*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 14, 2024, 09:14:05 pm

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: 1 ... 4 5 [6] 7   Go Down
  Print  
Author Topic: Gamechange proposal...  (Read 35539 times)
0 Members and 12 Guests are viewing this topic.
salan
Guest
« Reply #100 on: March 20, 2008, 02:12:58 pm »

Lolto, 1 v 1  ? I'll nerf ya!
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #101 on: March 20, 2008, 02:17:49 pm »

Pfft, I'll still kick your ass Salan.
Logged
Tkaudi
Guest
« Reply #102 on: March 23, 2008, 02:01:35 am »

Hey scrap it must bust your balls to not be able to say your on the balance team eh?
Logged
AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #103 on: March 23, 2008, 02:10:09 am »

Dude, its all good. We all know you have to have a lobotomy to be on the balance team.
Logged


.
.
.
.
.
.
.
.
.
.
.
Draygon Offline
EIR Veteran
Posts: 1636


« Reply #104 on: March 23, 2008, 03:14:09 am »

Im pretty sure there are some "behind the scene" balance team members.
Logged
Tkaudi
Guest
« Reply #105 on: March 23, 2008, 03:20:41 am »

Im pretty sure there are some "behind the scene" balance team members.

its easy to tell which they are, just watch post counts Wink

sometimes im to smart for my own good....
Logged
Draygon Offline
EIR Veteran
Posts: 1636


« Reply #106 on: March 23, 2008, 03:22:56 am »

Well...it helps when you actually see them in the Dev channel on Vent too Smiley
Logged
Thtb-Ally Offline
The German Guy on the Ally side?
EIR Veteran
Posts: 1812


« Reply #107 on: March 23, 2008, 03:25:43 am »

I dont think that asskissing gets you in the dev team ...
Logged

Tkaudi
Guest
« Reply #108 on: March 23, 2008, 03:26:46 am »

Well...it helps when you actually see them in the Dev channel on Vent too Smiley

haha, thats not really being secretive Wink
Logged
Draygon Offline
EIR Veteran
Posts: 1636


« Reply #109 on: March 23, 2008, 03:33:04 am »

haha true, but not everyone has seen them in the channel with their own eyes Smiley
Logged
Tkaudi
Guest
« Reply #110 on: March 23, 2008, 03:34:24 am »

anyways, units need to die more often, stop being fucking pussies and wanting to emilate WoW..
Logged
Thtb-Ally Offline
The German Guy on the Ally side?
EIR Veteran
Posts: 1812


« Reply #111 on: March 23, 2008, 03:50:25 am »

Okay.
My opinion (as nice as possible:)

Just because someone says YES to evrything and lacks a own opinion he/she shoud not be favoured and included in your development dessicsion´s. Especially if that person likes to react a bit more aggressiv emotinal than many other members. Also it shows us that you dont care about the community as whole, only about "your" guy´s.

I woud have no propleme if you woud take any of the older / smarter members to assist you instead of ,... well what you took.

*No offence she/he is a nice guy, but just like me very quickly pissed off & determinde to chance thing´s.

**edit: Damm you - you just re-reailed the thread Wink
« Last Edit: March 23, 2008, 07:11:21 am by Thtb-Ally » Logged
Lolto Offline
EIR Veteran
Posts: 950


« Reply #112 on: March 23, 2008, 04:29:13 am »

One thing is for sure, something has to be done in order to put emphasis on how you have to carefully utilize your units unless you want them quickly slaughtered.  Having a get out of jail card gives people the sense that their units won't die with careful management of their 'T' key and early retreating in order to maintain their veterency.

It doesn't seem like this sort of function is something that a mod such as EIR would want to keep, at-least in its current form, in order to have persistency there needs to be a sense of it, not a utilization of a game feature that is very poor in its implementation as the only thing relating to persistency.  Even within vanilla CoH, there is no sense of urgency or strategic thought that goes into managing units, you simply retreat and add more.   

I think some form of a tweak to the retreat function needs to be applied in order for people to see it as not a way to maintain veteran units or otherwise, but to further the intense and unique game-play that is EIR.  Strategy and persistency is what this mod is all about... right?  As an example; blobbing without any real risk at hand is silly and it needs to be carefully studied and examined in order to produce a game where losing units is commonplace. 


