[International Events] Shieldwall battle Concept discussion

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Aldric

Grandmaster Knight
Hail brave Caladrians. If you are there, that mean you didn't die during the absolute slaughter of this sunday.
Also AKA PW total WORZ

To not overload the others topic, we shall make a small FAQ here and then discuss about how improving the concept and fitting it to the noble concept.


What it's the Shieldwall battle ? 


It's could also be simplified as Formation battle, but to be honest, writing shieldwall clearly state that people have to make formations using their shield.

For those who really don't have a clue.
Here the shows :
Event trailer :
http://www.youtube.com/watch?v=LbJa1NNq4Zg&feature=channel_video_title
Live action videos
http://www.youtube.com/watch?v=aOdfp4L8Dr8
http://www.youtube.com/watch?v=BV5P_g5JUNY

Why to use this concept ?

To let you know first, i jumped on M&B Warband to find some nice battle to join to, like in the single player but with people.
I was a bit disappointed when i saw native/CRPG with people running everywhere doing 2 handed helicopter and a mainly skill based game lacking the flavour of realistic medieval battle.

So since roughly 4-5 months, we are doing Shieldwall battle.

Starting at 60-70 players of the EU community, the 150 full server of yesterday could have been a 200 players battle easily. And i'm looking forward for that.

Finally, some battle that look like medieval, even if it's not perfect.
Finally the leader could raise his sword and order dozens of men to go forward into a absolute hellish slaughter.
CHARGE !





We should use Native for this.


When you think about it. Native is a downgrade of PW in the terms of fighting. There is no buildable ladder/wall. There is no battlefield medic, there is no capturable flag with dual castle. There is no control over the gear. You cannot do a sarranid army with Swadia gear for instance.

For all this reason and even more. ( Adding more faction, changing the class, full control over gear, castle, map ) PW is better.

CRPG ?


I play and enjoy CRPG myself, but the gear difference between new players and vet players just kill off the balance of skill. It's also lack some of the feature of PW for siege.

Round system Vs real time battle.


To clarify it.
We used to make real time battle without forcing people to withdraw after rounds. Then i took an arrow to the knee.
Then it's look like that after the first charge it turned out into a zergling rush battle where people get their gear asap to join back the battlefield.
Then it returned back to a native game where no side could gain the upper hand thanks to strategy, and tactics.

The round system was first tested for large scale yesterday. And if it's still need some tweaks. I'm not the only one to think it's a great improvement.
The "peace time" is merely to force people to stand in formation and value their life.
If the preparation time seem long it's also bring realistic ingame pressure over players who Roleplay as soldier.
In real life you wouldn't throw your life away to grab a kill for absolutely no reason ?
Having a way to force people to wait for the next round when killed force commander to value their soldiers and the soldier to act more "realisticly on the battlefield"

The moral was a great deal back then in middle age. And it's a pure enjoyment to see the enemy formation scatter and withdraw as their flank are being destroy.
Alternatively it's allow some great deal of tactics.
I lost the second river battle when as my flank conscripts force was pushed back,  the  German legion and the french Corp was surrounded from both flank.
I told them to hold the damn line. They did  :roll:

Tirok also mentioned that some of the Caladrian were "Afraid" to charge in the middle of combat. Now this is what we want.

That simply why a round system is better.
Formations over zerg rushs
Life value over Rush to kill.

Tiers system Vs open armoury and money spawn.  ?



Here is also another debate.
At the very first event, we used to give everyone as much money as they wanted. Leading to have full plated army against full plated army and dueling great swords.

That downgraded the skill needed, as blows were getting slower because of the weight of armor.
Full plate and heavy were render useless as it's take 2 heavy 2H blows to kill a full plate.

That the point, we can't everyone a good armors and outstanding weapons.
Battle are also better when weapons and especially ranged one are more weaker than the protections. People then take more time to kill at each others which lead to longer and yet more interesting battle.


The tier system show up 2 months ago during the Dday event so attackers would get better and better gear as the time goes.

Here the basic overview :


Tier 1 : Light armor, plain boardshield, spear, Knife, hunting bow.
Tier 2 : Mail armor, boardshield, awepike, 1 sword/mace, shortbow, hunting Xbow. Light 2H axe (Wood cutter )
Tier 3 : Heavy Brigandine , Heavy boardshield, Longawepike, Longbow, light Xbow, 1H axe, 1h pick, 1H arming sword, and a heavy 2H axe ( Shortened Voulge )

Superior tier greatly increase the effectiveness of the army but is not an instant win 50 archers with huntbows can take still take down 25 mailed footman struggling to take the walls.

