Author Topic: PSA - How Spawns Work in Siege Mode  (Read 1667 times)

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Offline Tears of Destiny

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Re: PSA - How Spawns Work in Siege Mode
« Reply #15 on: July 18, 2012, 09:21:23 pm »
+5
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Offline Elindor

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Re: PSA - How Spawns Work in Siege Mode
« Reply #16 on: July 18, 2012, 09:28:27 pm »
+1
Shit gameplay mode, take it down.

Well you did enter the thread with the above, which is 100% off topic ....

I just noted that your "watched" tag doesn't surprise me.
No offense, of course.
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Offline betard_lulz

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Re: PSA - How Spawns Work in Siege Mode
« Reply #17 on: July 18, 2012, 09:36:53 pm »
-1
Well fine then i'll elaborate.  In siege due to quite a few "gameplay elements" defense is almost impossible.
my comment shit gameplay mode take it down. was "building" off of...
Even if most of it is along the lines of 'Shit map take it down.'  :lol:

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edit: I'm done please resume this thread as if I was nevar here.
« Last Edit: July 18, 2012, 09:42:05 pm by betard_lulz »

Offline Jarlek

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Re: PSA - How Spawns Work in Siege Mode
« Reply #18 on: July 19, 2012, 12:37:49 am »
0
Thanks OP. I wonder how it will be when Ozin is finished with his Siege 2.0.

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Offline HardRice

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Re: PSA - How Spawns Work in Siege Mode
« Reply #19 on: July 19, 2012, 02:50:12 am »
+1
Well fine then i'll elaborate.  In siege due to quite a few "gameplay elements" defense is almost impossible.
my comment shit gameplay mode take it down. was "building" off of...

You missed chaos banner stacking on defense earlier, apparently, a screen for you chronic masturbators.

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Defense is easily possible, just need some competent players/clan stack.

Offline WITCHCRAFT

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Re: PSA - How Spawns Work in Siege Mode
« Reply #20 on: July 19, 2012, 04:12:56 am »
+1
Elindor thanks for the explanation. Nudges me one step closer to trying my hand at map making.  :)

Re: defense in siege: totally depends on the map. some maps are more skewed towards defense, others towards offense. You should never say 'fuck it my team is meant to lose' because then you will play worse and help your team lose!
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Offline Zlisch_The_Butcher

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Re: PSA - How Spawns Work in Siege Mode
« Reply #21 on: July 19, 2012, 05:12:55 am »
0
love comments from "watched" people like you and Bjord...usually explains why they are "watched" in the first place :)
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Offline dreadnok

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Re: PSA - How Spawns Work in Siege Mode
« Reply #22 on: July 19, 2012, 09:04:24 am »
0
Gay
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Offline Elindor

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Re: PSA - How Spawns Work in Siege Mode
« Reply #23 on: July 19, 2012, 09:07:08 am »
+1
As always thanks for your contribution Dreadylocks!  :rolleyes:
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Offline Phew

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Re: PSA - How Spawns Work in Siege Mode
« Reply #24 on: July 19, 2012, 04:23:00 pm »
0
Siege should be balanced until the mean offense win rate of all maps in the rotation is 50%. Note that I didn't say every map should have an offense win rate of 50%, as siege is more fun when certain maps favor attackers or defenders.

However, I don't think the way to balance these maps is by adjusting the spawn points Elindor described, as that sounds tedious and iterative. The easy way is just to adjust the defense respawn timer on a per-map basis. You could apply an algorithm whereby each map has a "target" offense win rate (with the mean of all maps in the rotation being 50%, as I said before), and just have code that progressively alters the defender respawn timer until the target offense win rate is achieved on a running average basis.

Now, I don't know if it's actually possible to implement what I described, but I think it's the simplest way to balance siege. It would also be a great opportunity to re-introduce some of the classic native maps that were removed from the rotation due to imbalance.

Offline celti

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Re: PSA - How Spawns Work in Siege Mode
« Reply #25 on: July 19, 2012, 04:56:50 pm »
0
So then it is definitely possible to have maps with minimum spawn requirements such as:
 - Attackers do not spawn within the castle walls.
 - Defense does not spawn inside or on top of the gatehouse.
 - Defense does not spawn outside of their own castle walls.

I feel like defenders spawning a good distance from the flag is necessary, otherwise a few good shielders could contest the flag indefinitely with staggered spawns.

- Watch the results and/or gather feedback (community is so helpful and constructive with this, of course :) )

Haha, I feel so bad for you Elindor.
Keep up the good work and keep ignoring the trolls.
Your maps have evolved into very interesting and balanced maps, which keeps me interested in this game.