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

Re: Another idea: points gradually reduced for capturing

Postby alpha » Mon Sep 29, 2008 12:58 am

terencehill wrote:
OK.
Then let's do in this way:
first cap for me: 20 points,
I fail capping and another one picks the flag up and cap: 10 points,
second cap for me: 5 points.

Still the same system if u don't lose the flag:
first cap for me: 20 points,
second cap for me: 10 points,
third cap and next ones for me: 5 points.

Now the system is perfect Alpha 8)


this shit is ridiculous, i won't even spend time responding
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Postby TVR » Mon Sep 29, 2008 2:34 am

[-z-] wrote:
TVR wrote:Suggestion: Reduced flag carrier speed, no flag returns - flags remains at drop location for a period of time, frags count [each frag hampers the opposing team], wave respawn.

Hell no!


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Postby [-z-] » Mon Sep 29, 2008 2:51 am

TVR wrote:
[-z-] wrote:
TVR wrote:Suggestion: Reduced flag carrier speed, no flag returns - flags remains at drop location for a period of time, frags count [each frag hampers the opposing team], wave respawn.

Hell no!


A denouncement requires an explanation.

No flag returns is dumb. It forces a more offensive strategy which is exactly what we're trying to diffuse to emphasize teamwork. Also, the general consensus for scoring is flag captures.
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Postby Alien » Mon Sep 29, 2008 4:19 am

Long*Shot wrote:I remember that game. It was slow and dull.
dull, dull, dull. and long.
I didnt see any spectacular team cooperation, what I saw was senseless rushes into the enemy base. The FCs didnt get "punished" for losing flags, so they would keep at it, again and again and again. Until my team "won".

You were punished (we get +6 for unlucky attempt), our whole team racked up points and if not that successful attempt of yours, we would have won. And winning while defending is bad, cause this isn't protect the flag.

Sorry, I havent seen that, was there a demo that I missed?

Why do you need demos when you played that game yourself. Previous example. Ok, map was bad, but any map will be bad with this model. I currently hate campers and spammers. Imagine if you could get even more points for defending. Nobody would ever attack and whole game would resort in lurking.

I disagree, I have played some games with superb teamplay on public CTF. In fact, I would go as far as to say that its enough that you have 2 players who play as a team and the game is done and the winning team known before hand. One player, the one of defence, usually sacrifices his score for the better good of the team. More people would do that if they didnt have to sacrifice anything, if they would actually gain from it.

You and jlue were playing as team then. What did it change? Almost nothing. Does it matter that 2 people play as a team? Yes. But they can't be compared to 8 defenders most of the time even 8 of those are not playing as team.

It is easy to nex people down and down again. If i could get more points for doing it again, I would probably unconsciously revert to defending only seeing that it gives much better results.
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Postby Alien » Mon Sep 29, 2008 4:35 am

TVR wrote:Suggestion: Reduced flag carrier speed, no flag returns - flags remains at drop location for a period of time, frags count [each frag hampers the opposing team], wave respawn.


How do you imagine would be possible to cap then?
E.g. enemy drops flag in his base. How should we make it timeout and return to our base? Defending your flag in enemy base is impossible unless you make time difference between waves big enough to suffice for the flag to reach the timeout, which (time difference) is bad too. Time difference makes people wait and we don't need another cs. And this would encourage spawn camping in order not to let enemies to reach the flag again and reset timer.
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Postby divVerent » Mon Sep 29, 2008 5:43 am

I wonder how option #3 gets any votes at all.

alpha's vote was misplaced, though. The point of #3 is to make ONLY captures count. His suggestion is equivalent to 20p for cap, 5p for return, 0 for anything else, and in spirit similar to #2.

(NOTE: I had meant alpha here, not alien)

But then there is still 5 people who want caps-only scoring at FULL player speed?!?

I bet these are the very same players as those who always run alone with the flag and ignore any teamplay that should be part of CTF.

#3 is BROKEN, and you know it. You want to abuse its brokenness by running alone and bringing back like every 20th flag, because brute force eventually does it... Nexuiz's problem is that this actually works - which is CAUSED by the high speed.

To compensate for the issues with the high speed, the current scoring rewards flag returns. Rewarding mere fragging is indeed questionable :P

And I am not talking about FW and GW now. These two maps are entirely broken anyway. FW has to be as it is now, as it is a remake. And GW... that map was broken before, and if the change breaks it MORE, this is no argument. Try to rather find a map that was GOOD before and that this change BREAKS.
Last edited by divVerent on Mon Sep 29, 2008 8:46 am, edited 1 time in total.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby alphagod » Mon Sep 29, 2008 7:14 am

divVerent wrote:And I am not talking about FW and GW now. These two maps are entirely broken anyway. FW has to be as it is now, as it is a remake. And GW... that map was broken before, and if the change breaks it MORE, this is no argument. Try to rather find a map that was GOOD before and that this change BREAKS.


Completely agree to this, there is no map broken by the change, not even GW/FW are broken more than before, if anything they are better with this change.

Also one person with MG can of course defend the flag, if the defender is good and better than the FC he wouldn't have any problem anyways, but if he can defend you as a FC can also try to kill him before you take the flag.
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Postby Alien » Mon Sep 29, 2008 7:16 am

divVerent wrote:I wonder how option #3 gets any votes at all.

Alien's vote was misplaced, though. The point of #3 is to make ONLY captures count. His suggestion is equivalent to 20p for cap, 5p for return, 0 for anything else, and in spirit similar to #2.


What do you mean by saying that my vote was misplaced?
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Postby divVerent » Mon Sep 29, 2008 7:41 am

You said you voted for #3, that is, "caps only count".

But you MEANT "caps and returns count", which is VERY similar to #2 (except that in #2, some other events generate 1 point, but I doubt these have any weight in the end).
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Alien » Mon Sep 29, 2008 8:08 am

I haven't voted yet. If I posted something stating this, I was affected by some sort of hallucination, so please forgive me.
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