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[893] Balancing Hotpatch

Discussion in 'Classes & Mechanics' started by Beelzebub, Sep 28, 2013.

  1. Beelzebub

    Beelzebub Ballista Bolt Thrower

    Messages:
    240
    Pretty much every beta server is using the default configuration. And the default setup has a number of balance issues, which means pretty much every beta server has balance issues. Thankfully, most of the fixes for these problems involve changing a few numbers and not necessarily core mechanics. Unfortunately KAG has a horrible tendency to remain unpatched for weeks on end. Stop leaving the game in a terrible state and using "it's a beta" as an excuse. Even changing a few of the things below would vastly improve the game and would take little time. If we're going to (pay to) be beta testers, at least spend a little time making the game fun by having some semblance of balance, and patch the game.

    --Increase the price of kegs from 60 to 150 gold (or some high number) because keg spam on CTF is out of control. They're retardedly cheap at just 3 times the price of a bomb. I don't want to hear "well we changed bedrock to be invincible because people kept blasting the map into nothing" while explosives are so absurdly cheap. KAG Classic had the identical problem in the beginning. This was solved by toning down explosive availability (literally not giving everyone bombs upon spawning like in TTH, hint hint nudge nudge WINK WINK), not fucking up bedrock.
    --Decrease mine explosive power and/or add a way to safely defuse them for players other than knights. Or make them much more expensive, along the lines of kegs.
    --Change spike prices from 30 stone to 10 or 15.
    --Remove the ability for knights to kill spikes with slashes.
    --When a spike is adjacent to stone on one side and dirt on the bottom, have it attach to the stone.
    --Increase the amount of stone from a single block from 4 to 6 to compensate for building being incredibly underpowered as walls are hilariously easy to grapple over, jump up, blast through, and drill, and stone is in overly limited supply on most maps.
    --Remove the ability for knights to kill wooden walls. This was a bad idea. There's no reason to use wooden walls except out of desperation under the current circumstances.
    --Lower ROF for the arrow launcher to about 1/3-1/4 its current rate. It is literally a machine gun. I don't know who thought that the game needed more arrow spam but they are horribly, horribly wrong and should go kill themselves immediately with the nearest blunt kitchen utensil.
    --Stop having arrows, both fired and the little ammo packets on the ground, block building. Christ that is annoying.
    --Fix the "doors aren't affected by explosives anymore" bug. This is a major issue. Don't leave it until you have the next major rebalance done two months from now.
    --Lower the number of particles from one-way wooden walls being slashed.

    There. That's it. Just a few simple things to hotfix, and this game would be a helluva lot better. I'm sure there are more simple things that need fixed, but that's all that comes to mind at the moment.
     
    Last edited: Sep 28, 2013
    Hawxx likes this.
  2. crackwise

    crackwise Shipwright

    Messages:
    52
    I agree with almost all your suggestions except those about spikes: I think if the spikes were much cheaper and could not be destroyed by knights, then it would lead to "spike spamming".

    So I think either spikes need to be made cheaper and remain destructable, or same price as now and only destructable when the stone block they are attached to is destroyed.
     
    Beelzebub likes this.
  3. Brandon816

    Brandon816 Ballista Bolt Thrower

    Messages:
    262
    Just my opinion, you might want to separate groups of related changes in your post with a space. Makes it less of a wall of text.

    Like this:
    Explosives
    • Increase the price of kegs from 60 to 150 gold (or some high number) because keg spam on CTF is out of control. They're retardedly cheap at just 3 times the price of a bomb. I don't want to hear "well we changed bedrock to be invincible because people kept blasting the map into nothing" while explosives are so absurdly cheap. KAG Classic had the identical problem in the beginning. This was solved by toning down explosive availability (literally not giving everyone bombs upon spawning like in TTH, hint hint nudge nudge WINK WINK), not fucking up bedrock.
    • Decrease mine explosive power and/or add a way to safely defuse them for players other than knights. Or make them much more expensive, along the lines of kegs.
    Arrows / Arrow Projectiles
    • Lower ROF for the arrow launcher to about 1/3-1/4 its current rate. It is literally a machine gun. I don't know who thought that the game needed more arrow spam but they are horribly, horribly wrong and should go kill themselves immediately with the nearest blunt kitchen utensil.

