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PostPosted: Sun Nov 16, 2014 9:22 pm 
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I think the reset time is automatically set to the time when DocStone manually restarts the server. I have to agree that the actual time restart time isn't the best :)


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PostPosted: Mon Nov 17, 2014 2:20 am 
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JackMayol wrote:
I think the reset time is automatically set to the time when DocStone manually restarts the server. I have to agree that the actual time restart time isn't the best :)


If it's possible to get a "heads up" before it happens would be nice. However, I am happy it's reset regularly to help reduce whatever issue it helps reduce. With SAS InV's numbers up lately, I have been thinking of putting a little more time on InVUS. Yet, even though SAS get laggy on occasion real bad, for some reason it still feel smoother than InVUS. Plus SAS has higher numbers, but I know US was lowered to help reduce lag caused by higher numbers.

I still dream of the day the US has a big strong server with large numbers; I'll be there everyday.

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PostPosted: Mon Nov 17, 2014 4:09 am 
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DIO wrote:
Street, note that all SAS servers have 12 hours auto restart period and currently they are restarted around 19.30 and 07.30 GMT. ;)

Ah, yeah, it was every 12h, not 24.
Anyway, usually there is lots of players at that time when it resets. And we just reach final map when it happens.
Often in the afternoon there ain't so much players...


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PostPosted: Mon Nov 17, 2014 10:45 pm 
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ok, moorland trenches has wierd glitch, everyone spawns in as dead, stacked on the same spot, and it says "last base is under attack, cannot respawn"

This happens immediately after map change, and shortly after we lose

ofc naturally this is bad because everyone loses their stuff because it dissappears when we lose the last base. There was alot of sadness cuz everyone on the server just did power plant a good farming map and they lost all their stuff :( but i was afk for power plant anyways so it was okay for me I didnt lose anything but alot of people lost stuff :(

dont know if this is server related or a bug for all mutiplayer

anyways here are screenshots haha

Spoiler:
mad :(
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sad :(
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PostPosted: Tue Nov 18, 2014 7:35 pm 
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Balance between maps is not good now.
First map feels incredibly difficult even there was lot of good players.
But final map they blast down in around 20-30min.


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PostPosted: Wed Nov 19, 2014 1:24 am 
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Street Veteran wrote:
Balance between maps is not good now.
First map feels incredibly difficult even there was lot of good players.
But final map they blast down in around 20-30min.
JackMayol wrote:
......I didn't play "Power Junction" but this map might really need a rebalancing in terms of player compensation. We will lower it on SASinva from 8 to 4 and see how it's going.
I've posted already a similar comment, so I just thinking, you must do the same with the Moorland Trenches(and not only) as Power Plant..... Image

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PostPosted: Wed Nov 19, 2014 8:48 am 
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Street Veteran wrote:
Balance between maps is not good now.
First map feels incredibly difficult even there was lot of good players.
But final map they blast down in around 20-30min.


What do you mean with "first map" ? map1? or first map in the invasion map rotator?


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PostPosted: Wed Nov 19, 2014 9:18 am 
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DIO wrote:
Street Veteran wrote:
Balance between maps is not good now.
First map feels incredibly difficult even there was lot of good players.
But final map they blast down in around 20-30min.
JackMayol wrote:
......I didn't play "Power Junction" but this map might really need a rebalancing in terms of player compensation. We will lower it on SASinva from 8 to 4 and see how it's going.
I've posted already a similar comment, so I just thinking, you must do the same with the Moorland Trenches(and not only) as Power Plant..... Image

Is Moorland Trenches really that hard? The last time I played it, I considered it ok, maybe a bit easy. I'd guess we spent something like 1-2 hours there, but that's really a guess. As far as I know again, things haven't changed from that occasion.

Certainly there are fluctuations between how difficult maps feel from time to time, it's that way in just single player too. It's even more so in online given more variables in play from players of different abilities. In that sense, the settings seem set appropriately if at times the first or last map takes 30 minutes and the other time it's 2 hours, as long as no changes have been made in the settings. If the span of time spent in a map is lower or much more than that, then there's certainly something to tweak.


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PostPosted: Wed Nov 19, 2014 1:57 pm 
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pasik wrote:
Is Moorland Trenches really that hard? The last time I played it, I considered it ok, maybe a bit easy. I'd guess we spent something like 1-2 hours there, but that's really a guess. As far as I know again, things haven't changed from that occasion.

Certainly there are fluctuations between how difficult maps feel from time to time, it's that way in just single player too. It's even more so in online given more variables in play from players of different abilities. In that sense, the settings seem set appropriately if at times the first or last map takes 30 minutes and the other time it's 2 hours, as long as no changes have been made in the settings. If the span of time spent in a map is lower or much more than that, then there's certainly something to tweak.
I wouldn't say exactly "hard", feels rather as if there are too many enemies in one point at the same time(regardless of the number of players), especially when trying to capture their last base, so if you're only a few players it can really take a lot of time. Talking mostly for Moorland Trenches, but actually it happens in most of the maps. As if there is some imbalance between the number of players and the enemy AI's in certain maps.
BTW I haven't played last two days, so I don't know what's happening now........ gonna check right away Image

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PostPosted: Wed Nov 19, 2014 4:31 pm 
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DIO wrote:
I wouldn't say exactly "hard", feels rather as if there are too many enemies in one point at the same time(regardless of the number of players), especially when trying to capture their last base, so if you're only a few players it can really take a lot of time. Talking mostly for Moorland Trenches, but actually it happens in most of the maps. As if there is some imbalance between the number of players and the enemy AI's in certain maps.

I hear ya. We don't really have other tools to control difficulty but enemy amounts and accuracy. Accuracy I think is ok, it has been that for a long time, and is a little bit more than the single player campaign hard setting.

So we're left with tweaking the enemy numbers. To make any map last at least a little while (e.g. 0.5h - 4h) when pitting the AI against +10 players, the number of enemy soldiers seems to need to be much more than in single player (having said that, playing SAS Invasion with one player should be largely same as single player campaign, just the +1% AI accuracy). While this effectively mostly avoids the steamroll players and their faction can do, it can feel like there's a crazy number of enemy bots, and that's right, there sometimes is.

To me, it's ok. Such situation plays very differently than anything in single player campaign but it's still fine. It makes deployments more vital in the open maps and it may require players to organize themselves into a siege mode and focus on holding reached positions, advancing one little step at a time.

If there are still unbeatable situations in online, I guess we could introduce some helpers that gradually lower enemy numbers to guarantee a victory for the player faction. E.g. after a map would have been on for an hour, the enemy would start to lose a certain amount of soldier capacity every 10 minutes or so. It does sound a bit like a last resort tho.

Quote:
BTW I haven't played last two days, so I don't know what's happening now........ gonna check right away Image

I'm pretty sure nothing has changed :D


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