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Game is broken

Discussion in 'General Discussion' started by Neat, Jun 26, 2011.

  1. Neat

    Neat King of the Dead Donator Tester

    Messages:
    1,958
    The game is completely broken right now. No I don't mean physically.

    I mean, once a team gets into a position where they have won, it never ends. A restart map vote is always needed. The winning team never captures the flag they just destroy the spawn. Plus they never vote yes on restart map, so the same boring Die-> respawn -> Die -> respawn -> Die combo continues endlessly until you get so pissed off you just join the other team, making matters even worse as the losing team ends with about 5 poor people who just joined the game.
    This happened to me today and I just feel sorry for the reds who were being raped for longer than I was, who no doubt considered switching team.

    Honestly, it's completely unplayable once a team reaches the point where they have basically won. Please put in a time limit to a round, to end our misery for christ sake.

    Plus the game crashes after someone actually finally decides to put an end to the shenanigans.
     
  2. saniblues

    saniblues KAG Guard Tester

    Messages:
    418
    A time limit in a game where you have to build a fortress or lose. Splendid idea </sarcasm>
     
  3. Neat

    Neat King of the Dead Donator Tester

    Messages:
    1,958
    Well Sani do you have any bright ideas yourself aside from being a complete sarcastic dick when this is an actual legitimate problem?
     
  4. saniblues

    saniblues KAG Guard Tester

    Messages:
    418
    Teamwork?
     
  5. Neat

    Neat King of the Dead Donator Tester

    Messages:
    1,958
    Yeah. Heh. Teamwork, when your spawn is completely destroyed that you can't even switch to a builder to put some ladders under it. When you and builder friends are desperately cobbling together some sort of defensive option after your fortress was completely annihilated only to get killed every 2 seconds by archers spawning.. every 2 seconds right next to your tent because they have an outpost. So you try to defend but there are literally knights and archers in every direction because you take so long to respawn they have plenty of time to completely overwhelm you. Even if you somehow manage to change class and defend against attackers you're just barely managing to kill the guy who steals your flag every moment but when he finally takes it he obviously just stands by his base. Not actually capturing it as the game goes on for another 15 minutes without the score increasing at all.

    I'm not trying to say they shouldn't be able to do that. I'm trying to say that at that point a team has won irrespective of skill on either side. No amount of bawwing how your team were noobs or how you were a noob changes that, so the game should END. Except it doesn't because the other team have complete control over when it ends and restarting never works. That's the problem.

    Also if you're going to answer with one word to everything now then you may as well leave the topic, as your contribution to this discussion is near 0 and negligible.
     
  6. saniblues

    saniblues KAG Guard Tester

    Messages:
    418
    Hey, I'm just saying. A time limit in a game where half of what goes on is digging is a bad idea. You have to dig to build bases, gather materials to build outposts, and technically to get arrows; Pretty much the only class that doesn't involve digging is the knight. Adding a time limit just encourages people to not build up any defense because it takes entirely too long to do so.
     
  7. FinDude

    FinDude KAG Guard Tester

    Messages:
    123
    I don't think that having the flag and players spawn at the same place is a good idea.
     
  8. Neat

    Neat King of the Dead Donator Tester

    Messages:
    1,958

    I guess I didn't think of that, but you could have at least acknowledged it is a big problem.

    Maybe findude is on the right track. We could have an area behind the flag which is emergency spawn area, where you spawn if more than 4 people have touched your main tent or something, so that you can actually launch a counter-attack.. or at the very least not have to die so much. That would also help the other team capture the flag when they have shown they have won, and then they might also have more incentive to capture it.
     
  9. HA1TER

    HA1TER Shopkeep Stealer

    Messages:
    172
    First of all,10 vs 13 or 5vs7 is a big difference!
    Auto team balance is a must in this game!
    Second,no time limit is needed as there can be round where people actually play good game,and when it gets interesting,time is up lol.
    Third,lets stop making 500 threads about how this started to be a pain in the arse and lets post in already similar threads cause we talk about same thing in another words but ending up whit some good ideas thrown all over the place!Instead that devs read all in couple of places and work on solution,they need to loose time jumping from thread to thread and miss some good suggestions...
    Similar one whit couple of good posts http://kagforum.com/viewtopic.php?id=288
    About this build http://kagforum.com/viewtopic.php?id=281
    About what you said http://kagforum.com/viewtopic.php?id=301
    etc.
     