    Building / Constructions
    • Remove the ability for knights to kill wooden walls. This was a bad idea. There's no reason to use wooden walls except out of desperation under the current circumstances.
    • Stop having arrows, both fired and the little ammo packets on the ground, block building. Christ that is annoying.
    • Fix the "doors aren't affected by explosives anymore" bug. This is a major issue. Don't leave it until you have the next major rebalance done two months from now.
    • Lower the number of particles from one-way wooden walls being slashed.

    Spikes
    • Change spike prices from 30 stone to 10 or 15.
    • Remove the ability for knights to kill spikes with slashes.
    • When a spike is adjacent to stone on one side and dirt on the bottom, have it attach to the stone.
    • Increase the amount of stone from a single block from 4 to 6 to compensate for building being incredibly underpowered as walls are hilariously easy to grapple over, jump up, blast through, and drill, and stone is in overly limited supply on most maps.
    Anyway, about your points, keep in mind that if you increase stone income rate from 4 to 6, you should also be suggesting 15 to 20/25 for your suggested spike price, assuming that you had originally come up with 10 or 15 based on the income rate of 4. Alpha had a default 2/4 stone income rate and spikes cost 10 stone. Knights didn't tend to bounce around a lot in that version either.
     
    Last edited: Sep 28, 2013
  4. Geti

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

    Messages:
    3,730
    Firstly, we've been patching like mad recently and you've slighted us by even suggesting we'd wait even a week to fix things.
    Secondly, we're not the ones using the "its a beta" rhetoric, nor do we just make changes without ensuring that they're enjoyable or at the very least easy to revert. This is somewhat exemplified by the general response of the community to CTF "this is very fun". The game is not in "a terrible state".
    I understand that this post was probably made in a rage, but I have to be civil with you, so you have to be civil with me. If you can't do me that courtesy, I'm happy to start photoshopping you into Arcrave's lap.

    Lastly, in order responses:
    I'm happy to do the keg change. Bedrock will stay indestructible.
    We didn't change it to be invincible because people kept blasting the map into nothing. We fixed the few bugs that allowed certain items to destroy bedrock. There might still be an old flag around in gamemode.cfg allowing destructible bedrock, but tbh it's not high on my list of things to add. Destructible bedrock means that map makers dont have a way of enforcing boundaries - the fact that it's overused on some maps doesn't make tiles the player cant remove any less valuable a mechanic.

    I'm leaning more towards expensive than decreasing their utility when used smartly. I've seen a lot more wasted mines than well used mines recently, so I think making them less throwaway is the better way to go.

    Sure, I'd rather fix the bug with them being knight-destructible than change price, see below.

    You can't have both, there's already spikes in all the important places.

    The code isn't set up to allow this neatly, but I'll see what I can do since it's been bothering me as well.

    You get 6 from thick stone blocks anyway. The map balance issues are map balance issues - give specific examples of ones you want changed or make the changes and if people are in favour I'll happily include them. The amount of stone you get from mining currently seems more than sufficient - there's just too much demolition. Patching the same issue 5 different ways isn't a good way to go about fixing things.

    I don't think it should be removed entirely, but I do think that they could be a little more resilient - say one hit every 3 jabs, 50% tougher. Letting knights break through means that there's less opportunity to hard-counter as a builder, and that doing so isn't renewable.
    I think that the building delays at the moment contribute to the feeling of frustration as a builder much more than wood being chewed by knights.

    <Verra-chan> arrow launcher is fine
    Mounted bow got its fire rate reduced last patch anyway, and it has reduced range compared to every. Lowering it much further will just make it literally useless. I want it removed from everywhere except on the war boat, where its only really useful for keeping people from climbing in.

    No kidding, it's a bug. I'll move it up the priority list.

    lol 2 months.
    This is a major issue and is currently at the top of things to fix - I'll probably be fixing it today, it'll likely be patched to you guys in the next few days.

