Flag capture time |
Fewfre « Citoyen » 1410305460000
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Holistergo « Citoyen » 1410310620000
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Honestly i have no problem with it at all. I'm pretty sure they have already tested it, but then again they might have done crappy tests. SO my thought is that it should be 5% but at a slower. So when ever it is around 95% someone can just go in and either have to wait a tiny bit longer than 1 second or someone comes in just in time to stop it. This has happen to me many times before. When corner jump sliding to the flag, on the computer screen it looks like i have just came in time before time had run out. But the system(or whatever controls the game)is not fast enough to catch me so then i didn't really make it in time. But then if not i would have to say 2.5 since i don't want it to be something like 99.3 then the team loses. Dernière modification le 1410310740000 |
Thesnailgary « Citoyen » 1410558120000
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Imo, they should keep it, but also make a new mode where you have to take a flag deep in enemy territory and bring it back to ur side, but you can only shoot with a pistol with the flag in the other hand. These maps would have to be huge, and conj jumping would probably ruin this a lot |
Holistergo « Citoyen » 1410564180000
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Thesnailgary a dit : wj killed the first few maps with walls and cheese on top of it in tfm. So the skill would probably adapt to the game. Although it isn't something that everyone can master. But even skills such as using conj to push yourself is something that will also be put into advantage. |
Bookslover « Citoyen » 1410823620000
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I personally didn't find much wrong with the original, the time for now just seems too long. :s |
Shadowwinter « Citoyen » 1410966480000
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Each round is 4 minutes long if I remember correctly, taking 50 seconds to capture the point from 0~100 it only really grants 4 chances and a close 5. On paper it seems like a lot of time but honestly it's not when you have people suicide bombing you and all the other stuff that happens in this crazy little game. There needs to be a bit of a middle ground, and honestly I think 40 seconds might just do it. To 0~100 in a 4 minute round where it only takes 40 seconds would give exactly 6 chances to either make or break. Of course this is just for example purpose and not really thinking about all the scenarios but it'd definitely be better this way. |
Fewfre « Citoyen » 1410987660000
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Don't forget most flag maps now have 2 flags, so that's 2 captures in 6 minutes. |
Shadowwinter « Citoyen » 1410996420000
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If the capture time is 40 seconds it's 3 captures per 2 minutes but subtract 1 from the start of the round and it makes the attacking team have 8 times to capture the point within 6 minutes (5 to start with), seems like more then enough to me. If the defending team keeps the attacking team from capturing the first point till the last minute I think they deserve the pressure they'd be putting on the attcking team by making them only able to have 3~2 chances of capturing because they'd play well enough to keep them from having more chances to capture yet the attacking team still has a chance of pulling it off. You only need to capture a point once so the chances are plentiful while the defending team still has as much of a chance to stop them. |
Fewfre « Citoyen » 1411012560000
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It may be 8 chances, but since it's two flags that's an average of 4 chances per flag which is actually less than your calculation for 4-5 chances you would currently get on a 1 flag map. Not saying it isn't fair/enough, my last comment was mostly to put it into perspective :) How well a team takes advantage of capture times depends on the teams, so it can vary. On a side note, it could also be interesting if someone looked into how fair having the same capture time on 1 and 2 flag maps is. Currently it seems to work out (since they did a decent job of re-balancing flag maps, however long ago that was), but I haven't been keeping a tally of the average losses I've had per map, so I can't remember if I'm more likely to lose 1 vs 2 flag maps. (hopefully that's because the balance is good) |
Shadowwinter « Citoyen » 1411019220000
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4 chances per flag is still plenty, but if the defending team is good at keeping the enemy team at bay then they'll have less chances to capture the second flag which is how it should be in my opinion. The same goes for if the attacking team captures the first flag early they'll have more time to capture the second. Teams are always going to vary but recently I've seen that a lot more people are actually playing the objectives, which is always good because it makes the game a lot more interesting. As for how fair the maps are I imagine the defending team can win both 1 and 2 flag maps because they only have to defend one flag at a time, while the attacking team would have a harder time on 2 flag maps because they have to siege and capture 2 flags rather then just one. Of course that's rather obvious but.. Well you know. |
+Supergrunt « Citoyen » 1412805060000
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Not better time, the best idea is to make the time shorter with more players inside (or less if defending, like a counter) . The castle is the worst map because defending team need to open a path for the second spawn point to the first (where the second flag appears) ... |
Wolfclawgem « Citoyen » 1413901020000
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25 seconds. |
Thesnailgary « Citoyen » 1413933960000