  10. Overlord

    Overlord KAG Guard Tester

    Messages:
    313
    Like I said in previous threads like this, every map should have some kind of cliff or something in the middle so each team has time to build up. Of course after a while one time will gain supremacy and the map will turn to shit but that's the idea of conquest. Another option is make everyone a builder the first 2-5 minutes of the game to stop the beginning rush and everyone can build a decent base in the beginning
     
  11. Neat

    Neat King of the Dead Donator Tester

    Messages:
    1,958
    Yeah but this isn't about rushing anymore, it's about the game not ending when it should be ending, so the other team take advantage of it and piss all over the other team by destroying their spawn. If it were so simple, i'd suggest some sort of check on how many enemies are by the base, but it would stop legitimate base defenses too. I think the flag just needs to be A: easier to take back to base when the flag is captured, by making the flag have to be picked up by a member of the team who owns the flag before its returned and B: Make it so once the team has captured the flag THEN a time limit starts till the end of the match. If the flag capture is legitimate (its 3 points anyway) then the other team have the time limit to try and get it back. It would be a long time limit of course. I know it's another thing about a timer but its not the same as having a round time which discourages people from building anything.
     
  12. FinDude

    FinDude KAG Guard Tester

    Messages:
    123
    I think rushing is a problem of small games, and stalemating of those with more players. Both can eventually result in overkill.
     
  13. Monsteri

    Monsteri Slower Than Light Tester

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    1,916
    Uh, sometimes other team wins and other loses. Yesterday this happened, but we fought for long but I was only builder in front, (6 in base!) so they breached once, and then we couldn't anymore drive them back, so, our castle protecting the flag fell and it was pure hell going on there. Although it still continued, perhaps over 10 minutes. This is what shouldn't been happening, we clearly lost that battle and it should have ended when they captured the flag. (They couldn't do that 2nd time because the tent was in air :P) The end was just crazy massacre. But then map restart vote passed. Perhaps, if multiple enemies are near tent and the flag is scored, the other team could lose? I honestly don't have any good ideas how to prevent this.
     
  14. Geti

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

    Messages:
    3,730
    I've been pestering mike to let people spawn at the edge of the map for a while - which is incidentally what's causing the strange bug with people falling out of the origin of the map sometimes :P

    The issue is everyone spawning right in the middle of a battle and getting slaughtered - only to have to wait a further 15 seconds to spawn and get killed again, all the while apparently blocking the enemy from venturing forwards to get the flag.

    I think the multiple flag CTF would partially solve this, as setting up an outpost would be a much more risky business (you'd be surrendering points if you tried to set up an outpost on their doorstep). It's a dilemma.
     
  15. Zenrix

    Zenrix Guest

    I played in a 2 and a half hour match yesterday and a 1 and a half hour match directly after that, nobody ever votes to restart the map.
     
  16. Carver

    Carver Meitantei-san Donator Tester
    1. The Young Blood Collective - [YB]

    Messages:
    213
    Alright, I'll throw my hat in. I think having a lobby, some 60 second of time before the game starts would be nice.
    It'd allow players to form their ideas and get a unified plan.

    In addition: Knights.

    Knights gather nothing & have a shield. Now, while this isn't exactly overpowered on it's own, it means anybody can go knight, instantly rushing the other side. His shield ensures he can get close enough to at least do some bomb damage.

    I really don't like the fact that rushing is encouraged by the CTF gametype and knights themselves form perfect rush classes. Even though they have movement penalties, I feel like other classes, or other measure should be put in, to reduce knights destructive ability of rushing.

    EDIT:
    and actually, this is something I believe is easily solvable by CRAFTABLE BOMBS
    don't give them on spawn. You see, here's further what I have a problem with: A team should NOT be going ALL KNIGHT.
    Some people have told me knight shouldn't be nerfed, and I agree with them for the most part. But to say all classes are balanced, when a team has almost all knights, who are going negative, rushing the base, yet still making ground? Doesn't make sense.
    Because if an entire team is going knight newsflash: Classes ARE NOT balanced.
     
  17. Monsteri

    Monsteri Slower Than Light Tester

    Messages:
    1,916
    To prevent that, their shields could be destroyable.
     
  18. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    I think the problem is you NEED to be spawnraping the enemy team to really grab their flag. I think a back of the map spawn would be good.
     
  19. EyceAether

    EyceAether Guest

    Craftable bombs would fix the problem of suicide bombing, and would also make builders even more important.
     
  20. MM

    MM THD Team THD Team Administrator Global Moderator

    Messages:
    327
    I agree this is bad in CTF. However it would be fun in a different "conquest" mode. A 30 minute siege is an awesome thing.
    Maybe I'll do a gamemode like that. But in CTF it should not happen.

    Ideally a siege should happen only to the point where the flag is captured. Once it is captured and the enemy has escaped the siege should end, giving the loser team some time to regenerate.

    Some ideas how to do this:

    1. Make flag spawn in a separate location than tent
    2. "Adrenaline rush" - the team that is under siege or has its flag captured has a chemical rush so they dig and build twice as fast.
    3. Make scoring easier (like add a 30s delay for returning flag) and end the game with 1 score
    4. Make the main tent destructible. Once the tent is destroyed a new one is created about half-map distance behind the old tent (maps would have to be much larger and this would be hardest to code)
    5. ???