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PostPosted: Fri Oct 11, 2013 12:37 pm 
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Joined: Tue May 08, 2012 9:57 pm
Posts: 159
Insular Complex is the cancer of the campaign.

Excuse my language, but it is. I've never been SO frustrated playing any game in my long history of gaming.
I literally had to sit down with some coffee for ten minutes to stop myself from removing the game from my hard drive.

The map has 2 major problems.

RANDOM VICTOR
More than half the matches that end on this map, the faction holding the central region is NOT the winner of the match. Some examples from today alone:
- Brown was defeated with minutes, after which the region kept swapping between Green and Grey. Right after Green recaptured the base, Brown - the extinguished faction - won.
- Grey won, despite the Greens owning the Plant for at least the past 200 seconds.
- Green won, despite Grey just having captured the base no 30 seconds earlier.
Capturing the base seems completely arbitrary, as your chances of winning the map are nearly the same regardless of who owns the Plant.

NO REINFORCEMENTS FOR GREEN
My other major issue with the map is that the player's faction, Green, never receives ANY reinforcements to help defend the Plant, other than the rare paradrop. I could die and respawn at any respawn point, only to see at least a dozen team mates just standing around.
Until the Greys finally capture the Plant, of course. Then the Green soldiers massively storm the Plant from all sides, recapturing it within moments, only to completely forsake its defense immediately after, leaving the defense to the player and maybe a handful of soldiers for another 400 seconds.
I don't know why, but if this is intentional it is downright bad game design.

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PostPosted: Fri Oct 11, 2013 5:19 pm 
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Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
InsularComplex will have 3 real factions in 0.93, the Power Plant being a neutral base. Every faction will have a starting base, none of them being the power plant (in the actual version there are more like 2 factions as the brown faction is more a placeholder faction and get wiped pretty easily as they don't have any other base than the power plant). Also the "King of the Hill" logic will be reworked, Not sure if it will make it to 0.93. The main chage will be that you will have that chess clock system which consists in the countdown timer being frozen once you lose the hill. If you take it back the timer will just continue from the point it froze instead of being completely reset like it is right now. So that at the end the map won't last longer than 20 minutes in worst case (if each of the factions get their countdown to 1s second -> 3x399s).

If you want to go to the next map just type /0_win in the chat, which will make the map won instantly and the next map in the campaign will be loaded.
For that you'll need to add your username (if you specified one else than default) in this file: media\packages\vanilla\scripts\admin_settings.php

Sorry for your frustration but we needed to start with something and a beta can have some balancing issues, even RWR as you see ;)


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PostPosted: Fri Oct 11, 2013 5:40 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Very possible. I haven't been able to really test the game in a long while, so I wouldn't even have an idea how well the campaign goes through. I honestly thought Insular Complex had 2 factions and neutral in 0.92, but guess not then.

I'd be interested to know if it works the same in quick matches. I think the defense time counter was tested in those mostly.

At least one thing is different in campaign vs quick matches on a high level, which is that campaign uses "peaceful last base" feature to make enemies not attack if Green's have only one base. Easily possible that that screws something up with the attack / defense AI settings in KOTH.

From what I know, KOTH maps have all factions attacking only (they do automatically stop attacking if they occupy all capturable bases, and should concentrate defense at the center as that's closest base to enemy bases they have).


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