Author Topic: How to implement multi in conquest?  (Read 5143 times)

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Offline Eugen

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Re: How to implement multi in conquest?
« Reply #45 on: May 19, 2014, 06:46:05 am »
0
So is the conquest functionality carved in stone yet or is it still open for discussion?

Also, since conquest is meant to work in phases to conquer different layers stept by step, wouldnt it be possible to let a teambalance kick in after each layer?

As long as conquest is based on a stept by step layer system Multi could simply be awarded for each completed layer as already was proposed. For Attackers: +2 Multi if they complete all layers, +1 if they complete at least 2/3 of all layers, and lose Multi if they cant take any layer. For defenders: the would get +2 if Attackers cant complete any layer, +1 if they have still 2/3 of layers,  lose Multi if Attackers won all.



« Last Edit: May 19, 2014, 07:01:47 am by Eugen »
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Offline Paul

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Re: How to implement multi in conquest?
« Reply #46 on: May 20, 2014, 05:52:48 pm »
+2
I ain't got time to code atm but I'll have some soontm. So keep discussing.

Offline 722_

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Re: How to implement multi in conquest?
« Reply #47 on: May 20, 2014, 05:55:34 pm »
+1
In my opinion the best suggestion is to just lower the difference between winning and losing, losing team gets x2 and winning gets x3 etc. i actually enjoyed playing conquest just for the gameplay, the x1 for an hour has off-putting but i would have been happy on x2 if i was enjoying it
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Offline Thranduil

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Re: How to implement multi in conquest?
« Reply #48 on: May 20, 2014, 05:59:01 pm »
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So is the conquest functionality carved in stone yet or is it still open for discussion?

Also, since conquest is meant to work in phases to conquer different layers stept by step, wouldnt it be possible to let a teambalance kick in after each layer?

As long as conquest is based on a stept by step layer system Multi could simply be awarded for each completed layer as already was proposed. For Attackers: +2 Multi if they complete all layers, +1 if they complete at least 2/3 of all layers, and lose Multi if they cant take any layer. For defenders: the would get +2 if Attackers cant complete any layer, +1 if they have still 2/3 of layers,  lose Multi if Attackers won all.

The thing is, not all maps will be this way, and even then those "layers" are rounds that could last anywhere from 10 to 30 minutes. Most players would say screw it to having a x1 for 30 minutes on the same map.
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Offline HappyPhantom

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Re: How to implement multi in conquest?
« Reply #49 on: May 25, 2014, 03:03:59 am »
+1
Didn't read whole thread - my issue with multi is you only get strat ticks on x2+ right? So .. I don't give a fuck about grinding on a x1 except that I don't get any strat ticks.
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Offline Fips

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Re: How to implement multi in conquest?
« Reply #50 on: May 25, 2014, 08:01:49 pm »
+3
Little update: Next patch will have the old big maps updated (And two new ones, a beloved fantasy castle will have a return *evil laugh*) because i haven't been very active in the last couple of weeks and i didn't made any new small maps for the testing purpose; flags should reset properly now; so we'll have a week or so of testing the flags. Blame me for if you're stuck with x1 for half an hour. Or blame the community for not making any themselves! Although you'll probably stick with just blaming me ;_;

Oh, although if the responses are positive and the poll i'll do once we've tested everything enough, there is a possibility that we'll just leave the conquest maps in the cycle and just implement proper xp once it's done.
« Last Edit: May 25, 2014, 08:09:51 pm by Fips »

Offline Eugen

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Re: How to implement multi in conquest?
« Reply #51 on: May 26, 2014, 01:21:41 am »
+3
Looking forward for new Siege-Conquest! And Rageball is back to EU. Is it Christmas?  :D
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Offline //saxon

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Re: How to implement multi in conquest?
« Reply #52 on: May 26, 2014, 02:03:30 am »
+3
i hope they bring this mode back, i thought it was glorious when we got a full conquest server.
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Offline Rebelyell

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Re: How to implement multi in conquest?
« Reply #53 on: May 26, 2014, 03:16:50 am »
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I loved that street fights And i want them back

to be honest screw multi and give peps xp for proximity like in old crpg


just let us play  that with perma x 3
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Offline FRANK_THE_TANK

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Re: How to implement multi in conquest?
« Reply #54 on: May 26, 2014, 05:22:23 am »
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Like I said, case closed.
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Re: How to implement multi in conquest?
« Reply #55 on: May 31, 2014, 05:29:57 pm »
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Why not add something similar to the DTV reward system DURING play, not at end of round.

Keep this in mind when reading the rest of the post:
30 min is about 4 full length battles/sieges, that makes it possible to earn x5.
Realistically the length of battles(the ones I'm usually in lasts 3-5 min), that's between 6 to 10 rounds.