Remember that we can't ask admin to spawn drop weapons/armour. It need to be map wise with locked door, or else, 3/4 of admin time will be about refunding/regearing people.

This need to be discussed but.

Tier 1 : The spear should be the most effective weapon at this level. Bows are support and are quite effective against light armour.
Tier 2 : As the armory increase, the weapons must make a choice beetwen pikemen and Xbowman for footman, Archers got better bows and the armor increase allow soldiers to stand longer.
Tier 3 : This should be a finishing tier. The weapons and armors should be enough to overcome the enemy. The axe-weapons are designed to crush shields as strong ranged take the enemy down.
Tier 4 (to discuss not yet implemented  ) :  Knightly shield and weapons, full plate. Great weapons and the most effective bows and Xbows.


Elite units and Sergeant.

The only "elite" we had was the sergeant of units. But in fact the shieldwall can include special elite units which are basically group of players who don't rely on tier and get a superior gear from the "mass"



The current shieldwall  map support.
Heavy infantry
Light cavalry lancers
Heavy Cavalry knight
Elite archers.

However this can't be done without a proper tag system. Also we must make sure that the load out is not abused. For instance having sergeants dropping 1h axe for their little friends.

Also, having too much elite slow down the game as Elites are required to be opened by admin.
It may be change to give the lord key, but it's will really  require the responsibility of everyone to not abuse this.
This is also a better way rather than giving admin pass to everyone. Full admins are still needed to be referees.

Concerning elite units. I will suggest a small elite force of 10-15 knights for 100 soldiers . They start as lancers on tier 1 and goes heavy cavalry later.
Remember that heavy cavalry is hardly stoppable on tier 1. The charger goes ****load of health and will turn the formation into bloody pulp.

Objective and rewards.


Of course we need to keep the battle balance. But around 70% of the shieldwall i played resulted into a stall or a non decisive victory after the river last battle. That mean on equal tiers, an army can hardly overcome in a  castle offence.
To fix that, i started to give superior tier to the side who get the upper hand during the river battle.
However after that, i admit it's quite hard to know when to give back tier to the defensive side, as they can hardly get the upper hand on a attack with inferior gear.

So i tough about a "point system".

Winning an attack = 2 points and getting forward to the next attacking step.
Winning a defence = 1 point and keeping your position.

To upgrade your foot army tier, you need 2 points.
To upgrade your cavalry tier. You need 1 points ( Light cavalry to heavy cavalry )

The scripted battle will be more commander decided.
1. the first assault on the river : both commanders are attackers.
2. The defending commander choose the next move: Counter attack or defend.

Concerning capture there is 3 steps.
- River capture
- Gate house capture or gate destroyed.
- Keep capture.

To avoid a draw we can also think about an honour battle. where both armies attack the river from their castle.

We can also think about setting up victory degrees who can change the political setting.
Enemy keep captured : Outstanding victory.
Gate house captured : Major victory.
River held : Minor victory.
Honor battle won :  Minor victory.


Balanced battle vs realism :

A point we need to talk also.
The point of having balanced battle (everyone with the same armory ) divert also to the fact that historically armies used differents load out for their men.
Lords couldn't buy everything and they had to compromise beetwen Footman / Archers / Cavalry.
Choice they did before the battle also influenced their in battle tactics and strategy.


For now the armory will be kept balance, but we will slowly move to a system where people will have "point" to invest in order to focus their army on more/better cavalry, better archers, better armors for footman ect ...

If we do that, thing can greatly change.
We can have a start for footman at ruffian class and a start for archers at Brigand class.
Upgrade tiers could be done a week before hand and set on the map.

This a rough concept we need to talk with.

Discuss.

And for all the Caladrian. We shall meet again. My men are eager for revenge.
We shall Conquer Or we Shall die !

 
Neither tier system nor money spawn, building up. and use a map were factions can form and evolve instead of having a round battle. Wars happens anyway if a server is not totally empty.

It's not that I would not like the Shieldwall concept. I have had a lot of fun today actually. But.
If there is that much preparations and planning, I ask myself why this effort isn't simply spent in what PW is designed for anyway: Competitive Faction building, not only warfare with plenty of supply that comes out of nowhere. I think this has way more potential if organized by half a dozen+ admins then the Shieldwall. As there is some people who enjoy sitting in a protected atmosphere to not be hazzled by warfare. And, some people tying to make that possible.
 
