Competitive match feedback


(prophett) #81

Brain Fart!;

What about incorporating a doc run into the first objective where you have to deliver a key card to the hack controls before the hack can start? Although it might not happen often, it does open up the possibility of having the lone defender make a clutch kill+return on the doc carrier. This might also help to lengthen the map a little.


(Glottis-3D) #82

[QUOTE=Anti;485004]Feedback to various comments in this thread:

[ul]
[li]Proper spawn timer is coming very soon[/li][li]The travel times between spawns and objective 2 is actually about right[/li][li]That said we have some issues with how random the spawns can be (which leads to attackers sometimes beating defenders to the area), we’re planning to fix this[/li][li]We’re also planning to try moving some of the spawns on this map to make it more balanced, particularly first defender spawn[/li][li]Once we has spawns working better, as well as spawn waves, we’ll adjust things like the hack timer so that it makes more sense. We want to avoid these 5-man uber-hacks too[/li][li]We’d still like to prototype a ‘max speed’ for objective completions. Currently it is uncapped meaning five Engineers would go at crazy speed. I’m hoping we can set a cap that ensures hack stacks and similar aren’t effective, the team should really be covering 1-2 folks who are doing the objective, not all joining in. [/li][/ul][/QUOTE]

awesome!

+++
not that much of a first queue issue, but i dont like how it is easy for defs to rape the main river route (from underbridge and from both stairs).
moving a boat (and prbbly make it a litle bit bigger) towards attackers would make it not so easy.

thoughts?


(Glottis-3D) #83

[QUOTE=prophett;485009]Brain Fart!;

What about incorporating a doc run into the first objective where you have to deliver a key card to the hack controls before the hack can start? Although it might not happen often, it does open up the possibility of having the lone defender make a clutch kill+return on the doc carrier. This might also help to lengthen the map a little.[/QUOTE]
i like the idea of a side object, which will be helpful for consolehack. but it should not be at the console, somewhere else.
mb C4 some generator, that feeds a anti-hack computer systems? established somewhere at the MG-house?


(Mustang) #84

[QUOTE=Anti;485004][ul]
[li]We’d still like to prototype a ‘max speed’ for objective completions. Currently it is uncapped meaning five Engineers would go at crazy speed. I’m hoping we can set a cap that ensures hack stacks and similar aren’t effective, the team should really be covering 1-2 folks who are doing the objective, not all joining in. [/li][/ul][/QUOTE]
What about a rule of diminishing returns?
e.g.
1 hacker = 100%
2 hacker = 140% (+40%)
3 hacker = 170% (+30%)
4 hacker = 190% (+20%)
5 hacker = 200% (+10%)

Rather than a ‘max speed’, which I assuming to mean:
e.g.
1 hacker = 100%
2 hacker = 150% (+50%)
3 hacker = 200% (+50%)
4 hacker = 200% (+0%)
5 hacker = 200% (+0%)


(Glottis-3D) #85

[QUOTE=Mustang;485013]What about a rule of diminishing returns?
e.g.
1 hacker = 100%
2 hacker = 140% (+40%)
3 hacker = 170% (+30%)
4 hacker = 190% (+20%)
5 hacker = 200% (+10%)
[/QUOTE]

i like this


(attack) #86

[QUOTE=Anti;485004]
[li]We’d still like to prototype a ‘max speed’ for objective completions. Currently it is uncapped meaning five Engineers would go at crazy speed. I’m hoping we can set a cap that ensures hack stacks and similar aren’t effective, the team should really be covering 1-2 folks who are doing the objective, not all joining in.
[/li][/LIST][/QUOTE]
sounds like you need a good mathematic guy ;D.


(attack) #87

[QUOTE=Mustang;485013]What about a rule of diminishing returns?
e.g.
1 hacker = 100%
2 hacker = 140% (+40%)
3 hacker = 170% (+30%)
4 hacker = 190% (+20%)
5 hacker = 200% (+10%)

Rather than a ‘max speed’, which I assuming to mean:
e.g.
1 hacker = 100%
2 hacker = 150% (+50%)
3 hacker = 200% (+50%)
4 hacker = 200% (+0%)
5 hacker = 200% (+0%)[/QUOTE]

sry but there a re some problems, its not that simple

as it is know every char has a different hackspeed!
so if 1 engi and one field hack
150% based on the engi or on the field ops?

same problem which differents is between 5 engis and 5 fields
5 engis warpspeed?

or lets say 1 medic one field 3 engis
on which char is 200% based or you use the middle value?

there are for sure mor stuff to consider !
so its much more complex than your example :wink:


(Mustang) #88

[QUOTE=attack;485037]there are for sure mor stuff to consider !
so its much more complex than your example ;)[/QUOTE]
Of course there are more stuff to consider, it was a simplified example to explain the concept.

Once the basic concept is understood you can easily apply per character multipliers.


(attack) #89

[QUOTE=Mustang;485043]Of course there are more stuff to consider, it was a simplified example to explain the concept.

Once the basic concept is understood you can easily apply per character multipliers.[/QUOTE]
i see what you want to get :).
but the basic concept cant work with a simple system like this, there are too many values.

lets see it this way if SD rly let every char not class have its own unique hackspeed.
you get with every char a additional value


(attack) #90

i asked a friend of mine , which was also my math coach in the past. he said he is sure to can solve the problem.
as SD isnt even writting me back , im simply unable because i need more datas for him.
he said he needs a letter with clearly quotet what i (SD) wants. :confused:


(attack) #91

the easiest way to get rid of the problem is rly simple :).
if i havent uswd smth wrong ,but its that simple that i think SD know it.


(Rex) #92

The feedback when you hit a team mate is really bad. I don’t really know when I hit one. You could implement an automated saying again like “Stop shooting me man!” for example.


(BomBaKlaK) #93

Just a different hit beep for mates


(Rex) #94

I think several things (visual and audio) are required to get rid of the confusion.