Something like this:
For defenders: Why not keep multi system? But add that the multi ticks up one step every five minutes?
For attackers: Keep the multi+valour system, just add a hefty static reward for capturing flags quickly and decrease it as time progress. This should be made so that a text book attack when having x1+the static reward gives an average of x4 for 30 min. This might be hard to balance if someone has x5 and then gets cap rewards for a flawless attack it might end up giving him a reward of x8-x10 for 30 min.

Looong detailed version:
(click to show/hide)

Defenders "just" need to defend, Attackers(especially those with low multi) have a HUGE incentive to attack fast and efficiently  and valour whores are gonna valour whore as usual.

Offline Switchtense

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Re: How to implement multi in conquest?
« Reply #56 on: May 31, 2014, 05:51:42 pm »
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Hinted to it ingame already, but always shit to explain stuff there.

I personally really dislike conquest as it is.
The main problem is not the (mostly low) multiplier itself, it is the time needed to gain a nice multi.

The gamemode itself is a really nice change, but:
Provided you get valour each round, that still makes you play for about one hour to get to x5.
Average players need 2 hours, again, provided their team is good and they win every round.

The biggest problem is that the maps take so incredibly long.
It should be 2 rounds tops for each map. Especially if one team sucks it gets a lot more frustrating for the teammembers cause they have to fight a hopeless fight for so long.
A good multi would be a small motivational push, but it still feels very repetitive and boring.

I think adjusting the respawn timers and making one round last like 15-20min and reducing the number of rounds per map would really help.

Also giving out multi "more easily" would help get rid of the last bit of annoyance and frustration, since even losing your multi does not mean you are stuck with x1 for ages.


No idea if it is possible (and I am sorry if this was already mentioned, have not read every single post in this thread :oops:)

Attackers and Defenders spawn with x1 (you obviously carry the multi from the previous round to the current one)

Defenders gain +1 multi every 5 minutes. If a flag is capped those 5 minutes start over.

Example: You are defending and on x1. 5 Minutes into the round the attackers have not capped a flag, so you then are on x2.
4 Minutes later the attackers cap a flag, so you need to wait another 5 minutes until you get to x3.

Attackers gain one multi for every flag they cap.

Whoever loses the round obviously loses their multi.


Also killing enemies near flags should grant more points than killing someone anywhere else. So that people actually trying to cap or defend flags get valour easier than stragglers trying to get some free kills.
That way even if your team sucks badly you get the chance to get valour-multi.
For all the non-believers, look no further than this thread for proof that while strat battles are won/lost in NA3/EU3, strat wars are won and lost on the forums.
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Offline 722_

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Re: How to implement multi in conquest?
« Reply #57 on: May 31, 2014, 05:54:35 pm »
+3
x5 for winner and x 3 for rest

- 1 for flag that you lost and and + 1 for ataker hat took that flag

that game mode is last thig that may bring me back  to crpg
so plz add it

x5 for winners and x5 for losers
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Offline Voncrow

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Re: How to implement multi in conquest?
« Reply #58 on: May 31, 2014, 05:59:00 pm »
+1
What could be done for conquest multiplier would be to make each flag worth one multiplier. Each time an opposing side gained a flag(or successfully captured a point) that side would gain a multiplier(or the equivalent of).
(so if 5 flags, x5 each flag worth x1, 2 flags still is x5, each is worth 2.5x).

To continue with this, maybe defenders start with a high multi and their current multi is affected by the number of flags they hold, when they hold 100% of flags, x5, 80% x4, 60% x3 and so on, and then attackers get multi's for get a multi for the number of flags they hold as well, if they now control 20% of flags, they get a x2 and so on until the round ends.

So basically your multi is based off the percentage of the map you hold. Also you can have it so the attackers become defenders at the round end.
« Last Edit: May 31, 2014, 06:57:52 pm by Voncrow »
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Offline Crob28

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Re: How to implement multi in conquest?
« Reply #59 on: June 01, 2014, 04:17:43 pm »
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To continue with this, maybe defenders start with a high multi and their current multi is affected by the number of flags they hold, when they hold 100% of flags, x5, 80% x4, 60% x3 and so on, and then attackers get multi's for get a multi for the number of flags they hold as well, if they now control 20% of flags, they get a x2 and so on until the round ends.

So basically your multi is based off the percentage of the map you hold. Also you can have it so the attackers become defenders at the round end.


Alternatively, you could just forget about attackers and defenders, and have both teams as attackers, vying for control of a neutral town/port/field/whatever, so each team starts with one flag on x1, and have a number of flags between them unowned by either team at the start, each worth +1 multi.