CTF

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Which scoring system/gameplay of the three options can you LIVE WITH? That is, by voting you state you'd accept ANY of what you voted for.

None
1
2%
Frags And Points - Full Flag Carrier Speed (like 2.42) ONLY
9
20%
Just Points, No Frags - Full Flag Carrier Speed ONLY
5
11%
Captures Only - Reduced Flag Carrier Speed ONLY
6
14%
Just Points, No Frags - Full Flag Carrier Speed OR Captures Only - Reduced Flag Carrier Speed
7
16%
Frags And Points - Full Flag Carrier Speed (like 2.42) OR Captures Only - Reduced Flag Carrier Speed
4
9%
Frags And Points - Full Flag Carrier Speed (like 2.42) OR Just Points, No Frags - Full Flag Carrier Speed
7
16%
All of these (IOW: I don't care)
5
11%
 
Total votes : 44

Postby [-z-] » Fri Nov 07, 2008 2:05 am

Upon thinking about it more, even with the protective bubble, I like negative pickups. I gives the flag carrier another challenge, if they can score it they earn points, if they can't the lose points. Is it worth the risk to pick it up? Negative makes you think twice. Selfish players may see a positive pickup as a way to null their death point loss. While beneficial to them, it hurts the team by giving the enemy points for a flag carrier kill and a flag return.
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Postby divVerent » Fri Nov 07, 2008 6:30 am

[-z-]: Again. Server has just two players. One is MUCH more skilled than the other. What do you suggest the worse player of the two to do?

If he just defends, he'll never get a cap.

If he attacks, he'll get negative score fast.
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You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby [-z-] » Fri Nov 07, 2008 1:31 pm

It seems to me that the lesser player would learn attacking is futile but he can work on his defensive skill, which would reflect with a personal score. Using the secondary scoring as a tie breaking system, this lesser player could theoretically win if the better player grabs the flag (-5) and he kills the player (+6) and returns the flag (+3)... rinse and repeat. Of course, the possibility of winning is nullified if the better player gets even one capture. But there is still a chance their personal score could be higher if the ratio of flag pickups to caps is high enough (2 fails, 1 success yields - 15 to 18).

Of course, we are all human and optionally the lesser player could ask the better one if he can take it down a notch. On the Ninjaz servers, I try and teach players the game a little more by creating situations to help to emphasis the importance of certain actions. Playing with someone and destroying someone are two different things. I feel like even in the "old style" system, a player would quit if they were getting ravaged, regardless of the personal score.

1on1 CTF is unlike team CTF in many respects and most players aren't too keen on the idea. I love the exaggeration of the strategies myself.
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Postby ai » Fri Nov 07, 2008 2:07 pm

The real question is out to be this. Will Z's system be in place at all? Meaning, forcing players to become spectators and negative score for flag pickup. Will that system be in place cause if so, let's continue debating this and reject it :P If not then all this arguing is for nothing and let's come up with a better system more simple than this "simple" system, and more newbie/noob friendly, anyone with me?
I mean, there's no point in arguing if this is never going to happen, that's my opinion.
Who is seriously considering to implement this system more than Z?
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Postby [-z-] » Fri Nov 07, 2008 2:09 pm

ai wrote:The real question is out to be this. Will Z's system be in place at all? Meaning, forcing players to become spectators

READ THE THREAD
READ THE THREAD
READ THE THREAD

I said divVerent's protection bubble is a better alternative 4 TIMES!!
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Postby Alien » Fri Nov 07, 2008 2:20 pm

And I already said why all protections suck. Can't you read? Have you watched quake 1 ctf movie? No stupid protection/kicks, only caps count and game is VERY FAST, yet the game is played at team level (if you haven't noticed that).

Trying to fix public servers is impossible thing.
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Postby [-z-] » Fri Nov 07, 2008 2:35 pm

Alien wrote:And I already said why all protections suck. Can't you read? Have you watched quake 1 ctf movie? No stupid protection/kicks, only caps count and game is VERY FAST, yet the game is played at team level (if you haven't noticed that).

I probably play more CTF, study it deeper than 95% of the community. If you watched any of my movies or demos, you'd understand that I'm well informed on the boundaries, advantages and disadvantages in the game. Quake 1 had different physics and thus different team play, as divVerent has stated many times related to this topic.

Before cars, we had horse drawn carriages. Should we go back to using those too because they proved effective for their time?

Alien wrote:Trying to fix public servers is impossible thing.

And that attitude is helping how? At least I'm taking a stab at improving the game and not just referencing "the professionals". "The professionals" all started out as hobbyists as well.
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Postby Alien » Fri Nov 07, 2008 2:41 pm

We have cars now, should we go to flying saucers, because someone thought that they'll rock. :mrgreen:
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Postby [-z-] » Fri Nov 07, 2008 2:42 pm

Alien wrote:We have cars now, should we go to flying saucers, because someone thought that they'll rock. :mrgreen:

Is there reason to upgrade? Can you show me the design plans? Is there evidence they fly?
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Postby C.Brutail » Fri Nov 07, 2008 3:03 pm

Imho it's not the game mechanics that's flowed,it's only that we have relatively more unexperienced players, "sunday drivers".Don't compare Nexuiz public ctf to quake threewave ctf.A:quake is nowadays only played by hc players,a newby is torn apart in a few seconds (I've played a lot ffa public,and even though I'm not a newby,I've got owned hard).Also'movies are made from LAN matches or tourneys,no wonder you can see good teamwork there (tbc.)
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WE ARE NEXUIZ.
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