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Stretched thin

Discussion in 'General Discussion' started by TerryDactyl, Dec 15, 2011.

  1. TerryDactyl

    TerryDactyl KAG Guard Tester

    Messages:
    232
    I was playing Incarnum - you know, the one with the big maps, and it was this totally epic game.

    We met the blue team at a valley where they had a big castle built. They did not make the charge right away, so we put spikes down and built a quick tower to snipe from and lob rocks. We were impenetrable, and shredded their castle to bits.

    At around 100 units remaining, we took their castle as our own and secured the whole plateau. Blue fell back to the next hill with catapults at the ready. We couldn't get our tower up in time, the rocks wasted our numbers and it was game over at 50 units.

    But here's the thing - we could have, should have won that game easily. Instead, we were so hyped up from taking that hill that we charged blindly again and again into enemy fire. The builders weren't ready. The knights had no support, and the archers couldn't get a bead because we kept chopping down the trees they were relying on, for catapults which were similarly wasted.

    Be it resolved that rushing blind causes grief, is it thus appropriate to block the exits? To use admin-freeze to slow the charge?
     
    incarnum likes this.
  2. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    nope
     
    Wolffkran likes this.
  3. Klokinator

    Klokinator Such Beta
    1. Aphelion's Roleplay

    Messages:
    1,443
    People will have stupid moments. If those moments lead to a loss, it's a cumulative team failure. Perhaps everyone will take it as a reminder to not charge ahead blindly next time :P
     
  4. AJ

    AJ Emperor of Mankind Donator

    Messages:
    592
    Learn from your uninentional mistakes and get punished for the intentional.As in freeze only if intentially greifing.
     
  5. TerryDactyl

    TerryDactyl KAG Guard Tester

    Messages:
    232
    Fair enough, but you've only answered half of my question. In regular circumstances, blocking the exits would be ban-worthy. In this case, I'm not so sure.
     
  6. AJ

    AJ Emperor of Mankind Donator

    Messages:
    592
    Well if you block the exits and then the WHOLE rest of the team is mad doesnt that make YOU the greifer?
     
  7. Kyzak

    Kyzak Ballista Bolt Thrower Tester
    1. The Young Blood Collective - [YB]

    Messages:
    440
    If a team must be herded like sheep to cooperate, they are not a team! True to the metaphor, they're more like a flock. The difference here is that these are human beings, not sheep; there is no need-and more importantly, no desire-- for one to play the role of a shepard for everybody else, so no, I don't think it appropriate to block exits, nor exploit power reserved for unsavory types on perfectly innocent players. The thought is appealing to me for a brief moment, when I forget that humanity and justice sit upon the highest pedestals, but I snap out of that reverie pretty darn quick.

    If the team-the "team"-- won't listen to you, tough. Public servers are full of the unwashed masses, but there's nothing humane or just we can do about it; other than wait for them to sober up, anyway.
     
  8. TerryDactyl

    TerryDactyl KAG Guard Tester

    Messages:
    232
    Ah well, thanks for keeping me in check. Good game!

    I can hardly wait for the BIG tournaments to come around. >:)
     
  9. Jackard

    Jackard Base Burner

    Messages:
    852
    play a better server
     
    incarnum likes this.
  10. Miczu

    Miczu Shopkeep Stealer

    Messages:
    165
    Played on different server, our castle was turned into ruins but we won the game because we fought better on those ruins. We had number advantage because our spawn was next to the battle field.

    Just destroying enemy buildings / pushing enemy back doesn't make you the better team. The better team will fall back if defending it will cost more life then it's worth.

    My point is: don't rage at your team, just say GG at end of game, as enemy team outplayed you at the end.
     
  11. Beef

    Beef ก็็็็็็็็็็็็็ʕ•͡ᴥ•ʔ ก้้้้้้้้้้้ Global Moderator Forum Moderator Tester

    Messages:
    1,054
    Part of the appeal of playing on Incarnum is that the masses are essentially Mooks, with the odd premium or Guard or just really good regular player serving as a boss fight or sergeant.
     
  12. Rainbows

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

    Messages:
    985
    Gives it a bit of a real worldy feel as that would happen in real battles! :3
     
  13. Arrunas

    Arrunas Shopkeep Stealer

    Messages:
    36
    I love playing on Incarnum for pretty much the exact reason stated here...

    i think I'd possibly be in the sergeant portion of that, although i am premium and play nearly exclusively on incarnum, purely because the maps are larger and there are more people.
     
  14. AnRK

    AnRK Shark Slayer

    Messages:
    641
    This is something alot of players unfortunately don't wanna hear. One of the best games I've had is on a medium sized fairly straightforward map with a big steep hill in the middle. We didn't push out our base early and they fortified the hill, however due to the fact we had a decent castle going on, with a sheltered a way for our knights to get to the base of the hill, decent nests for archers and catapults, and generally mauling the hill to absolute buggery, so all the tunnels they used to avoid archer fire were generally pretty useless after a while. All we did was sit back and defend, with only our knights pushing out a tad out to stop them scaling the walls or knocking anything out, but by the time we'd started to fully defend we were at a 2:1 ticket disadvantage, but since out builders played a good game making decent fortifications to the castle, our archers quickly took out threats to the castle, as opposed to the easiest kills, taking out catas and builders trying to bridge, doubling up on any knights shielding them. It was just an all round awesome game, and with some epic teamwork we totally dicked on a team that in any other situation you'd assume were gonna walk all over you in the next couple of minutes due to the ground they had.

    Anyway rambling aside the big problem with incarnum (other then some of the maps been a bit boring if you ask me, there are some really epically cool ones too don't get me wrong) is that archers are given a shit load of arrows on spawn, and builders get res on spawn. So archers don't really value their arrows cos they don't have to spend all that time making them if they dont manage to build up many coins, or if they die and lose alot of coins or a fresh supply of arrows or whatever, so archers happily run off and play to aggressively, cos they get gifted 30 odd arrows if they die anyway. Same deal with builders, having res when you die means people are all too happy to play the attacking builder role, but doing it without much value of the res that they have, which if your in an advanced point in the map you have to hang on to dear life for if your attacking. I think those two things promote situations as described in the OP. Still a cool server just cos of the sheer mass of people and sizes of the maps, but you do have to try and influence people to play a little sensibly if you want your team to do well, 1 or 2 intelligent builders can win a game easily even on a team of 32.
     
    incarnum, Noburu and Beef like this.