2015 UNAC testing tournament!

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The idea isn't just limited to Capture the Flag. Even Conquest could work. Anything that would give incentive for constant aggression, strategy, cohesion, and skill to win.

In Conquest you need a lot of coordination and control over the entire map to win by points. There is no way to possibly win in conquest by having your whole team camp one spot. If a team wants to win... they will have to separate, attack, and conquer as much as they can quickly. Waiting around staring at a wall for 2 minutes will only hurt your team.

The big thing with changing game modes would be that a new set of rules would need to be drawn up and tested.

If we want to stick around with battle and you agree with my previous points on things that should be changed... then maybe help come up with something that could give teams a reason to be aggressive, or at the very least reduce their pre-control over the map. For example, changing the number of flag spawns from 3 to like 10, and have them evenly separated and intelligently placed against camping strategies. This way, the chance of guessing and setting up for a desired flag spawn is greatly reduced and strategies will need to become more spontaneous and on the spot instead of being pre-planned a week before the scrim even happens. This combined with changing forced flags from @ 2 minutes to 3 could work beautifully (hopefully) but it still goes against my personal dislike of playing battle around flag spawns. But at the very least it would make matches a tad bit more interesting with a need for more strategies in 10 areas instead of just 3.
 
John7 说:
Is it possible to edit the number of flag spawns? I know u can move around the 3.

I am not a map maker, so I don't actually know... though I find it hard to believe that such a thing would be impossible.

We just need to find a modder willing to make it happen.
 
My opinion on everything:

1k gold: it's not a big deal I saw that it was gonna be played on 1k gold and I was like sweet and went instantly to POM and started working out load outs for every class and tried them out. I do not notice any major downgrade at all yeah there are some weapons combos that you can't do with 1k but learn to manage.

Truly I think it's better because it (as stated before) makes people think what they want to buy compared to what they need to buy. Also SJ I don't know what your talking about with throwing weapons only a few people that I see actually uses them in scrims and if you can't get them just do what other people do And loot the damn things. I'm still able to get a elite scimitar as veagirs just fine and not have any major changes in my load out, with any of the factions. So regarding that I'm up to try it.

Comabt speed: personally I don't like medium I feel like it just results in holds and keeping distance from your enemy I see a lot more in your face action in fastest speed servers then medium which is more entertaining in my opinon. As to the people who always bring up the glitches and stuff if you play on it enough you start to see them coming and will get passed them most of the time like players have been. Just because you die to it doesn't mean it should be change its a challenge that you should see coming. It's like saying even if it is change to medium you will be able to block most of the holds or moves done on medium speed but you won't always counter them. Trying to blame something for just a stupid mistake or thing you missed during a fight isn't worthy enough. Although I wouldn't mind trying faster speed never tried it.

Lagstro idea:
I agree with lag 100% we need a new mode or thing to do. I like the idea of conquest but I feel if we do conquest there needs to be custom maps because the maps right now are just not suitable for it. I tried before to make some conquest maps and it just never worked out for me. The idea behind the maps those was to a make the maps in lanes or a lane where each team had to push through each flag point and drive the other team to their spawn kinda like league or Dota. The other thing I tried/would like to see is deathball like they do in NW where there a flag in the middle of a arena and two pits on each side of the arena. The teams fill into the arena and try to get the flag in the middle and put it in the other teams pit. Basically like a big fun mosh pit that I feel would be really fun. Other then that I would also like to see siege and search and destory come into the NA competitive scene


But truly like polar said in the end "it's all about the game"
 
WinniedaPooh 说:
Truly I think it's better because it (as stated before) makes people think what they want to buy compared to what they need to buy. Also SJ I don't know what your talking about with throwing weapons only a few people that I see actually uses them in scrims and if you can't get them just do what other people do And loot the damn things. I'm still able to get a elite scimitar as veagirs just fine and not have any major changes in my load out, with any of the factions. So regarding that I'm up to try it.

Once again the concept of a post outlining the differences goes over someone's head. I'm not saying every player buys javs on every faction they can, I'm saying 1000 gold makes it much more difficult to purchase javs (ex: to combat nord javs, or as preference) while keeping a reasonable loadout.

