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10 years to destroy and a second to build

Discussion in 'Suggestions & Ideas' started by Rainbows, Oct 7, 2013.

Mods: Rainbows
  1. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    ( seems like the kind of thing that'd be pretty quick to mod and try out ;) )

    Honestly, I largely agree with the sentiment, but its a bit late to make changes that big to the overall flow of the game. If you want a mode without building during the fighting, there's TDM.

    I think that (as you've identified) it's a big issue with "build and fight" games at large, where in order to avoid the building becoming too niche we make it instantaneous and as gratifying as possible, at the expense of everything else. If I make another game like KAG in the future I'd like to slow down building or keep it limited to smaller areas like the engineer building in TR.

    I dont think I'd mind it being more of a niche role from the start, as it is it's too easy to keep jamming blocks in the holes and hold out for years, and its very frustrating. Changing it at this point though on a global level is just likely to rustle feathers.
     
    J-man2003 and Manored like this.
  2. 8x

    8x Elimination Et Choix Traduisant la Realité Forum Moderator Staff Alumni Tester
    1. The Young Blood Collective - [YB]

    Messages:
    1,325
    I suppose you're talking about CTF, or at least that's what I had in mind while reading. I can't at least imagine the idea applied in TTH, or not in its current state.
    What you propose is interesting, and what you defined as unfun too. Perhaps is a bit too late, and as Geti wrote, it can be easily tested as a mod. Removing that part of the building creativity (from offensive building for gaining map control, to fast thinking in stress situations) might be a killer, but the mode looks worth trying. And this is being said by someone who's been playing mainly builder for around 4 years.

    Nevertheless you're pointing out some of the most common concerns about the casual gameplay (leave alone competitive matches). Summing up, all those features and mechanics that are unfun but effective, (needless to say most of the good players exploit them as much as they can): entombing, tunneling, the abuse of specific items like burgers, drills, mines etc. And I would add common tactics used every match nowadays like keg drops, bomb bolt spam, bomb arrow spam, teleporter spam, water ammo spam...

    I suggest to have it like an alternative game mode, something like War or Siege. At KAG, with all these explosives destroying castles is as easy as melting butter. Perhaps making it simpler could fit your ideas: only normal arrows and bombs.

    As you say the community might be a bit conservative, but there's some people making mods, and dedicated players join modded servers often (at least for a couple of weeks :>).
     
    J-man2003 likes this.
  3. FuzzyBlueBaron

    FuzzyBlueBaron Warm, Caring, Benign, Good and Kind Philanthrope Global Moderator Forum Moderator Donator Tester
    1. The Young Blood Collective - [YB]

    Messages:
    2,508
    Mmm. As 8x said, such a game mode might very well be worth trying (even if builder is my main class). Also, going off something else 8x mentioned, it'd definitely require a change in items, in available blocks, in siege and explosive equipment. Would make for a very different game; but that's not necessarily a bad thing.

    Actually, it reminds me of the old A&D (Attack & Defence) servers where side A started with a massive castle and a flag, and side B had to try and break in and capture said flag. Those games were loads of fun. Lots of hilarity and shenanigans, even by KAG standards. The only major difference between those and what you're suggesting is that in your mode both teams get castles to defend; and the castles aren't predefined by the map--they'd be unique as per the creative instincts of the players.

    Idk. Maybe I'm imagining things the wrong way; but what I've got in my head is a gamemode that plays out in two phases: part A has everyone slaving away as builders to create glorious monstrosities of masonry and lumber, while part B has everyone suit as either knights or archers and try to break through the enemy and claim the enemy flag. So kinda like if a creative server and a RCTF server had babies.

    Ofc, with such a game there'd need to be careful map design and (v possibly, some extra game mechanics at work) to ensure that the game progressed apace, rather than grinding down into an awful back-and-forth stalemate where no one can claim ground (bc no builders, lol).
     
    J-man2003 likes this.
  4. Manored

    Manored Catapult Fodder

    Messages:
    5
    That's roughly what I have in mind, yes. However, builders would still be available during the attack phase, except their building options would be greatly limited to things like simple, frail wood stairs and platforms, so that assault teams would maintain at least a minimal ability to cross pits and scale walls. Also, they would still be able to dig through things, albeit much more slowly, in order to keep tunneling an option as well as for the harvesting of stone and gold to purchase and power siege weapons.

    I believe that the gradual erosion of the fortifications as catapults fired, kegs were flinged and builders pickaxed stuff would ensure that games would eventually have an ending, because defending your flag would get harder and harder over time.
     