All I have to say so far is it was fun as hell. I really don't think we had much if any problems besides both sides could just walk through a stone wall and return to battle and that is more of a map issue.

My suggestion is get rid of the Breaking gate is a win. I'm sorry that is just not realistically a win. Capturing a gate house would actually be a win, it takes some effort to capture and hold it. CHopping at a door when the door is already out of archer fire range is not effort at all. Besides most castle doors were either gates or heavily barred and needing siege equipment. I understand PW doesn't have that but I gotta say that is the most annoying winning and losing condition.

Other than that I thought it was ****ing perfect.

Hmm maybe both sides can have some cav? 8 players randomly picked each round get spawned a saddle horse. Just adds a small degree of realism. And no cav for seige rounds.
 
@Knuppel, you can already do that all the week on the server  :roll:

@ Boarlady.
Well, good you had fun into some headchopping. Also yeah the armory was glitched in english side, we can fix that easily.
Concerning the door breaking you suggest to have the gate house capture instead ?
That look like a good idea, but i send my best men on the wall they couldn't manage to clean off the wall enough time to capture.

But this also because of the English armory bug. We will probably move to that. Breaking the gate will still be a good idea yet.
Hmm maybe both sides can have some cav? 8 players randomly picked each round get spawned a saddle horse. Just adds a small degree of realism. And no cav for seige rounds.

Randoms players as cavalry tends to goes rambo, i will rather get good players and noble for cavalry.
 
Aldric 说:
@Knuppel, you can already do that all the week on the server  :roll:

@ Boarlady.
Well, good you had fun into some headchopping. Also yeah the armory was glitched in english side, we can fix that easily.
Concerning the door breaking you suggest to have the gate house capture instead ?
That look like a good idea, but i send my best men on the wall they couldn't manage to clean off the wall enough time to capture.

But this also because of the English armory bug. We will probably move to that. Breaking the gate will still be a good idea yet.

both sides are glitched. On the euro side we all could just walk through the wall and rejoin.

Also, you could break through the gate and then head up to the gatehouse for capture, since ladders up the walls seem impossible.
 
Boarlady 说:
both sides are glitched. On the euro side we all could just walk through the wall and rejoin.
and yeah that needs to change, but the map is a little buggy in general (some siege walls are a pest, like every 4th hammer hit is counted, and I think tier 2 still had no bolts just as last last time, and someone had to open tier3 for it again.)

gaham good point.  That's what I actually hate about this event, that it treats brainless chargers and thoughtful people equally (it is actually easier and faster to get a teammate to kill you then to get the ONE doc on 75 faction members, missed a whole round because of waiting wounded for him)
 
I do like this ideas but why have the teir system? I liked giving everyone 10k and the king 100k and let them spend there money. either wisely or stupidly. Teir system makes it that people can spend money and not care about consquences because they will be refunded.
 
gaham1 说:
I do like this ideas but why have the teir system? I liked giving everyone 10k and the king 100k and let them spend there money. either wisely or stupidly. Teir system makes it that people can spend money and not care about consquences because they will be refunded.

YES! This is what I was thinking too. If we gave every normal player a set amount of money and then gave nobles/kings that are actually recognised/registered with Pheonix or whatever abit more, then no-one could complain about tier advantages etc as everyone has access. And like you say, they can choose how they spend there money - this would shut so many whiny children up.
 
We did tryed that. people spent their money at the beginning and some stole in money line.

It take a ****load of time to give money also.
 
Aldric 说:
We did tryed that. people spent their money at the beginning and some stole in money line.
Pile of people and admin spawning bags wildly!!!!!!! the Line completeley broke lose when the door opened and funds was handed out! Money line i have not seen on the french side.

Besides that it was an issue for~5 people as the server was full all time and not much people joined who hadnt been on before. funding at start worked good as most people listened (it was money, after all). Those who yelled was the people who kept to try joining and got a slot.
 
People rage quit when they are out of money. The tier system is a lot smoother -_-
 
You tell them beforehand before you give money saying. "bitoch this is all you get dont spend it all in one place."
 
I might as well leave this here

Basically my version of the shield wall has a number of changes.