As for weapon picks, you generally have to downgrade helmet and spear, and while PPK may be proficient with a regular spear at stopping cav, I don't have faith in many people to make that change effectively. Feel free to prove me wrong.
 
John7 说:
I'm not sure if completely removing round gold is the best move, because we all know that there are unsung heroes on teams who tag, poke, bump enemies etc, but they never get kills. I also would question if upping combat gold too much would make players want to go Rambo mode and make people kill greedy. This being said I think something along the lines of 200g round bonus gold and 200% combat gold would be something that is at a more reasonable balance of the two.

I think you are missing the point a bit with respect to the changes proposed. You mention the unsung heroes who wouldn't be rewarded under this system, but I don't really get where you are going with that.

The point of a scrim is for your team to win. It is that simple. You don't need to be "rewarded" just for helping your team. Just like a Moba support char,  it is to be expected that some chars will accumulate more gold throughout the game than others. People are judged on how much they help their team, not by how much gold they get.

However, unlike a Moba, we don't have to worry about success in a match carrying on to future performance. Warband has no experience system and gold doesn't carry over outside the match. As such, this "unsung hero argument doesn't carry much weight".

As for the Rambo mode behavior, this is something teams would personally have to iron out, just as people do in mobas. It baffles me as to why people in mobas can be expected to give the kills to certain players but in a hack and slash game like Warband this is considered unreasonable. It is a simple concept that amounts to basic communication, player restraint, and weighing the risk of not taking the sure kill.

As noted before, removing the round bonus and increasing the combat bonus would allow for significant growth in the game's meta.
 
Aura (Zaffa) 说:
The point of a scrim is for your team to win. It is that simple. You don't need to be "rewarded" just for helping your team. Just like a Moba support char,  it is to be expected that some chars will accumulate more gold throughout the game than others. People are judged on how much they help their team, not by how much gold they get.
First off,  Warband is not a MOBA.

MOBA supports DO get rewarded with an assist bonus. There is a big difference from getting 50% gold from an assist to 0% gold from one. That's huge. We get that people are not judged about how much gold they get, but, you know, it kinda helps them in future battles. Also, in MOBAs, you get gold per second (or minute?) and you kill minions to gain gold, meaning that there is a lot of other opportunities to gain gold in MOBAs than in Warband.

Aura (Zaffa) 说:
However, unlike a Moba, we don't have to worry about success in a match carrying on to future performance. War and has no experience system and gold doesn't carry over outside the match. As such, this "unsung hero argument doesn't carry much weight".

In MOBAs, experience that a player gets is the same for the whole team and gold (I'm assuming you mean in-game currency) is as well, so no it doesn't affect future performance. Hell, the in-game currency can only really be used to purchase skins, and characters if you don't have them, and experience just limits if you can play ranked or not (usually). So, it doesn't really affect future performance at all. I don't get what you're arguing here.

Aura (Zaffa) 说:
As for the Rambo mode behavior, this is something teams would personally have to iron out, just as people do in mobas. It baffles me as to why people in mobas can be expected to give the kills to certain players but in a back and slash this is unreasonable. It is a simple concept that amounts to basic communication, player restraint, and weighing the risk of not taking the sure kill.

Again, in MOBAs there is an assist bonus. Its more reasonable to not get the kill.

Aura (Zaffa) 说:
As noted before, removing the round bonus and increasing the combat bonus would allow for significant growth in the game's meta.

I still don't see it. You're argument is that removing the round bonus will get rid of rewarding surviving the round and teams will be more aggressive. But, earlier, you just said what matters is winning the round. Well, the primary objective of battle is to, well, survive the round. So that is going to be the primary way to win the round no matter what we change gold wise.
 
Nord Champion 说:
Aura (Zaffa) 说:
The point of a scrim is for your team to win. It is that simple. You don't need to be "rewarded" just for helping your team. Just like a Moba support char,  it is to be expected that some chars will accumulate more gold throughout the game than others. People are judged on how much they help their team, not by how much gold they get.
First off,  Warband is not a MOBA.

