Reply #5 on: October 04, 2011, 04:36:23 pm »
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Please explain how

I wrote a big response and just pressed back on my browser by mistake like an idiot.  So I'll condense.

You can grief players by running into horse bumps, archer's line of sight, swinging teammates, and with the proposed change this would cost THEM gold and xp due to your deliberate inattentiveness.

It is much easier to report/have admins monitor people actively team wounding, but intentional griefing by being teamwounded will be much more of a gray area (the griefer can feign ignorance/lack of awareness much easier than they can claim accidental TK when observed).

Making a gold/xp penalty also reduces the embarrassment aspect of TKs right now.  Frankly I have plenty of gold and a minor penalty will mean nothing to me.  If it becomes socially acceptable via a monetary cost I won't feel as bad as I do now when I tk because I would have "paid the price".
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Offline Teeth

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Re: Team Damage system
« Reply #6 on: October 04, 2011, 04:41:35 pm »
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Yeah okay that might be true, but we had this system in 2010, I don't think I've ever experienced things like that. It worked fine, but the playerbase changed, maybe now it might cause problems like that.

Offline Dehitay

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Re: Team Damage system
« Reply #7 on: October 04, 2011, 05:08:55 pm »
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No, just no. This would suck major balls, and would make playing as an Archer more of a gamble than anything else. Fire at enemy, hit team mate, lose 1000xp and 50 gold. I mean, I got to admit, I'm a shit ass archer, and if this was implemented, I'd never touch a bow again. Or a crossbow. Or a throwing weapon. Now we got everyone who is as good as me with ranged, all using small melee weapons, and probably shields. So now instead of a massive diverse army, you get a bunch of turtles with like, I dunno, Short Broad Swords. Congrats, the games no longer fun.

If it would be that much of a problem, you definitely shouldn't be touching ranged weapons. Even I hit teammates when firing arrows, but it's a rarity cause I try to only fire onto the enemy side of a melee battle when I can see something of a space between friend and foe (but surprisingly enough, friend occasionally manages to race around that gap and into the arrow).

To me it would make perfect sense to implement a punishment system for team wounding, but it's not going to happen because the majority of the people that play this game just don't have what it takes to avoid hitting people that jump in the way. I enjoy playing a support type role, so avoiding team wounding is child's play for me. But most people are kill hungry demons that don't pay attention to their surroundings. If you want an example, try building a high athletics character and when you see a teammate in a battle with a lone enemy, try to rush to the other side of the enemy so you can surround him for the easy kill. Nine times out of ten, your teammate is too stupid to figure it out and won't go the other way while the enemy obviously doesn't want to be surrounded, so the strategy won't work out.

Offline Slamz

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Re: Team Damage system
« Reply #8 on: October 05, 2011, 12:07:30 am »
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I thought Planetside had the best team damage system in the gaming world.

It was something like this:

When you hit a friendly, you gain "grief points".
If you hit a friendly for 20 damage, you get 20 grief points.
The more damage you deal in a short amount of time, the more this accelerates --

So I hit you once for 20 damage and get 20 grief points.  I hit you again for 20 damage and get 30 more grief points.  I hit you AGAIN for 20 damage and I get 50 more grief points.  If I can go 20 seconds without hitting anyone then it will settle back down to 1:1.  So an occasional errant hit isn't overly penalized but someone going on a killing spree will be quickly shut down.

"Grief points" fade on their own over time, online or offline.

If you gain too many grief points, you can no longer attack anyone (for cRPG purposes, it should just auto-ban you for 1 hour.  Planetside was massively multiplayer and let you stay online but you were in "weapons lock" and couldn't attack).


The beauty of the system in Planetside was that it did still allow you the occasional intentional TK.  Someone is being a jerk or blocking a door or whatever?  Cap em.  It won't lock you down over 1 TK.  If they're being a jerk to 30 different people, they can all take turns capping him and spread the grief around.  What it really stopped, though, was rampant TK/TW.  I can afford occasionally shooting a teammate in the back if he jumped into my line of fire but I can't mow him down and then mow down the next 4 friendlies without getting weapon lock.

It doesn't replace the need for admins, but it does create an automated defense against rampant teamkilling when admins aren't online.  It will also put the brakes on trolls who intentionally team wound several people at the start of a map -- something that's very hard for an admin to catch.  Too much intentional TW + the occasional true accident will force a troll to change his ways.


Also, there is no functional difference between an intentional team-wounder and a player who is so bad at the game that he is constantly hitting teammates.  Both are effectively griefers and a system like this treats them the same.  Learn to stop side-swinging in a tight melee, nub.  In all the time I played Planetside, I never once had my weapons lock from accidents, or even came close to it, so I thought it was a pretty good system.
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Offline Dehitay

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Re: Team Damage system
« Reply #9 on: October 05, 2011, 02:35:51 am »
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I thought Planetside had the best team damage system in the gaming world.

It was something like this:

When you hit a friendly, you gain "grief points".
If you hit a friendly for 20 damage, you get 20 grief points.
The more damage you deal in a short amount of time, the more this accelerates --

So I hit you once for 20 damage and get 20 grief points.  I hit you again for 20 damage and get 30 more grief points.  I hit you AGAIN for 20 damage and I get 50 more grief points.  If I can go 20 seconds without hitting anyone then it will settle back down to 1:1.  So an occasional errant hit isn't overly penalized but someone going on a killing spree will be quickly shut down.

"Grief points" fade on their own over time, online or offline.

If you gain too many grief points, you can no longer attack anyone (for cRPG purposes, it should just auto-ban you for 1 hour.  Planetside was massively multiplayer and let you stay online but you were in "weapons lock" and couldn't attack).


The beauty of the system in Planetside was that it did still allow you the occasional intentional TK.  Someone is being a jerk or blocking a door or whatever?  Cap em.  It won't lock you down over 1 TK.  If they're being a jerk to 30 different people, they can all take turns capping him and spread the grief around.  What it really stopped, though, was rampant TK/TW.  I can afford occasionally shooting a teammate in the back if he jumped into my line of fire but I can't mow him down and then mow down the next 4 friendlies without getting weapon lock.

It doesn't replace the need for admins, but it does create an automated defense against rampant teamkilling when admins aren't online.  It will also put the brakes on trolls who intentionally team wound several people at the start of a map -- something that's very hard for an admin to catch.  Too much intentional TW + the occasional true accident will force a troll to change his ways.


Also, there is no functional difference between an intentional team-wounder and a player who is so bad at the game that he is constantly hitting teammates.  Both are effectively griefers and a system like this treats them the same.  Learn to stop side-swinging in a tight melee, nub.  In all the time I played Planetside, I never once had my weapons lock from accidents, or even came close to it, so I thought it was a pretty good system.

I made a similar suggest with a 30 second span before team wounds counter resets. The result was getting down voted immediately. Apparently, people can't even avoid hitting people who purposely jump in the way for 30 seconds.