Tiers:

To simulate how prepared for battle each side is they pay a fee to the admin team pre-battle which decides which tiers they have unlocked. Sieges and wars are expensive so a side should bring enough gold with them to be able to buy the gear they need right? This is also to stop factions usurping the king weekly until they finally win because it will be expensive.

Say we have 4 Tiers.

Tier 1: 250k    -( this is the basic free to usurp the king )
Tier 2: 500k    - This would cover most mails, the normal weaponry you would expect
Tier 3:750k    - Top range equipment and upper tier mails, Specialist equipment such as Pikes, Lances and Siege crossbows.
Tier 4:1Million - Plate, Chargers, Heavy/Great versions of Tier 3 weaponry eg Heavy lance, Heavy Bastard Swords, Great swords

The defending king gets a 25% reduction to the prices since he has a larger area of land to get resources from.
Starting gold:
The starting gold the king gets is based off the players who support each side. Each has a Value depending on the cost of an item.
EG
X is a base value such as 20k

King: 3*X
High Noble:1.5*X 
Noble:1*X

+ a certain amount both teams get to make the game fun such as 100k.

Nobles and high nobles would be allowed to bring 2*x of there own bank money to the field so if they want a cause to win they are donating there personal gold to the cause. Since nobles will need chargers and probably higher tier armour this is basically so that they arent taking the entire fund of the public player for themselves.
1 noble can probaly outfit 5 troops in top gear or himself in plate with a charger for example.
Classes:

Limited based off roleplaying characters:

King/Usurper: Lord class.
High nobles/Nobles: Sergeant,Man at Arms,Lancer and anything below.
Faction troops/ Mercs( people registered on the forum for the event) : Footman, Archer, Xbow and anything below.
Public players: Mercenary,Ruffian, Brigand and anything below.

This might sound like a strange concept but bare with me. Explanation below.
The first 4 groups log onto the battle server 15minutes early using a password.
They suit up in the correct classes by grouping with the correct leader, anyone caught taking the wrong class is banned for the event ( its cheating)
the server password is removed and the pubs log on to find the Ruffian tier open and the rest shut.

Ruffian level can still kill plate and Brigands can still slaughter with a long bow, they are just slightly weaker then the other equivalents as they aren't registered soldiers they are pretty much a serf mob. this promotes joining a faction or registering on the forum making players less random and unreliable

Mercenaries are sold by Free lancer companies to whichever side pays the best which comes from there bank account for every soldier that is there for the event at a given minute such as a hour in an admin screenshots the player list for players with the Mercenary_ tag. if they show up they get paid from the bank account of the hiring player win or lose. the Mercenary faction leader gets a % cut depending on his personal agreements.

Horsemen are also then limited to the man at arms of greater classes as no horses on the field have less than 4 riding requirement. This makes it important to convince nobles to join your side if you want horsemen for your battle. Due to the 6 high nobles and 15 possible noblity at any time this leaves you with the possibility for 21 mounted knights for your cause which would be a force to be reckoned


Battles Should be real time, but have rules on attacking the castle to prevent ramboing.

For my version Id prefer if one side was defending and one attacking, with the defenders having a castle to protect and the attackers the objective of taking it instead of a 2 way siege which seems unlikely to be possible.

Something like this I imagine would be more fun for each side.
The middle island acts as a  forward spawn that can be captured for both sides when the attackers take it they have less distance to travel to reinforce there front line also it gives the attackers access to the villages and mine the king needed to protect ( which unlock extra gold and supplies if taken) Making it an area the defenders don't want to lose.
JEkrm.png

I think that's everything I can think of right now. Keep in mind the gold figure was an estimate since Im not 100% on what armour prices are for maps.

Also remember that this isn't so much about balance, its about making players work together and plan instead of showing up and charging, if you spend 1 million of your own factions bank account you aren't going to show up and simply charge. It also works as a money sink to stop accounts getting full and not been used for anything.

The nobles/ factions side give the side who convinced them to join the cause an edge but Ruffians can still kill a footman especially since public players usually outnumber everyone :razz: Im expecting a mob of Ruffians to swarm a plated knight and dehorse him.

It also makes looting weapons on the field more valuable if one side has a higher tier it brings up tactical options of stealing all of that factions weapons and bringing them back to base in a cart :smile:
 
Well, I think you have 2 options.
1) Use money, it's up to the players to use the money wisely, or spend all of it and die (and if the point of the shieldwall is to choose/keep the king, then you do not have to worry about people rage-quitting).
2) Use the tier system, but make it so that the defeated side loses points, and thus gets a lower tier again.
 