MOBA supports DO get rewarded with an assist bonus. There is a big difference from getting 50% gold from an assist to 0% gold from one. That's huge. We get that people are not judged about how much gold they get, but, you know, it kinda helps them in future battles. Also, in MOBAs, you get gold per second (or minute?) and you kill minions to gain gold, meaning that there is a lot of other opportunities to gain gold in MOBAs than in Warband.
The point was that people in Mobas recognize that some classes will garner more gold than others. Supports are not supposed to get direct minion kills, instead saving the gold for their teammates. While they do get a small percentage of the gold if they buy items correctly, it is not the same as a direct kill. The same is true of supports trying to avoid getting the killing blows when possible in engagements. People know that certain roles can make better use of the gold than others, and there is no reason that this same concept cannot be applied to warband.

Nord Champion 说:
Aura (Zaffa) 说:
However, unlike a Moba, we don't have to worry about success in a match carrying on to future performance. War and has no experience system and gold doesn't carry over outside the match. As such, this "unsung hero argument doesn't carry much weight".

In MOBAs, experience that a player gets is the same for the whole team and gold (I'm assuming you mean in-game currency) is as well, so no it doesn't affect future performance. Hell, the in-game currency can only really be used to purchase skins, and characters if you don't have them, and experience just limits if you can play ranked or not (usually). So, it doesn't really affect future performance at all. I don't get what you're arguing here.
The point that was being made here is that unlike games like League, there is no race to 30 or elements of the game existing outside the match settings. People do not need to purchase runes, rank up, etc. Each match is its own self contained environment. As such, there isn't really a reason why players need to be rewarded through a round bonus just for participating. The gold is just going to disappear as soon as the match ends.

Any gold rules should be constructed on what creates the most competitive and creative environment for teams to participate in, not on creating equality among team members.

Nord Champion 说:
Aura (Zaffa) 说:
As for the Rambo mode behavior, this is something teams would personally have to iron out, just as people do in mobas. It baffles me as to why people in mobas can be expected to give the kills to certain players but in a back and slash this is unreasonable. It is a simple concept that amounts to basic communication, player restraint, and weighing the risk of not taking the sure kill.

Again, in MOBAs there is an assist bonus. Its more reasonable to not get the kill.
Even with an assist bonus, there is a stark difference in the kill and assist bonus. Again, people recognize that it is better for some classes to build up their gold supply than others. This same observation applies to warband. Depending on the situation, teams may want to focus the bulk of their gold on their cav (to get a heavy horse) rather than their archer (who cant spend the gold). However, it should be up to teams to determine the best way to make this possible rather than crutch on the 500g bonus at the end of round.

Situations would probably be far more interesting if a near dead player had to actually get a kill to increase his gold rather than just run away, let his teammates kill the last player, and get gold at the end of the round.

Nord Champion 说:
Aura (Zaffa) 说:
As noted before, removing the round bonus and increasing the combat bonus would allow for significant growth in the game's meta.

I still don't see it. You're argument is that removing the round bonus will get rid of rewarding surviving the round and teams will be more aggressive. But, earlier, you just said what matters is winning the round. Well, the primary objective of battle is to, well, survive the round. So that is going to be the primary way to win the round no matter what we change gold wise.

The way battle works, flags aside, is that somebody needs to still be alive on your team to win. The obvious reward for this is that your team earns a point against the other team. However, under the current system, teams are doubly rewarded by getting 500g to all their surviving members. This bonus comes irrespective on contribution and has no greater tactic to it other than "survive".

What if instead players had to wager not getting the gold they need to upgrade with surviving the round. At the moment, if I become injured in a match and enough of my allies remain, I can simply sit back where I know I cant be killed and still be guaranteed an additional 500g after the round. If instead I had to decide between continuing to fight at 10% health or getting no additional gold, there are additional considerations to be had.