  5. FuzzyBlueBaron

    FuzzyBlueBaron Warm, Caring, Benign, Good and Kind Philanthrope Global Moderator Forum Moderator Donator Tester
    1. The Young Blood Collective - [YB]

    Messages:
    2,508
    True, but don't underestimate the potential for pubs to continue to push back/forth across no man's land without ever resolving the match, haha. ::P:
     
    PUNK123 likes this.
  6. The_Owl_King

    The_Owl_King Arsonist Official Server Admin

    Messages:
    26
    Just like nature intended.
     
  7. kedram

    kedram Drill Rusher Tester

    Messages:
    449
    From my time in playing this game I can confidently say that it has been relatively well balanced for the most part. Knights at the core are perfect in what they can do, archers at the core are also at a perfect spot. Builders are just somewhat iffy. In that they have one block longer of reach compared to classic, they can also move just as fast as normal while placing blocks which I find to be just a tad bit rediculous. I feel that one of these things need to change in some way, their obvious place as the most important class comes partly from these facts, and giving these aspects a slight nerf I feel would be necessary to bring them back down to earth compared to the other classes. Ideally knight and archer are in a good place until we discuss the things that separate them from their core capabilities. Currently it seems to me a change should be made to mines so that if an idiot runs into a mine next to 3 other Knights, they should live if they were shielding. I also feel something should change for water bombs to make them a little less instakillish. Making it so they don't collide with players would probably solve the problem. Archers water arrows I feel are fine in the way they function, but probobly should have a 5 coin increase in price. The last thing about archers deals with the fact that they can simply just charge a normal arrow and then instantly switch to any special arrow and fire at that exact moment. I think the way of solving this is by canceling the charge when they switch. With these changes I think all the classes and their items will be very well balanced.

    Maps on the other hand have glaring issues, most water maps are terrible, maps that have multiple paths as well are pretty bad. Maps with floating islands, notably ej's map I feel are bad because of how important it is to camp the islands. From what I've seen, the best types of maps are the ones that are flattish with some small deviations like pits or hills. I think if a big overhaul was done to remove or fix most of the awkward maps, kag would benefit greatly for it in the long run.

    On the subject of putting in tickets ( only mentioning this because it was talked about early on in this thread) water is definetly the main reason why tickets would be bad, it's the #1 reason why camping happens besides being outnumbered 10-1. So clearly if tickets would even be considered as a game mode, likely done by skinney or some of the other interns, it would need to be seperate and without water.

    Overall the only thing that can't actually be fixed is lag and desync, unless of course everyone uses a lan connection.
     
  8. Manored

    Manored Catapult Fodder

    Messages:
    5
    Well, I suppose its possible to have that kind of stalemate where both castles get demolished, nobody manages to get the upper hand over the other with siege weapons and such because the workshops are gone, and the game just turns into an eternal knight fight on the middle of the map. I suppose there could be a upper time limit, so that such games would end in a draw?

    Builders are the most important class because... well, they build, and that's the heart of KaG. That said, I do think builders could use being more vulnerable than currently, where they can rush the frontline and start building walls, changing doors and sealing themselves in so quickly that knights can't stop them on their own. Whereas the desirable would be for builders to have no chance of pulling this off without friendly knights escorting them.
     
    FuzzyBlueBaron and kedram like this.
  9. FuzzyBlueBaron

    FuzzyBlueBaron Warm, Caring, Benign, Good and Kind Philanthrope Global Moderator Forum Moderator Donator Tester
    1. The Young Blood Collective - [YB]

    Messages:
    2,508
    That would be good, although the potential for some kind of sudden death mode shouldn't be overlooked either. I've often wondered about having a match timer (say, half an hour?) that, upon expiry, implemented a sudden death-ish situation (e.g. both teams get 20 tickets and 5 minutes to try and win the match--cue much desperation and wild antics). It'd certainly stop matches form dragging out for hours and, more importantly, would generally lead to some kind of satisfying ending. Possible endings from this kind of sudden death set up being:
    1. A wins by killing all B;
    2. A wins by forcing B into hiding and stealing their flag(s);
    3. B succeeds in forcing a draw by holding off A due to the heroic efforts of a few surviving B players;
    4. a no-score-draw due to all surviving players from both teams being cowards & turtling until the 5 min timer expires.
    Of those possible endings, only #4 lacks any kind of conclusive finale; and the players only have themselves to blame for betraying their colours and turning yellow. In many respects, it would be a return to those high-stakes endings that frequently happened back in Classic; which would be pretty cool, tbh. Some of my fondest KAG memories involve attacking or defending during a 0 tickets situation; where a mistake could easily lose you the match. Imagine: it's just you and a few others players left. You've most of your (currently dead) team looking on, cheering, shouting out encouragement or advice. Your heart-rate skyrockets. Your palms grow sweaty and fingers start to slip on keys. The clock it ticking, the enemy advances, the game... The game is ON!

    Best days of our lives. :X3:
     
    kedram likes this.
Mods: Rainbows