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More peeps on flag area = More percent that goes up This would probably be the best idea, as Supergrunt said. |
Siuker « Citoyen » 1414167660000
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I can't decide which to vote,because this question is complex.But finally I make it more clear. One question.If the strength of both team are the same,what should the flag% be? Ignoring the flag capture mode,in normal mode,both team should have 50% win and 50 % lose,it makes sense right?Back to flag capture,what % in flag makes you say:It's a draw. My summary is just make the flag capture time looks fair is enough.It can't be completely fair,as the goals of both team are different. Attack team needs to [stay in the flag] and [no enemy in the flag] Another team needs to [stay in the flag] or [no enemy in the flag] One team needs to satisfy both conditions to win,while the opposite team just need to satisfy any one condition to win.The difference is obvious. And simply assume a situation.If both teams are afk,which one will win,the defending team.And that's the problem. ___________________________ And I suddenly realize why so many competitive game have base for each team,it confirms both team have the same goal and the game is relatively fair Dernière modification le 1414168200000 |
Fewfre « Citoyen » 1414172640000
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siuker a dit : I also agree only one team defending / attacking at a time causes balancing issues and isn't totally fair. I'm so used to it now I forgot how much that used to annoy me =p While I kind of like they are doing something different than the typical game, defense does have more of an inherit advantage, especially since conj + shelter can keep one defender alive inside the flag for awhile. While 2 bases may (or may not =p) be out of the question, I agree the flag capture time isn't really the core problem. As an aside, one reason I like their being only one base is because it prevents Flag and VIP maps from being too similar. |
Shadowwinter « Citoyen » 1414174620000
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I don't know, I kind of like the idea of a "capture the point" style of map where both teams have a flag to capture and defend. I'm not sure if that's the discussion at hand but it'd seem pretty neat to me. |
Siuker « Citoyen » 1414228740000
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Imo,this game mode is fine.Although it's relatively unfair due to different goals,it's still fun and simple.We just need to focus on one base. To check if attack side or defend side has too much advantage.Winning ratio can be an index to tell us the situation. Fortr can record all the result of this mode to see the winning ratio of attack/defend team. If every 100 rounds, attack side wins over 80 times than it's obvious attack side is easy to win.Adjusting the capture time to be lower should do the job. Otherwise,a ratio nearly 50 should be prefect,40-60 is reasonable. The below part goes deeper which can skip,it's a little bit unnecessary. Although winning ratio is enough to check and balance the strength of attack and defend side.There's a fault only considering the winning ratio. Image the winning ratio is 3:7(every 100,win 30 times).It looks attack side is too weak.But what if those 30 times they won,they only took little time to finish capturing.That means they were actually easy to win quick in 30 rounds,while they can't win in another 70 times. To deal with such weird situation,we should consider except for capture time,what factors causing this deviation and making the game so unstable. It could be some specific maps. The flag in map is on ground,so even noobs who can't conjure can also join the fight.Or there's a huge wall between the flag and base etc....fix all these problems until the winning ratio go back between 40-60. Dernière modification le 1414230720000 |
Shadowwinter « Citoyen » 1414462440000
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A lot of things play a factor into whether a map is fair/a team wins or not, but two things that should be pointed out is where the flags spawn and where the players do. Having the defending team re-spawn underground or having the point buried for one or both teams (One's gonna have the advantage either way due to how the current maps are set up) really kind of messes up the flow of the game in my opinion. |
Fewfre « Citoyen » 1432144080000
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So it randomly occurred to me a few days ago a different way to tackle the issue. Instead of having a long time, flags could have shorter times, but when a flag has no enemies in it but does have defenders in it, it will gradually heal. This will promote defending a base, as well as keeping a base, instead of everyone doing their own thing, but makes it easier to capture if everyone focuses. I'm thinking heal speed would be maybe 1/4 the capture speed? Or the time could remain as it is for the most part, but the healing idea could be combined with the previously mentioned idea (by +Supergrunt) of more people in the flag capturing it faster, with more defenders also healing it faster (that would also "solve" any issues I personally had with that idea as far as balancing). Edit: So as a recap my idea be: Attackers only - same as now (or faster if more people) Attackers & Defenders - nothing (same as now) Defenders only - slowly "heal" the flag (with more people healing faster, if that would also capture it faster) Dernière modification le 1432144380000 |
+Supergrunt « Citoyen » 1432224840000
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Fewfre a dit : Yeah I think my idea is op (5% is fast, 10% is just too fast) but being able to "heal" the flag is the best counter for. |
Cheddarfist « Citoyen » 1432279440000
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Hey guys long time no see! <O>_<O> <->_<-> |