    Why? Afaik It's 1 particle per hit at the moment - any less and there'd be unreliable feedback from hitting them.

    I think that covered just about everything, I've put the things I've mentioned on the list, most of them near the top. Please note that if these are such simple, 1 line or 1 number fixes, you could simply include the diffs or files making the changes yourself. Food for thought.
     
    Contrary, Hawxx, Demon_Jester and 3 others like this.
  5. Beelzebub

    Beelzebub Ballista Bolt Thrower

    Messages:
    240
    You're right, you aren't the ones saying "it's a beta" thing, it was a couple people who have been around in the game for awhile that I was playing with shortly before I wrote the OP. I should have made that clearer. CTF is indeed very fun (much more so than TTH). I do think that the game is in a bit of a bad state, though. Also, shopping me and arcrave together is probably fulfilling several of his fantasies so proceed with caution.

    I've only been getting 4, and thick blocks last twice as long but are otherwise no different than regular. I'll test this again later today just to be sure.

    Flooding maps with lots of bedrock surrounding the raised water areas isn't possible anymore. I can see some maps being specifically designed that way, but it's been the case on all of them that I have played. Water battles seem to have mostly disappeared since the last patch, though perhaps that's more due to me playing CTF and not TTH where those types of map are more common. Deep tunnels aren't possible anymore either.

    Yup.

    Sounds reasonable.

    I feel frustrated as a builder that everything I try to make is expensive and gets destroyed or bypassed remarkably easily. There seems to be little point to building a castle as it is always easier to just destroy the other team's. Obviously, decreasing explosives availability should help with this.

    All the servers I've been on have had arrow launchers that fire about as fast as an archer in Legolas-faggotry mode, all the time, so like 3-4 shots per second at least. I wish I had a video of when it was literally raining arrows across my entire screen from two guys using arrow launchers. Their ROF definitely increased massively with the last patch. There might be a bug since you said it's supposed to be slower.

    Squeaky wheel gets the grease.

    When a knight slashes near a bunch of wooden platforms more than once the whole area is inundated with little woodchip particles. It's a bit much. Maybe making them disappear faster instead of reducing the number of particles would fix it.

    While I don't have my own server, I've played this game for years now, so I might as well set one up. Besides, morale swastikkkas seem to be banned on the official servers, and there needs to be a haven for tasteless and silly offensiveness somewhere. And please add a block that mimics the old bedrock in terms of functionality.
     
  6. Guitarman

    Guitarman Haxor Tester Official Server Admin

    Messages:
    686
    I've only actually encountered this on The Fun CTF server as they modded the bows to have both high RPM and the arrows don't disappear in
    mid- air like in vanilla KAG.
     
  7. Beelzebub

    Beelzebub Ballista Bolt Thrower

    Messages:
    240
    There's no way AFAIK to make arrow launchers in vanilla CTF right now (I don't know what's up with that and I could be mistaken) so I can't immediately verify if the launchers are changed only on the server you mentioned or are like that everywhere.
     
  8. Geti

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

    Messages:
    3,730
    There's no mounted bow in CTF except on war boats. This may or may not transfer over to TTH - they're just not particularly fun when spammed defensively, and not particularly effective in other settings.

    The Fun CTF server and War/TTH server has mods to almost everything and should not be used for a measuring stick for balance.

    I'll see what I can do about the wood particles from platforms/doors/etc.

    I'd welcome some larger CTF maps for the community pool (there are a few I'm considering retiring at the moment, mostly anything with water and downward slopes towards it, seems to be a good recipe for stalemate), if you can make some that allow flooding that don't end in tears I'd be happy to add them to vanilla, but I'm not convinced it's a fun mechanic long-term - seems to just lead to castle-on-shore situations every time.

    Patch should be coming out today fixing the two spike issues I said I would, fire not spreading through doors/platforms, keg explosion not tearing through doors like it should, the costs, and 3 hits for knight to damage wood tiles - it's in testing now, we'll probably fix a few more things before it goes public.
     
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