1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Hey Guest, is it this your first time on the forums?

    Visit the Beginner's Box

    Introduce yourself, read some of the ins and outs of the community, access to useful links and information.

    Dismiss Notice

New build discussion

Discussion in 'General Discussion' started by MM, Jul 8, 2011.

  1. naum

    naum Guest

    It's a paradox. If we waiting for max realism - Strech's idea of shield-protection from falling blocks is not a good idea. If we waiting for a really balanced game - current situation is not so good as can be. I think, that we can solve this paradox via shield destroying. This solution can help us to solve many other problems.

    Look at this scheme, for example:
    1. One knight - one shield.
    2. Arrows cannot destroy shield (realistic)
    3. Non maximal knight's attacks cannot destroy shield (realistic)
    4. Maximal knight's attack can destroy shild (2-3 hits) (realistic)
    5. Falling block destroy shield (1 hit) (absolutely realistic)
    6. Shield can be recovered via base/outpost

    From development viewpoint - it's not so hard, as I think (additional state for knight + additional sprites [knight w/o shield]).

    This scheme can add more interesting tactics & improve realism of the game.
    What do you think about this idea? May be somebody suggest it before me, may be return to discuss it?

    OMG, my ugly english :( I'm sorry. It's really difficult to speak english without stable experience.

    Update:
    I add this idea as a separated thead in "Suggestions" forum.
     
  2. Quimbo

    Quimbo Guest

    But builders cannot harm you. They repeatedly have to spend a lot of time in boring grinding of resources, they deserve to be able to protect themself and the stuff they gathered.

    I agree on the stone dropping tho.
     
  3. saniblues

    saniblues KAG Guard Tester

    Messages:
    418
    [​IMG]

    fight me

    also they can hurt archers I don't know why people overlook this
     
  4. Geti

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

    Messages:
    3,730
    I hate the block dropping. When rock pots are implemented there will be a legitimate way of doing a similar thing even on backgrounds and whatnot. I dislike the idea of a boolean kill, especially for something so cheap and instant, and that it only works above ground, and that it sometimes ends up ripping apart your whole tower, and oh god I don't like that mechanic.

    @Contrary ect Re: Funds
    I don't think player-based buffs will be "purchaseable" for a quite a while. Funds will be used for items and siege engines (rams, canopies, catapults) and progression of the team in general. The fact that they're needed for bombs is mostly because of how easily abusable bombs are. I realise we're giving power to the better players but at least that way we force griefers to be good players before they can fuck anything up. Better to require that someone plays nice for 10 minutes or so before being able to blow up your castle than letting them do that as soon as they log in.

    As funds don't carry over between games and are more or less distributed evenly (NOTE: unless you're playing like a complete tank, your income would be roughly the same as everyone else - if you wanted early funding your best bet would be to get gold for your team thus netting you a larger cut rather than trying to "pointspam"). Payment for "work" (from kills or construction) would require dedication and skill to get an excess from.

    Killing the enemy is always a good thing - someone prioritising an easy kill rather than a hard kill that saves a team-mate is a small shame, but not bad. You're still rewarding team players because those on the front-lines getting kills are preventing the enemy team from pushing forward.

    Points from building is a trickier thing to reward.
    I think building should only give points when you're adding blocks near other blocks. I realise that still allows for morons building large squares of stone up the back for more funds, however they'd still have to mine the stone out to profit: otherwise they'll be spending as much as they're gaining on stone from a stockpile. That sounds like approximately 100% less fun than mining the stone and building a fort on the frontline in the middle of a battle. If people want to waste their time for funds that's their perogative: They'd surely be better off doing fun things in the game to get roughly equivalent (or perhaps more) funding. We'll simply have to design the system to make wasting time "minecrafting" up the back of the map less profitable than doing a similar thing up the front. A simple way to achieve that might be making constructing things near the "average position" of your team give you more funding. That means if there's a big push going on, building forts on the frontline will net you more points. If everyone's defending the base, building fortifications there is better. It also means if everyone is working together to build a castle, everyone gets maximum pay. That sort of position-based system means that working together as a team gets everyone paid more. I'd like to encourage that. One issue of using an average of the whole team is that multiple groups doing something get paid a lot less. It'd probably be better to use a heatmap rather than an direct average.

