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PostPosted: Fri Dec 14, 2012 3:55 am 
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Joined: Wed Oct 31, 2012 4:38 am
Posts: 114
Y'all convinced me. No more suggestions for a while on my part. Keep up the good work!


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PostPosted: Sat Dec 15, 2012 6:43 pm 
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Joined: Thu Mar 01, 2012 7:58 am
Posts: 62
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I know the current system isn't without flaws, and it's still mostly about the soldier counts and soldier capacities I believe. The respawn time isn't fast enough to fill the capacity, which means that after the start, where 80% of soldiers are there, the counts tend to be below that. In 0.75, it was slightly altered that the respawn time would be smaller, in order to keep the counts high closer to capacity, but it still doesn't feel right. Now the problem is that the forces are too equal, and a defensive force usually wins the offensive as unless the offensive gets to the center of the base to lock down the nearby spawns, the defensive forces have the chance to spawn nearby every 3 seconds, on top of the fact that the commander is sending reinforcements from the nearby bases all the time which tend to be closer than what the situation is on the offensive side.

What adds to the difficulty once you have more bases than the enemy is that the probability of your AI forces spawning near the fighting area is lower as you control a bigger area of the map. When you're fighting the last base it has turned out that this can be a serious issue.



Oh, gods. Tell me about it. :?

I'm coming fresh from that exact situation you described. I was playing on the largest map of the game, which made the situation even worse. The enemy presence had been reduced to one single base in the bottom-left corner of the map, with us controlling the entire rest of the field. But my guys were distributed more or less evenly between all our bases - that were scattered across the entire map quite far away from each other - and the enemy always had several more troops in their base at any given time than we were ever able to have there at once, making the situation hopeless. This has in many ways been an issue that's been recurring throughout the game in general - the final base of the enemy always takes ages to conquer, because instead of a decisive final assault, we get a slow drip of ever-outnumbered troops that fail to accomplish anything other than die embarrassingly. The final struggle becomes a slow, agonizing fizzle that may or may not ever go anywhere, as opposed to a climactic bang.

I'm glad you seem to be aware of the issue, though. Whatever you do to fix it is most welcome, no matter what it is. The way I see it, it's the current biggest problem with the game, bar none.

Love the new uniforms, by the way.


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PostPosted: Sun Dec 16, 2012 12:15 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Lusketrollet wrote:
Quote:
I know the current system isn't without flaws, and it's still mostly about the soldier counts and soldier capacities I believe. The respawn time isn't fast enough to fill the capacity, which means that after the start, where 80% of soldiers are there, the counts tend to be below that. In 0.75, it was slightly altered that the respawn time would be smaller, in order to keep the counts high closer to capacity, but it still doesn't feel right. Now the problem is that the forces are too equal, and a defensive force usually wins the offensive as unless the offensive gets to the center of the base to lock down the nearby spawns, the defensive forces have the chance to spawn nearby every 3 seconds, on top of the fact that the commander is sending reinforcements from the nearby bases all the time which tend to be closer than what the situation is on the offensive side.

What adds to the difficulty once you have more bases than the enemy is that the probability of your AI forces spawning near the fighting area is lower as you control a bigger area of the map. When you're fighting the last base it has turned out that this can be a serious issue.



Oh, gods. Tell me about it. :?

I'm coming fresh from that exact situation you described. I was playing on the largest map of the game, which made the situation even worse. The enemy presence had been reduced to one single base in the bottom-left corner of the map, with us controlling the entire rest of the field. But my guys were distributed more or less evenly between all our bases - that were scattered across the entire map quite far away from each other - and the enemy always had several more troops in their base at any given time than we were ever able to have there at once, making the situation hopeless. This has in many ways been an issue that's been recurring throughout the game in general - the final base of the enemy always takes ages to conquer, because instead of a decisive final assault, we get a slow drip of ever-outnumbered troops that fail to accomplish anything other than die embarrassingly. The final struggle becomes a slow, agonizing fizzle that may or may not ever go anywhere, as opposed to a climactic bang.

I'm glad you seem to be aware of the issue, though. Whatever you do to fix it is most welcome, no matter what it is. The way I see it, it's the current biggest problem with the game, bar none.

Love the new uniforms, by the way.


Yeah haha, I remember you've been reporting about this issue for a long while now :) The last battle is a struggle many times, there are a number of contributing factors to it, and number of things have been tried to alleviate it, some related to simply having more spawn points near the most potential last bases out there, like fights near map2 edge bases, some trying to help it by changing parameters for the logic that has been implemented. As the capacity capping seems to be effective now, making the capacity per base reduction / increase a faction receives when winning / losing bases slightly smaller would seem like a logical thing to try out. See you again in 0.77 then :)


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PostPosted: Sun Dec 16, 2012 7:15 am 
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Joined: Thu Mar 01, 2012 7:58 am
Posts: 62
Quote:
As the capacity capping seems to be effective now, making the capacity per base reduction / increase a faction receives when winning / losing bases slightly smaller would seem like a logical thing to try out.


That's what I'm thinking, I suppose. The main problem, when it all comes down to it, is that there tends to be shitloads of defenders but not enough attackers to even make a dent in their formation. Simply decreasing the number of troopers the loser can pump out at any given time might go some way to alleviate it, I guess.


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