2 team isnt as fun as having ur own smaller group to play with against other small groups also pls change the team balancng to switch the players who joined the big team last rather than random if it isnt alrady tu :>
The auto-balancer for team events will be fixed in the next patch (10/14/2014 I believe). I like 2-team and 4-team CTFs but will say that 4-team is more exciting when there's enough people who know how to play CTF on each team. For example, knowing that your flag runners out there grabbing flags, are wasting their time if no one's back in the base guarding their home flag.
ya with auto balance fixed it will be good fun. i think it shuld be 4 team on friday too, since lots of ppl. mon tue thu - 2 wed fri sat sun - 4
We will have more 4 team matches once the auto balance system is refined. The patch for this is finishing testing and should be ready soon. You can access the event schedule here. http://uorenaissance.com/eventschedule
Two pieces of feedback from my end that I'm curious what people think about. 1) "Large Cross" setting kind of stinks. >50% of the time in it is spent running in empty hallways. Maybe if we had more participants to fill the space, it would have a bit more constant action. 2) Points for flag captures versus kills. Right now I believe it's 15 points for a capture and 1 point for a kill and 0 points for a death. I don't think I've ever seen someone score 15 kills in an event yet, so this basically means kills is just a tiebreaker. I think it would make sense if the points for kills and captures were closer. 10:1? 5:1? 3:1? I have no idea, but it seems counterintuitive that you can really strategically set a player or team back by killing someone, but all you get is tiebreaker credit for it.
don't have anything to add except that large cross is my favorite one and on dalavar's point 2 about the scoring I agree completely. It feels like the way to win is not exactly to fight, just protect your flag and run the weak teams flag with no regard for your own life / coordinate having someone to pick it up as soon as you cap it.
I like the large hallways on Cross when there's more than 5 players per team. The hallways are some of the best 'small' fights of the matches. As for the point allocation, if you want kill points to matter, wait for a Team Death Match type event where there is no objective. By balancing Capture Points way higher than Kill points, you ensure that no team will sit in their base pumping kills for a win without ever actually leaving to capture a flag. This can be evidenced in almost any CTF game that involves killing. I recall countless times laughing in the face of crybabies in Call of Duty who lost the game really bad, but thought they had room to talk trash because they got X kills and my K: D was like 1:5.....yet I had all the flag captures. Protecting your flag will not win the game either, ever, unless you have captures to go with it. This is how it is supposed to work. Killing should be rewarding to a degree, but never how you WIN a game type with an objective (that is not killing).
I dont have the energy anymore to get into a whole shouting match, just want to say that I think there should be more consequences for dying. It just seems like a rush for the flag and no penalty for dying recklessly at all. It is still a pvp game afterall, if we want to go fully no pvp we could just play bagball or do summoner's sprints.
ya i'd say 5 points for kill, -5 points for death currently there is no penalty for dying, which makes it extremly advantageous to just die when you run out of mana because u res at 100 also pls make str and agil pots infinite as well also should make it so u can't cap the same team's flag back to back, to prevent farming a single team. or add a cooldown on the flag respawning/beaing stealable after being capped
*facepalm* Every time I use my mage, I spend a ton of time meditating. Can't believe I never knew this. Maybe you should res with mana equal to half your INT or something. (Or better yet, whatever it was when you died... I just assumed the former would be easier to program)
I'm not having shouting match, so if you'd care to stop jumping to that conclusion any time my opinion doesn't match your own, that'd be great. I shared my opinion, contrary to your own. That is all there is to it. I made no personal attacks or attempts to mandate anyone else's opinion. I shared information about how it works in games that are popular on a scale 10000x the size of what we're dealing with and reasoning as to why it works that way. It is absolutely supposed to be a rush for the flag and the penalty is death and waiting to try again (just like CoD). However, there is a respawn delay timer there which would not be a bad thing here. Perhaps 15-30s tops (it's fairly minimal on CoD as well). beagle, when we had penalty for death here on UOR, games were won entirely by groups of mages standing in their base synch-dropping anyone who came near it, never scoring a single flag capture themselves. That is not capture the flag, that is death match. I agree that a flag respawn cooldown after capture would help. I absolutely coordinate when I'm returning a flag, so my teammates know when they need to be in the respective enemy's base to grab another. Perhaps 30-60s for the team to regroup, once they see the message that their flag has been captured. No other team should see a message regarding when an enemy's flag has been captured either. That's just a free notice for who is wondering which base to run to (obviously only an issue in 4 team CTF). That's how it used to be but can we get your vanq spear to only do half damage in the same scenario? The aforementioned respawn delay would solve for both problems.
If I wanted to play CoD, I'd play CoD. This shard is not supposed to be chained to original mechanics, if they can be improved upon or "perfected". I don't see why we should be chained to the mechanics of a completely different game. I don't really follow. Mana is always the constraining factor to the damage bursts capable from a distance with magery. The constraining factor of spears is you have to be next to someone to hit them and you have to win the coin flip when you swing. I'm suggesting a change in mechanics to match how the actual UO game works.
If you want people who rely on mana to be gimped on respawn, expect a gimp that affects all templates equally. The point in referencing the most successful ($$) media franchise in history, is that it is the most successful media franchise in gaming history. One of the staples of that franchise has been Capture the Flag. They got it right and it is so much fun to play, it is obvious they put a lot of thought into it. It also has been tested on an utterly massive scale compared to this little puddle we're trying to perfect. It is also mimicked by many other titles who know that it was done right. Two good take-aways from this thread: Flag respawn delay, if possible, will be a good thing to slow chain captures. Player respawn delay will mitigate the desire to respawn for your mana in lieu of Meditating for it as well as provide for some semblance of penalty for death (affects all equally). LATE EDIT: For history purposes, CTF in FPS dates back to Quake and Team Fortress but there were stand-alone variants well before these games existed). I'm sure CoD ripped a lot of the core elements from things learned in older games.
I think Large Cross is easily the best CTF map. The teams have much more of a "turf" than the other maps and it allows for better defense. Small Cross is fun too, but it's volatile and not really in the spirit of CTF. You can pretty much yoink any team's flag in 5 seconds from the center of the map.
Who said gimped? I said you should resurrect with the same amount of mana you had before. As it stands, if I die with 10 mana, I come back with 100, right? So yes, I'd like this "gimp" for my dexer too please. If I die with a dexer, I'd like to resurrect with a spear that does 10x the damage of the one I died with. k tkx
My bad, I glossed over the contents of your parenthesis. I was referring to the primary statement. Respawning with the same as when you died, I don't see why not. I'd think the respawn delay would be better suited but either would assuage the concern.
With a 10x damage boost and the right weapon, you could literally one shot a new player. I guess that's the holy grail for some of you guys, isn't it?