Troubles 说:
1) Use money, it's up to the players to use the money wisely, or spend all of it and die (and if the point of the shieldwall is to choose/keep the king, then you do not have to worry about people rage-quitting).

It wouldnt work. The players are simply too stupid. Everyone would buy the best gear, die, then constantly spam faction, local, global and admin chat with "ADMIN; I NEED MORE MONEY; OMG; GIFE ME MONEY THIS EVENT SUKS!"
 
Eragon91 说:
Troubles 说:
1) Use money, it's up to the players to use the money wisely, or spend all of it and die (and if the point of the shieldwall is to choose/keep the king, then you do not have to worry about people rage-quitting).

It wouldnt work. The players are simply too stupid. Everyone would buy the best gear, die, then constantly spam faction, local, global and admin chat with "ADMIN; I NEED MORE MONEY; OMG; GIFE ME MONEY THIS EVENT SUKS!"

Agreed. It was better how it was, way more money than someone could possibly spend during one event.
 
Aldric 说:
People rage quit when they are out of money. The tier system is a lot smoother -_-

Yeah that is a result of too much funds. Design an event that forces teams to charge for the carts, cut wood faster and smith more weapons in shorter time. Also an advantage: Way easier management as you have Single Factions with ~20 people each instead of two spamming mobs. You can still field 3 factions against one huge in a main town if the setting and map design is right, and get an awesome enjoyable battle that goes forwards and backwards with retreats and pushes, and in the end someone will take the others castle, or run him out fo ressources to win.
Holding up supply adds competitive play, while funds and endless armory enforce carelessness and, if any communication, complaints about breaking vague rules of the setting and MONEYZ from those who had none.

Troubles 说:
Well, I think you have 2 options.
1) Use money, it's up to the players to use the money wisely, or spend all of it and die (and if the point of the shieldwall is to choose/keep the king, then you do not have to worry about people rage-quitting).
2) Use the tier system, but make it so that the defeated side loses points, and thus gets a lower tier again.
If anyone ran out of money, HOW? We got 100k each, i spent like 12 (crashed three times but I haz a bodyguard who is used to instagrab my bag in case he can't prevent it so i got it back)

Tier system....not a friend of it. Do I have a better solution on the hand besides brains for everyone? No.
Lower tiers again after a lost round? Not from my experience, if you lose two rounds the enemy has tier 2 and needs to go up your walls which is huge disadvantage. If you can hold a wall, you deserve to die, if not, you have tier 2 and it is even for field battle again. Then again someone gains advantage (tier 3 and push) but has to go up the wall again against slightly weaker enemies with plenty of ranged wepons to defend. Or not.

Eragon91 说:
Troubles 说:
1) Use money, it's up to the players to use the money wisely, or spend all of it and die (and if the point of the shieldwall is to choose/keep the king, then you do not have to worry about people rage-quitting).

It wouldnt work. The players are simply too stupid. Everyone would buy the best gear, die, then constantly spam faction, local, global and admin chat with "ADMIN; I NEED MORE MONEY; OMG; GIFE ME MONEY THIS EVENT SUKS!"
I really dont understand why this is enforced by giving them more then a hatchet in the beginning then. besides that,
Agreed. It was better how it was, way more money than someone could possibly spend during one event
(and still some people prooved this wrong. No idea how some french officers spent their 100k ,after all Gambeson is 5.8k and it was technically not possible to die more often then 5 times if you didnt glitch to attack again.
 
Knüppel 说:
]I really dont understand why this is enforced by giving them more then a hatchet in the beginning then. besides that,
Agreed. It was better how it was, way more money than someone could possibly spend during one event
(and still some people prooved this wrong. No idea how some french officers spent their 100k ,after all Gambeson is 5.8k and it was technically not possible to die more often then 5 times if you didnt glitch to attack again.

It happened because our gate opened at spawn and we were told to jump, then not jump and wait for money. For about 20 of us it was too late. All the first couple tiers could have been bought with the 3k or so starting money but after dying a few times you'd go broke. It wasn't really a case of spending 100k. An admin came down about 15 mins later and it was announced to "Find the guy in admin armor if you didn't get paid" and I'm sure alot of people missed that, or like me...admin dropped the bag for me in the middle of a swarming crowd and someone else grabbed it. But really no one could have spent 100k. Just that single mistake at start that messed it up.
 
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