Author Topic: Proximity Points - bad for siege  (Read 1287 times)

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Offline woody

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Proximity Points - bad for siege
« on: March 01, 2013, 02:51:09 pm »
+4
I understand the logic behind these to encourage teamwork but I dont think it works especially in siege.

In siege you can get valour by cowering near ladder top not attacking or by running with group where you gank people or just going up down at top of ladder with several others. It rewards ganking and camping rather than good play.

You can fight 1 vs 2 or three and kill a couple and get 10-12 points. You can get that just by running near a combat with shield up and holding block. Its lame.

I agree with a points bonus when you wound someone who is later killed but points just for being near is silly.

Offline Kafein

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Re: Proximity Points - bad for siege
« Reply #1 on: March 01, 2013, 03:06:33 pm »
+7
I think staying near ladder access points as defender is useful, after all your teammates will die sooner or later. But what I don't like is that valour pushes people away from doing other useful stuff, such as standing very close to the flag as defender or destroying doors as attacker.

Offline Molly

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Re: Proximity Points - bad for siege
« Reply #2 on: March 01, 2013, 03:09:07 pm »
-2
I actually do hope for and strongly suggest the removal of valour.
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Offline Tuetensuppe

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Re: Proximity Points - bad for siege
« Reply #3 on: March 01, 2013, 03:12:34 pm »
0
I think staying near ladder access points as defender is useful, after all your teammates will die sooner or later. But what I don't like is that valour pushes people away from doing other useful stuff, such as standing very close to the flag as defender or destroying doors as attacker.

that!



1. being usefull means not to have the best k/d > it also means to be usefull for the team > for example "blocking" important positions
2. you remember why valour got implemented? yes? > good!
3. i dont care who get valour and who not...if i get is > im happy > if not > also good
4. unban of djavo is more important!
5. you will always have guys who try to abuse game mechanic or logic > just dont care and play ;)

that brings me to the conclusion:

> no need to complain or change anything ;)
« Last Edit: March 01, 2013, 03:18:29 pm by Tuetensuppe »
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Offline Reyiz

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Re: Proximity Points - bad for siege
« Reply #4 on: March 01, 2013, 03:19:53 pm »
+1
I actually do hope for and strongly suggest the removal of valour.

cos you cant get any ?

Offline Kafein

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Re: Proximity Points - bad for siege
« Reply #5 on: March 01, 2013, 03:38:41 pm »
+1
satisfaction

Offline woody

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Re: Proximity Points - bad for siege
« Reply #6 on: March 01, 2013, 04:34:17 pm »
+3
Of course being useful to team is not about best k/d.

But bonus points for killing enemies near to flag would make more sense than proximity points for just being near a gank. 

Offline Phew

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Re: Proximity Points - bad for siege
« Reply #7 on: March 01, 2013, 09:00:59 pm »
+4
Valour is too binary; one guy gets 65 points and valour (keeping his x5 after a loss), another guy gets 64 points and x1 for his efforts.

Every achievement (opening gates, breaking doors, defending flag, killing a tough enemy, dehorsing an enemy cav, breaking enemy shield, etc) should award some small xp and/or gold.

Offline Tindel

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Re: Proximity Points - bad for siege
« Reply #8 on: March 02, 2013, 04:23:58 pm »
-1
Valour awards you for being active in combat.

It does not award camping flag/gate/doors/sitting on ass. And it shouldnt.
If you actively try to win either as defender or attacker and play well you have a good chance of getting valour.
People who sit on their ass while the rest of us do the work does not deserve any points.
"camping" flag is just another way to leech while watching tv.

I always try to win the round, going for objectives usually puts you right into the thick of the battle, a perfect place to get points.
If everyone did it the way i do it, it would be hard for anyone to get valour because everyone would have high score.

Only reason people get valour on siege is because their team is too passive.

Offline no_rules_just_play

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Re: Proximity Points - bad for siege
« Reply #9 on: March 02, 2013, 04:49:24 pm »
+3
Valour awards you for being active in combat.

It does not award camping flag/gate/doors/sitting on ass. And it shouldnt.
If you actively try to win either as defender or attacker and play well you have a good chance of getting valour.
People who sit on their ass while the rest of us do the work does not deserve any points.
"camping" flag is just another way to leech while watching tv.

I always try to win the round, going for objectives usually puts you right into the thick of the battle, a perfect place to get points.
If everyone did it the way i do it, it would be hard for anyone to get valour because everyone would have high score.

Only reason people get valour on siege is because their team is too passive.

i have to disagree, if those people wouldnt be on the flag, it would be taken within 30 seconds.
the problem about siege is that most castles can EASILY be defended if the whole team is on the flag, some castles are well-made and have other important keypoints, but most dont. defending flag is the most important task of a siege, also in the beginning of the round

Offline Tindel

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Re: Proximity Points - bad for siege
« Reply #10 on: March 02, 2013, 09:54:40 pm »
-2
i have to disagree, if those people wouldnt be on the flag, it would be taken within 30 seconds.
the problem about siege is that most castles can EASILY be defended if the whole team is on the flag, some castles are well-made and have other important keypoints, but most dont. defending flag is the most important task of a siege, also in the beginning of the round

No

Offline Phew

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Re: Proximity Points - bad for siege
« Reply #11 on: March 03, 2013, 05:09:08 pm »
+2
i have to disagree, if those people wouldnt be on the flag, it would be taken within 30 seconds.
the problem about siege is that most castles can EASILY be defended if the whole team is on the flag, some castles are well-made and have other important keypoints, but most dont. defending flag is the most important task of a siege, also in the beginning of the round

For most castles, attackers can get to flag in less than 30s if all choke points (gates/ladders/etc) are free. So defenders have to keep gates closed, restrict flow through doors/gates/ladders/etc. This is by design. Good siege defense is a combination of throttling flow through choke points and defending flag. Pure flag defense only works if attackers are dumb and stream in one at a time.

Offline Teeth

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Re: Proximity Points - bad for siege
« Reply #12 on: March 03, 2013, 05:17:28 pm »
+4
You should get a x2 point multiplier for fighting inside a certain radius around the flag.

Offline Rhekimos

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Re: Proximity Points - bad for siege
« Reply #13 on: March 03, 2013, 05:24:16 pm »
+1
You should get a x2 point multiplier for fighting inside a certain radius around the flag.

Good idea. That would reflect the importance of the flag as a critical objective in the score system.

Fighting in the chokepoints of the map could also give a small bonus, but that would require much more effort and editing each map to include such zones.

Offline Phew

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Re: Proximity Points - bad for siege
« Reply #14 on: March 03, 2013, 09:26:44 pm »
0
I thought I read that a conquest game mode with a more objective-based reward system was the endgame for cRPG. Then again, devs said they would rework weapon master/wpf like 2 years ago, and nothing yet. And that's an easy change; a new game mode/reward system is a big change.