Logged

Life or Lack There Of
Tkaudi
Guest
« Reply #113 on: March 23, 2008, 11:12:06 am »

well said lolto, well said.. a get away free card makes as much sense in this mod as Allied war machine did.. resurrect from the dead, zomg get up run through the mg fire and never die button!  whats the difference??
Logged
DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #114 on: March 23, 2008, 01:28:28 pm »

One thing is for sure, something has to be done in order to put emphasis on how you have to carefully utilize your units unless you want them quickly slaughtered.  Having a get out of jail card gives people the sense that their units won't die with careful management of their 'T' key and early retreating in order to maintain their veterency.

It doesn't seem like this sort of function is something that a mod such as EIR would want to keep, at-least in its current form, in order to have persistency there needs to be a sense of it, not a utilization of a game feature that is very poor in its implementation as the only thing relating to persistency.  Even within vanilla CoH, there is no sense of urgency or strategic thought that goes into managing units, you simply retreat and add more.   

I think some form of a tweak to the retreat function needs to be applied in order for people to see it as not a way to maintain veteran units or otherwise, but to further the intense and unique game-play that is EIR.  Strategy and persistency is what this mod is all about... right?  As an example; blobbing without any real risk at hand is silly and it needs to be carefully studied and examined in order to produce a game where losing units is commonplace. 




YEP!  I could not agree more to this.  Blobing must have stronger negative impacts.
Logged

Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!

You have DasNoob who uses the mod as COHTV
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #115 on: March 23, 2008, 02:12:45 pm »

*cough* availability.

Sure they can tell us how 2.0 will have a system in place, that's all good and well but that's not helping us in the current game.
With that mindset, you might as well stop making balance changes because 2.0 will have a different balance approach anyway.

I really don't think it would require much work to re-instate availability.
Instead of having it work per tick, give everyone a set number of units, once that set number reaches 0, you have to wait a day or so for it to be refilled. This way everyone is affected by availability equally.
Logged
fldash Offline
Founder
*
Posts: 9755


« Reply #116 on: March 23, 2008, 05:22:46 pm »

You guys are idiots.  Availability does not fix anything.  Good players retain their units and constantly have a pool to pick from.  Bad players aren't good at protecting their units and can never field anything.  Get a clue.
Logged
AxisSlowzo Offline
EIR Veteran
Posts: 75


« Reply #117 on: March 23, 2008, 05:31:26 pm »

*clap clap clap* Thats why long ago i decided to stop posting stuff like this and only give my opinion if asked.  fldash knows his stuff, just let it be and bow down to him for making this mod FOR FREE!
Logged
Lolto Offline
EIR Veteran
Posts: 950


« Reply #118 on: March 23, 2008, 05:48:58 pm »

You guys are idiots.  Availability does not fix anything.  Good players retain their units and constantly have a pool to pick from.  Bad players aren't good at protecting their units and can never field anything.  Get a clue.

So everyone is an idiot now?

I don't think the main point of this thread was about availability, it was however another possibility that might fix a problem, you can't rule it out entirely as it does have the power to limit players(availability).  What about the issue of retreat? Are we idiots for questioning such a function that doesn't appeal to the unique sense of game-play this mod presents?

It's true that 'good players' can retain their units, that was a point I thought I got across in my other post, it doesn't take a skilled player in this mod to maintain veteran units, a caveman could do it.

Oh noes my units are in trouble! retreat! safe!

Careless players or 'bad players' do have a tendency to not retain veteran troops for obvious reasons, they're careless.  So back to the topic at hand, why not tweak retreat?  It would encourage more strategic game-play and provide a true feeling of persistency, to the careless players a change won't matter in any way, but to the players who give a fucking shit, it will matter.
Logged
fldash Offline
Founder
*
Posts: 9755


« Reply #119 on: March 23, 2008, 05:50:38 pm »

No, you aren't all idiots.  It was a general message to everyone who keeps saying 'availability'.  Availability was a broken system from the start which is why it was removed.  We stated why it didn't work multiple times.  I'm sick of reading threads about it and posted.  Sorry for being human. Wink
Logged
Pages: 1 ... 4 5 [6] 7   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.058 seconds with 35 queries.