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Simulated Battle Commencement & Temporary Mutual Standstill


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I believe it's an amazing idea, but the one little thing bothers me; "Player cannot leave the battle until 5 minutes into the game starts". I say shorten it to 3 minutes or find another solution to people not leaving as soon as the battle starts.

To reiterate what I said on the sever, the players who want the fair battle will make sure they have proper time to get that in. In the grand scheme of things, 5 minutes is not that long. The wait to start may have been long and the fight may be slow out of the gate (like for the first two minutes or so). 3 minutes is a bit to short for this. Five minutes gives a decent amount of time for you to make sure you can accomplish something with your team. If not, then you can leave.

 

And I mean you can just close the tab if you don't like the battle anyways, right? But thats just a hassle, if you're getting right back on the server. I still think its worthy of being a marked action on your Karma:

 

"[26.1.15 19:45]Early Exit From PRO Battle" Or something to that effect.

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To reiterate what I said on the sever, the players who want the fair battle will make sure they have proper time to get that in. In the grand scheme of things, 5 minutes is not that long. The wait to start may have been long and the fight may be slow out of the gate (like for the first two minutes or so). 3 minutes is a bit to short for this. Five minutes gives a decent amount of time for you to make sure you can accomplish something with your team. If not, then you can leave.

 

And I mean you can just close the tab if you don't like the battle anyways, right? But thats just a hassle, if you're getting right back on the server. I still think its worthy of being a marked action on your Karma:

 

True say, but now that you mentioned closing tabs... I would say think of another solution. Still an awesome idea in general.

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i recommend you add a timer. it could go slower instead of completely stopping. for example one team caps 60 flags and the other has 0 flags. no one will join the team with 0 flags if lets say the team is unbalanced. if tms is activated with no timer, then the match will never end unless the one player leaves and ebf is activated. with a timer which goes slower this compromises for both not stopping the timer and keeping the timer on as some people may want to play quick games and not have to wait. For example the timer is at 2 min and tms is activated maybe the time could be extended to 1.5 times (3min) or 2 times (4 min) the time left. this way, time is given for players to join but at the same time, players dont have to wait a very long time

 

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I am suggesting a Reset Match  vote botton. This botton will only appear if the outcome of the match is a foregone conclussion, like 25 to 1 flags and 5 minutes left to play as well as 12 players against 3. For example, the Losing team can only vote. 1) if the match is 12 v 3 [ 2 of 3 players on losing team hit botton] equals match reset.

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SBC is a really good idea!

Works the best with TMS)

 

I think its a good idea but to be honest sometimes I like killing people to build up the fund :P

But isn't it more enjoyable when both teams are full?

 

i recommend you add a timer.

Will be taken into consideration in the revision of EBF. Will talk about it more when the time comes.

 

I am suggesting a Reset Match  vote botton.

Will be taken into consideration in the revision of EBF. Ratios at which such an option would be available/necessary will be determined accordingly.

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Nice idea.as i understand, it will be enabled for pro battles only ? i would love to test it specially for xp battles.

Most likely a PRO battle option (and formats that come with) yes, it wouldn't go well for regular matches. Definitely needed in the game somewhere, not just for XP, even though I usually always promote this where those matches are played, but still.

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Most likely a PRO battle option (and formats that come with) yes, it wouldn't go well for regular matches. Definitely needed in the game somewhere, not just for XP, even though I usually always promote this where those matches are played, but still.

+1 from me for the topic , the real question now is where does it stand on the developers priority list , if you like you can pm a developer(Hazel-Rah ) and ask him what he think's , they are the law in this game When it comes to adding features ,you would be amazed to find out that they reply very fast  :) .

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I've asked and he is not impressed. They are willing to find a way to end the battle for us early, but not prevent the battle from having to be ended early. Their early end function is to be reworked for the second time.

 

Have you ever played DOTA?

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I guess? That was where I was told to observe their pause function. I think suggesting that players be rendered frozen and unmovable during standstill, but pre observation of the opponent can be a crucial part of the game. It would further accentuate the fact that people have to wait to shoot, which does no good. The system has the capability for players to roam around, without doing anything to impact score, look at opponents and keep engaged; why take that away?

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Hey, I just got an idea to fix the issue I described earlier, where people could leave the battle to cause TMS and return their flag if they feel that the flag is about to be captured. I would hate it if I was running away with the flag, dodging enemies here and there, but then someone leaves and my whole epic action sequence just goes to waste... To some extent the same applies to "micro-duels", where two tanks are fighting it out. It would be extremely annoying if I was trying to kill my opponent and TMS suddenly starts just before I make the final shot.

 

To solve this issue just add a 10-15 second delay after someone leaves to allow ongoing fights to finish off. The battle will continue as normal, but there will be a timer in the centre/top of the screen, showing a countdown until TMS initiates. In that time the battle works as usual, points can be earned, flags can be taken and captured. That way players will easily be able to finish whatever they were doing, while "cheaters", who try to return their flag by leaving most of the time won't be able to abuse the system as already taken flags will most likely be captured before TMS.