These calculations become even greater when teams are deciding how best to split the hold among the remaining teammates. For instance, say I have an archer and inf left on my team, but only 1 inf remains on the other team. At present, regardless of who gets the kill, both the archer and inf are guaranteed an additional 500g if they survive. However, if there was no round bonus and only an increased combat bonus, teams may try harder to force a particular player to get the kill.

There is another aspect to this though that hasn't been discussed.

Getting rid of the round bonus and substituting it with a higher combat bonus will decrease the steam roller effect when a team gets aced. 3500g + 7 x (combat bonus) is a crazy amount of gold to have added to one's team. Also, because this gold is so evenly spread out across one's team, it becomes tougher to mitigate this gold in future rounds. However, if the gold were attributed according to combat bonus, players who go on a killing spree would have a "diminishing cap" working against them on how they could spend their gold. Likewise, the other team team has more options available to them to reduce the impact of this gold discrepancy:

1. The disadvantaged team can focus fire the character, equalizing much of the gold difference with his death.
2. The disadvantaged team can have a player tie him up while the rest of the team engages in equal gold distribution fights. Afterall, it is much easier to deal with 1 highly geared character and 6 lowly geared characters rather than 7 moderately geared characters. This is because the increased glance chance / kill potential is only assigned to one player, and all it takes is a stray jav or arrow to headshot him. The chance of such precision shots equalizing a match is much less as gold is spread across players.

Point is that removing the round bonus and increasing the combat bonus will add a number of new dynamics to the scrim scene, while at the same time reducing the steam roller effect seen by early round wins.
 
I find the idea of doing something radically different (not just 1k gold and medium speed, which is simply clearly better) pretty exciting, will take part if that goes ahead.
 
When we were playing in WNL, we did what Zaffa's describing.

We frequently bought gear for P and Oodle, under the assumption that 2 badasses with great gear and 90 ping would play better than 8 guys with crap gear and 150 ping. I don't know how effective it was, but it was pretty damn entertaining.
 
On the subject of Round/Combat gold bonus, easy answer:  Test it!  That's the whole point of this anyway :razz:

If enough teams/people like it, then improvement made.  If not, no harm in testing it out right?
 
Nord Champion 说:
First off,  Warband is not a MOBA.
This. Warband is not a MOBA, and the competitive scene plays it very far from a MOBA.

In a MOBA, you have a long match, and there is much more than just skill going on: the picks mean quite a bit. You can have late-game comps, early-game comps, balanced comps, comps that focus on certain roles, etc. Getting ahead in gold and xp early does not mean you're going to win late game. Likewise, the side that has the initiative usually encounters "structural" (use that word in more ways than one) defenses of the team w/o initiative. Skill matters, but so do wise choices, endurance, and smart farming. You also usually play part of the game 1v1 or 2v2, while later on you have more team-oriented fighting. You also have lots more characters, a leveling system, abilities, items, etc that add the depth that makes this possible.

Competitive Warband is much more skill-dependant. You don't have a long, continuous match; you have many short rounds, side-swaps, multiple maps, etc. It's also a lot more team-fight-based (although 1on1 skill is important, 99% of the time those are still fought in the context of a group fight.) Likewise, the game is much more skill based. Faction choice does play a part, but you have swaps to even that out. Essentially, what the competitive Warband match tries to judge is mostly who the more skilled team is (winning), and how far above the losing team they are (round difference). Anything that "arbitrarily" rewards the winner of a round and allows them greater effective ability (Let's say this is skill+luck+gear+faction choice) is going to skew the results away from the determination of skill. (And the round winner will accumulate more combat gold than the round loser, especially if the losing players don't earn more than the default gold).

That being said, I cannot support an increase in combat gold in the current scene. If players want a longer, more MOBA-like experience, then that could be on the table; however, I honestly don't think Native warband has the depth available for that. (Nor do I think the competitive scene has the patience or will to use a non-Native compatible-mod...or even a Native-compatible one--look at what went down with the various "competitive" mods).

As for other game-modes, CTF and Conquest would be interesting, but the spawns are broken and the spawning system is FUBAR by design imo. Fight and Destroy would be interesting if you made it more than just battle (more akin to TDM or perhaps something with tickets), but you might run into a spawning system problem there.
 