    Honestly, the funding system is intended more as a measure of how much you can trust a player to work with you rather than a powerful reward system; the fact that it can fill the latter role is a bonus. In most KAG games I've played there's been ~4 "top" players per game, and invariably they're the ones hanging about with their team, pushing when needed and getting the most done. This system would reward those players the most, but reward everyone doing something useful regardless.

    Once we've got it completely balanced, we'll probably end up making logging out of a game early "withdraw" half the funds you've earned for a boost to your rank (Funds/100 = addition to rank in points or something similar, depending on how the numbers work out) and staying till the end of the game give you all of the funds (converted to points) that you've accumulated. That'd be a much better way to do account rank based on your in-game performance than hours etc. The voting system would still exist as it lets you be social with your rank, and I like that. Maybe you'd only be able to upvote: downvoting would essentially be the equivalent of reporting a player.

    I'm fairly convinced this sort of system is the way to go with player "progression", I guess we'll see soon enough.

    @Sani: I agree that having to work for items is less fun than getting them for free initially, but keep in mind that we'll be extending the "naked" abilities of each class as well to make sure they're fun to play without having to do a bunch of work first.

    I think one of the issues to do with the builder is that it can instantly build any tile in the game. I think there should be a small construction time for any block where you can still walk through it and where the builder has to remain still, playing a little "building" animation. Stone would take longer to put together than wood. That alone would stop builders from spamming stone around in tunnels when they're running away: if they saw you from a while off they could scrabble to put together a barricade but it'd be far less effective than it is now: one block of stone stops everyone in their tracks while the builder escapes and that seems shitty to me.

    It's still graphics crunch time, this will all be addressed after the gold server patch has gone through.
     
  5. saniblues

    saniblues KAG Guard Tester

    Messages:
    418
  6. Snoopicus

    Snoopicus Guest

    I've been reading a lot of the posts, and I'll just throw in my two cents here.

    While I like having features added, I don't want my game experience to become fundamentally more complex. I want to start up KAG, jump into a game, have access to the abilities of a class without worrying about how switching servers will prevent me from using stuff, etc. This is a fun arcade game that I play in short bursts, and don't want it to ask me to make big time investments.



    Also - dropping blocks on people is the joy of my day. I understand the downsides of it, but please don't take my candy!

    -Snoopicus
     
  7. Benata

    Benata Guest

    So, you want the knights with bombs that are breaking castles down in only minutes to have a shield that protects it from stone dropping, have you lost your mind people, next thing you're going to whine about is the bombs of the knight.

    Knight got dropped from 3 bombs to 1 and their attack is only chargeable, are you sure about this?
     
  8. Neat

    Neat King of the Dead Donator Tester

    Messages:
    1,958
    1. Already suggested this but noone listened. Essentially what you said Geti, but you didn't really explain it well. Reward builders for putting blocks near other blocks. But not just that. You reward builders for putting blocks near other blocks that you'd expect to see in a fort. For example. You'd reward points for putting a stone block on top of two door blocks. You'd reward points for each layer of background wall you add to support a single stone pillar. You'd reward points for putting a drawbridge above an empty block. You'd also get extra points if an outpost is in front of backround walls. These are all common occurrences to forts. In order to abuse this you'd need to know these things and build various fort like features on their own, quite stupid to do on it's own, you'd just go and build a fort instead. Also I like the idea of rewarding points for building in the vicinity of your team. But add to this. How about reward points for building near an outpost in the vicinity of an enemy? Sometimes your team is nowhere to be seen but you're on your own defending against an enemy that dug under and snuck by the front-line defenses.

    2. Honestly i've rarely ever been killed by a block dropping. In fact some of the only occurrences of this was a griefer on my own team doing it. Come on, it's not hard dodging a block being dropped? If you hate it so much just look out for stationary builders on top of towers more. I agree there should be a construction time given to builders so they end up doing this slower, but bottom line block dropping on its own is not overpowered because it's so easy to anticipate and dodge. Plus it costs stone so they can't do it forever.

    3. How are pits overpowered right now? Knights can jump in and disable them instantly. You can quite easily dig under them and disable them. A dedicated team with a front-line builder will only waste about 30 seconds disarming an elaborate spike trap before they move on. I can count the number of times i've been seriously hampered by a spike trap on one hand. The rest is easy to deal with.