 

Two more suggestions:

 

1. Have the battlefield be divided into two sections during TMS, where if you are on the enemy base when TMS initiates, there will be a timer on your screen, which will say something like "return to your base or self destruct will occur in 10 seconds". All players have to return to their side of the map and entering the enemy side will either be impossible, or will initiate the self-destruct sequence every time, unless the player returns to their side. The barrier dividing the map into two will look a bit like the Minecraft "world border" - transparent, but clearly visible.

 

2. If there is a flag exchange happening when TMS initiates, the flags automatically get placed on the opposite team's pedestal. So if you were holding the flag and hiding in your base when TMS started, the enemy flag will be placed on your base, while your flag will be on the enemy base. Both flags will then be available for pick up when the battle continues and the exchange can continue.

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One problem is that if a team is losing badly, and half of the team leaves, which would result in an automatic standstill, they'll probably be waiting forever, as other players rarely joining a badly losing team. Also how would that incorporate with the new timer cutter, when one team is OPing the other.?

Ya so what then call them losers or wimps (not trying to be mean)

but this happens with most battles so whats your point maybe for your ranks.

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Hey, I just got an idea to fix the issue I described earlier, where people could leave the battle to cause TMS and return their flag if they feel that the flag is about to be captured. I would hate it if I was running away with the flag, dodging enemies here and there, but then someone leaves and my whole epic action sequence just goes to waste... To some extent the same applies to "micro-duels", where two tanks are fighting it out. It would be extremely annoying if I was trying to kill my opponent and TMS suddenly starts just before I make the final shot.

 

To solve this issue just add a 10-15 second delay after someone leaves to allow ongoing fights to finish off. The battle will continue as normal, but there will be a timer in the centre/top of the screen, showing a countdown until TMS initiates. In that time the battle works as usual, points can be earned, flags can be taken and captured. That way players will easily be able to finish whatever they were doing, while "cheaters", who try to return their flag by leaving most of the time won't be able to abuse the system as already taken flags will most likely be captured before TMS.

I would be willing to add a timer, but it can be a nuisance when that 1 player leaves a 4 vs 4 to force a TMS, then the spot could be filled within that 10 second pre standstill timer. Would be the notifications of flags and TMS all at once...And who would do that in a 1v1, thats pretty low. Still on the fence as far as how long the timer should be, but I'll consider it.

 

1. Have the battlefield be divided into two sections during TMS, where if you are on the enemy base when TMS initiates, there will be a timer on your screen, which will say something like "return to your base or self destruct will occur in 10 seconds". All players have to return to their side of the map and entering the enemy side will either be impossible, or will initiate the self-destruct sequence every time, unless the player returns to their side. The barrier dividing the map into two will look a bit like the Minecraft "world border" - transparent, but clearly visible.

 

2. If there is a flag exchange happening when TMS initiates, the flags automatically get placed on the opposite team's pedestal. So if you were holding the flag and hiding in your base when TMS started, the enemy flag will be placed on your base, while your flag will be on the enemy base. Both flags will then be available for pick up when the battle continues and the exchange can continue.

1. That isn't really necessary. It would add extra graphical tension and would be harder to implement (im guessing) than telling the flag to drop at a certain point, and less tasking on FPS. Restraining teams to their perspective sides ruins the capability to look at your opponent and decide what combo you'd want to use; like I mentioned in the post before yours.

 

2. Did you read about RFP? You suggest this so you're sure you get the enemy flag but it doesn't do you much good to give your own flag to them. This would be incentive for the blue team to cause the TMS while their flag is in the hands of the red. Blue team didn't do anything to deserve reds flag. By placing the blue flag in the center after resuming play, it again, makes it fair game for everyone. 

And how would your suggestion work in Duality?

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2. Did you read about RFP? You suggest this so you're sure you get the enemy flag but it doesn't do you much good to give your own flag to them. This would be incentive for the blue team to cause the TMS while their flag is in the hands of the red. Blue team didn't do anything to deserve reds flag. By placing the blue flag in the center after resuming play, it again, makes it fair game for everyone. 

And how would your suggestion work in Duality?

I may have missed out on one detail. Flags will be placed at opposite bases only if there is a flag exchange, i.e. both flags are already at enemy bases and each team is trying to return their flag to capture the enemy one. Therefore when the flags get placed at opposing bases it simply means that when the battle resumes, it will resume with flags in a pre-determined location, rather than it some random corner on the map.

 

In Duality, Combe and other reverse base maps this won't be necessary, as "flag exchanges" never really happen. If it does happen, then the flags will start off from the opposite base of where they usually are at the beginning of the match, so red team's flag will be at the blue base (next to red's respawns), but if the blues manage to touch the flag right after the game continues, it will be returned to their base. This is a bit complicated to explain, so I might do a diagram in the future  :)

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This is a bit complicated to explain, so I might do a diagram in the future 

So will I as I've explained my side as best I can and you've still not convinced me yours is better.

 

good idea... it could be combined with the new formats update

Indeed!

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