Zaffa is not trying to compare the native competitive scene to MOBAs as a whole, just one aspect of them.
In a MOBA it is more important that a carry champ is given the kills/gold rather than the support.
He is suggesting that we implement that aspect ALONE to warband, which i support.
 
XeleonPrime 说:
Zaffa is not trying to compare the native competitive scene to MOBAs as a whole, just one aspect of them.
In a MOBA it is more important that a carry champ is given the kills/gold rather than the support.
He is suggesting that we implement that aspect ALONE to warband
My hero understands me. <3
 
If you're going to compare games, Counter-Strike would be closest (but that's not the point of Zaffa). The Gold for killing someone is 100g + 10% of enemy's equipment right? So changing the bonus would make it 200g(200%) + 10% or whatever is decided upon.

That being said. I don't think forcing focus fire as an idea is a way to make Warband more interesting. The big down side is, I think it would be detrimental to what we think. If the only way to get money is kills. Then once you get said kills on someone, they'll have armor. Once the situation turns sour. You're going to want to save any advantage you can. All I can see is more people not wanting to take a bad fight and we'll see less action because you don't want to feed the enemy gold. Guy alive with 4 kills worth of equipment? Yeah he's not wanting to go in and lose that in a 4v5 (or 7v8 or whatever). It's going to make people get less equipment overall. Less upgrading, less advantage for winning a round which helps some snowballing factions, but we are talking about a massive disparity unless you get a ridiculous amount of gold for kills or all the kills then one person could upgrade.

If you think about it. The game was balanced on 1000g and 500g Round Bonus and 100% Combat Bonus. I would like to try out a slight increase in kill gold and slight decrease in round gold.
 
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MadocComadrin 说:
Nord Champion 说:
First off,  Warband is not a MOBA.
This. Warband is not a MOBA, and the competitive scene plays it very far from a MOBA.

In a MOBA, you have a long match, and there is much more than just skill going on: the picks mean quite a bit. You can have late-game comps, early-game comps, balanced comps, comps that focus on certain roles, etc. Getting ahead in gold and xp early does not mean you're going to win late game. Likewise, the side that has the initiative usually encounters "structural" (use that word in more ways than one) defenses of the team w/o initiative. Skill matters, but so do wise choices, endurance, and smart farming. You also usually play part of the game 1v1 or 2v2, while later on you have more team-oriented fighting. You also have lots more characters, a leveling system, abilities, items, etc that add the depth that makes this possible.

Competitive Warband is much more skill-dependant. You don't have a long, continuous match; you have many short rounds, side-swaps, multiple maps, etc. It's also a lot more team-fight-based (although 1on1 skill is important, 99% of the time those are still fought in the context of a group fight.) Likewise, the game is much more skill based. Faction choice does play a part, but you have swaps to even that out. Essentially, what the competitive Warband match tries to judge is mostly who the more skilled team is (winning), and how far above the losing team they are (round difference). Anything that "arbitrarily" rewards the winner of a round and allows them greater effective ability (Let's say this is skill+luck+gear+faction choice) is going to skew the results away from the determination of skill. (And the round winner will accumulate more combat gold than the round loser, especially if the losing players don't earn more than the default gold).

That being said, I cannot support an increase in combat gold in the current scene. If players want a longer, more MOBA-like experience, then that could be on the table; however, I honestly don't think Native warband has the depth available for that. (Nor do I think the competitive scene has the patience or will to use a non-Native compatible-mod...or even a Native-compatible one--look at what went down with the various "competitive" mods).

As for other game-modes, CTF and Conquest would be interesting, but the spawns are broken and the spawning system is FUBAR by design imo. Fight and Destroy would be interesting if you made it more than just battle (more akin to TDM or perhaps something with tickets), but you might run into a spawning system problem there.
especially troubles me :???: is this MOBA101? How does an increase in combat gold translate to "a longer, more MOBA-like experience" :?: What does any of this have to do with CTF????!??!?~?!?~! wtf
 
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