    4. Archers can be hit by builders. Woopdedo! I rarely ever see a builder ever kill an archer. They shouldn't let the builder get so close in the first place! At the end of the day the builder has no shield and 2 hp, so if you can't shoot it down why should you be allowed to take 0 damage in close combat? You can just run away even if the builder does get close!
     
  9. Geti

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

    Messages:
    3,730
    I don't think having preset "good configs" for blocks is a good idea though, as it doesn't encourage experimentation. I think building blocks that are near other blocks is good enough as if you're building near someone else and being retarded about it, they're going to tell you off. If you've got a team of bad players then honestly I don't mind if they empty the team fund by building a huge mess of stone together, at least they worked together on it.

    You need a gold income for your team to get funds anyway - you might be able to get this by trading resources for gold at the market but mostly it'd be from mining.

    Building is one of the hardest things to get a proper rewards system working for as it's such a free-form process. I think the system needs to reflect that which is why I think a heat-map based system is a good idea. We could trial "special combinations" that net you more points but I think the only way to use the funds system to get people to cooperate is to give them maximal points when they're in proximity to each other.
     
  10. Geti

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

    Messages:
    3,730
    Oh also Snoopicus: that's very important to me as well, making sure the game is fun from the get-go. I don't think you need bombs to have fun as a knight though, considering how you usually use your bomb up in the first 30 seconds an then duke it out with sword and shield. The fact that ~60% of people play knight (that I've seen) regardless of that is telling me that they enjoy slashing each other enough without much bombing.

    As I said up above we're planning on adding more dynamics to the "naked" gameplay as well, various shield actions for knights, more sneaky behaviour as archer, more stuff to build as builder.
     
  11. Quimbo

    Quimbo Guest

    Trap building is their job. Staying alive is their job as well. What do you expect? Auto-suiciding builder which lose all their resources when a knight pops up anywhere on the screen?

    Builders can't do much for a fight except building or doing suicide runs to build ladders. There's nothing wrong with them, except block dropping.
     
  12. Monsteri

    Monsteri Slower Than Light Tester

    Messages:
    1,916
    The knight towers and such are fucked up in this build due to shield-lift MM made. Czubai has a clip of it. I'm not in the mood to explain better right now .
     
  13. Rainbows

    Rainbows KAG Guard Forum Moderator Tester
    1. The Young Blood Collective - [YB]

    Messages:
    985
    Testudo didn't work well either....
     
  14. saniblues

    saniblues KAG Guard Tester

    Messages:
    418
    Well, there's tombing themselves underground and instantly building blocks to stop anything but builders in their tracks. Also, if they're the only ones with the power to directly manipulate the terrain, that's going to be a problem as well.
     
  15. Quimbo

    Quimbo Guest

    Why should they be the only ones manipulating the terrain? Knights and archers can dig as well.
    And I still fail to see why tombing makes builders overpowered. I've stopped tombed builders as a knight many, many times.
     
  16. FinDude

    FinDude KAG Guard Tester

    Messages:
    123
    Then they obviously tombed wrong.
     
  17. saniblues

    saniblues KAG Guard Tester

    Messages:
    418
    I recall that being proposed by one of the devs, which is part of the reason I'm pushing for a builder nerf in case this happens.

    Hell, it already needs one
     
  18. Quimbo

    Quimbo Guest

    Or you just generally hunt them wrong?

    I still see no valid evidence that builders are overpowered.

    "Oh, someone dug that pit here (which I'll just jump in now and dig out from). He never harmed me and I actually never saw him, but shall he be my archenemy from now on!!!"
     
  19. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    Worker ideas:

    Building is basically just the reverse of digging. You have to sit there and keep pounding on it until it works its way up through levels of damage. Could be a good way to have repairing as well. Should be slightly slower than destroying. Also I think you should receive materials for each time you hit a resource, not just on the last hit.

    Or maybe you could make it so that building has a charge bar. Depending on how long you charge it your tile will be at a different level of decay.
     
  20. saniblues

    saniblues KAG Guard Tester

    Messages:
    418
    Being able to directly harm someone and being overpowered are two completely different things. They have complete control of the terrain- something neither of the other two classes have, and they do in fact have the ability to harm you. If you're a knight, congrats; they have to trick you to harm you instead. If you're an archer or builder, congrats again; the builder can just bash your skull in with the hammer.

    Convince me that I'm wrong. Hard mode: don't use that weak "they can't harm you" argument because they can.