Which never happens… did you play any FPS at all recently?
There is no good solution for auto skill matching, I’ve yet to see one anyway… The final line should allways be server admins.
Peace
Which never happens… did you play any FPS at all recently?
There is no good solution for auto skill matching, I’ve yet to see one anyway… The final line should allways be server admins.
Peace
[QUOTE=Atavax;262347]i think even if your team is winning, if you are the worse player on the server, you’re not going to have fun. I think a league system built into the server system would be cool. if servers were marked as either casual, intermediate, or hardcore. (or something to that effect) and then if you were a casual player, you could play in casual servers and you would be more likely to be playing against people of your own skill set. Yes, because you choose which server you join, there will be good, hardcore, players playing in the casual servers and crushing, but i don’t think that would be a big problem, especially if you made it easy to votekick people off the vanilla server, if someone was dominating a casual server, you could just kick them or if a casual player was completely useless playing in a hardcore server, you could kick them.
i know in tf2 its a pain finding new servers to play on, if everything looks right on the menu and i join, 98% of the time the server is full of extremely casual players that i can destroy.[/QUOTE]
Whole teams of griefers who should be playing on the hardcore servers would flock to the casual servers to make everyone miserable. Especially on Xbox live.
[QUOTE=madoule;262422]sorry, did i offend you mate? what’s with the attitude, dude?
i was just indicating that any numerical (dis-)advantages will be covered by a bot and wondered what the average online bot difficulty setting will be…
and you just go and nag-nag-nag-u-don’t-have-to-play-online. i just came home from my job as kindergarten-teacher and zang i have to deal with the same ol’ bitchin i had all morning… pfff, seriously…
[/QUOTE]
why do you think i was giving you attitude? You said that the solution to player numerical imbalance was bots. I was simply pointing out that bots are not a replacement for humans. While bots are obviously better then nothing, they are still clearly inferior to humans.
whole teams of griefers who should be playing competitively flock to the casual servers to make their lives miserable no matter the existence of a league system or not. Now lets say a team of griefers go to a casual server and completely decimate. Now if a system where servers were labeled was implemented, those casual players would have an easy time finding a different server to join that were likely filled with people of similar skill. If the system was not implemented, it could take significantly longer to find a server with equally skilled players and the player is more likely to just stop playing the game all together.
You completely dismissed when was speaking about Xbox Live - where there are no servers.
you made the illogical suggestion i should stick with SP after my argument that a bot can even the headcount per team.
it isn’t? when we were talking numerical there’s no point in talking about the bot skill. PLUS we haven’t even seen 'em yet…
well honestly, you can’t ask of me to decipher the intended message above from
if you don’t mind playing in bots, why don’t you just play single-player?
I’m fine with the “worst” player doing it because that means all he has to do is run from point A to B, which is much easier to some people than out-shooting people and getting kills. Remember, objectives are important too and are easier in some cases for the person actually doing them.
What makes them difficult is that the other team is trying to stop him. So this is where the difficulty and skill comes in. So I’d rather have the better players trying to PROTECT him rather than him being on of the people protecting, as that is a more skill-based job.
On a side-note: is there an idle-status for when people aren’t moving for a long time. Say they’re the worst player on their team due to them not even being there. Then they’d get the objective and that team would be unable to accomplish it. Or is there a kick option (for xbox, not servers ppl have on PC’s) so people could vote to kick people or something?
I’m assuming ‘worst player’ is calculated for that game and not just the worst in general. Even good players have their bad games.
Balancing teams by moving players is just a poor and cheap solution which ultimately frustrates players. I don’t understand why there isn’t more acceptance of simply increasing the difficulty for a team that is clearly over powering another. Don’t like it? Then don’t steam roll weaker teams.
I’m not saying this should kick in on every map, or that the other team should be made bullet resistant. But when you have a clan stacked side, with comms and practiced tactics, who’s holding the first objective for 10 minutes and not taking any deaths. Well then why shouldn’t the other team get double spawns and hell double health/damage until that first objective is taken. Sounds unfair but it’s only the result of an unfair situation in the first place.
I hope this intelligence thing is in and I hope it’s a solid stalebreak and steamroller killer.
Having a dedicated server community with people who want to switch to get close games is the best solution. Shame that won’t happen in Brink campaign mode.
Team stacking happen in every FPS multiplayer game and i doubt Brink will be any different.
There’s an “autoscramble” plug-in for TF2 servers which starts an autoscramble of the teams when one of them is steamrolling the other one; i think something like that could work
if a team is over-powering the game could announce they were going into “Hero Mode” half the ammo and health but they get a shiney new hat and brand new half gloves
Now they have to try steamroll with half health and ammo, instead of giving losing team more, you make it harder for the other team to dominate. Rather than a handout, you give them a handup, give them a chance to win with the standard set of opportunities on their part, make the superior team work smarter
<Mega Sadface>
Crap, not only did I miss that due to the forum bug but it’s also terrible news for Multiplayer IMO.
Just because it’s always been this way and we’ve put up with it doesn’t mean it shouldn’t be fixed or at least looked at again. We add all this customisation, XP, perks etc to games for appeal and leave the core experience flawed?
There’s an “autoscramble” plug-in for TF2 servers which starts an autoscramble of the teams when one of them is steamrolling the other one; i think something like that could work
But this just penalises players. “WTF I was on a winning team now I’m being torn a new one. F**K this server”. I’m usually the first to swap sides if needed but in all honesty it ruins my fun if my entire night is filled with one sided beatings.
This is exactly it. And I don’t think it would be unfair if the changes were short and noticeable but not dramatic.
Simplified example.
3 Obj Map over 20 minutes
1st Obj held for 10mins = Defenders get 50% reduced health
1st Obj held for 15mins = Defenders get 50% ammo capacity
Attacking team clear first Obj = Defenders get immediate health (and ammo) boost to normal.
You also then flip the rule for attackers too. And probably sprinkle a couple of extra criteria in there and make it dynamic to the maps rather than just fixed. Voila, everyone is working harder and feeling some progress and resistance.
I hope SD reconsider this for some patch in the future if for nothing else than to experiment with the concept with a wider audience. Or saying that perhaps a mod?
I thought SD’s attempt at preventing that is having a more narrow time limit per objective. I do like the idea of giving ‘frustrated’ players something else to do.
My example was just a simplified rule to trigger a handicap/boost type even. I’m not saying those times or just that one thing should or would be enough to make this work.
But anyway, how does the narrow time limit help?
[QUOTE=SockDog;262518]<Mega Sadface>
This is exactly it. And I don’t think it would be unfair if the changes were short and noticeable but not dramatic.
[/QUOTE]
my idea was that the steamrolling team would be put into “Hero Mode” with an exclusive perk, like a skull bandana or arm tie, that was white for initial full hold and a different colour if they could do it with half health/ammo, only people who had accomplished this would have those items, thereby showing them to be B.A. Then the opposing team would have to learn to overcome with the normal loadouts etc. and no extra perks, a great learning exercise for both
btw, half is just an abitrary amount, the exact percentages of each would have to be calculated
So since this idea was scrapped (said in pg 2), I wonder if there are any other little ‘helpful things’ SD put in to try and help a team out if they are losing VeRy badly.