CTF

Discuss Nexuiz gameplay here.

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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

Wed Oct 01, 2008 4:10 am

  • Or spawn killing which is usual in wave respawn games. Your suggestion makes running after a flag carrier useless cause you can't return the flag and do not address an issue of not scoring during the whole game which I already mentioned:
    you touch the flag, reset timeout, you're nexed, another player touches, resets timeout, and so on and so on.

    TVR wrote:All current CTF maps are linear, are and defended by preventing the opposing team from scoring by holding the opposing flag.

    Cause you play only BROKEN maps then (like mojo), which I already mentioned. There are only several good maps:
    Code: Select all
    mikeCTF, cbctf6(Rocky Rampage), reservoir(which is exceptional, because based in open environment), moonstone...

    Grabbing the flag before your opponent is usual for fragfest maps (succersocks, eggandbacon) but not real ctf maps, who should have curves to prevent speedcaps, several ways from base to base and different fighting areas (tunnels, arena, air to air combat places) and of course be symmetric. Space maps usually do not work in nexuiz, cause they are made too small in comparison to player speed.

    TVR wrote:projectiles reach pursuer quicker than vice-versa
    This is almost how it is in the real life except backward velocity is not added to the shot released by the pursued
    TVR wrote:weapon fire by pursuer accelerates flag carrier
    Crylink deaccelerates. Nobody wants to be accelerated by nex shot.
    TVR wrote:Trying to defend the base is less rewarding than attempting to retrieve the flag, as once the flag is returned, as long as the flag carrier has any lead on the opposing team respawn point, the flag carrier will be able to score before the opposing team can retake the flag due to the maintained lead from constant velocity.
    What? He will still need to cross returning defenders line. You need one nex shot to kill his advance.
    Therefore, handicapping the flag carrier's acceleration is the simplest, and most effective method of balancing CTF across all maps with the exception of MojoCTF, the only existing balanced map [The opposing team is ALREADY able to retake the flag before the flag carrier can score] relying on player propulsion.
    quake didn't handicap anyone.

    IMO, your suggestion will increase amount of 0-0 games.
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Wed Oct 01, 2008 10:19 am

  • TVR wrote:This poll is defective by design, text votes should have been used to garner explanations, and allow reconsideration of vote.

    Well, I agree with text based votes. That way you'll see who votes and for what reason. I for instance don't think voting to keep the current speed just so that the player can cap all by themselves is a valid reason to keep the speed.
    A poll system is a bit easier to manipulate by just creating accounts and voting (I actually know a guy who has done this). But creating accounts then write in your vote and explanation, you'll also see who is brand new and not.
    That way it will at least be a bit easier to determine which is sincere and which is fake.

    EDIT: However, if a consensus can be risen out of this I suppose that's ok too.
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    ai
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Wed Oct 01, 2008 1:17 pm

  • Text based votes are bad TOO, as you can't count them, and the only decision you can make using them is "Whatever you do or not do, most people will hate it". You get 21 opinions from 20 people.
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Wed Oct 01, 2008 3:37 pm

  • Either way the voting looks pretty much spread one way. Another poll should be made cutting out the unpopular options perhaps?
    Possibly not the worst mapper in the world.

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Wed Oct 01, 2008 5:13 pm

  • Yes, will do that. I wonder if editing the poll removes the votes. I'll let everyone vote again.

    Just did it. Vote in the new poll.

    If a scoring system (or scoring with frags) is to be used, we'll have a second poll about details of the scoring system.

    Also updated the first post to explain the options.
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    divVerent
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Wed Oct 01, 2008 5:52 pm

  • I've made my mind, I've given Only points vote now (no frags).
    "One should strive to achieve; not sit in bitter regret."
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    C.Brutail
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Wed Oct 01, 2008 6:15 pm

  • I think there's one vote missing:

    Just Points, No Frags - Reduced Flag Carrier Speed (i.e. only actions happening around the flag count, like caps, returns, carrier kills)

    There's only 'full flag carrier speed'.

    I voted for, cap only - reduced flag carrier speed. However, my second choice would be the one above, and third choice the once above with 'full flag carrier speed'.
    But this means only points for returning or capping the flag, no points for killing the flag carrier. The reasoning is that if the enemy picks up the flag all the time and gets killed without being able to score, you wouldn't just get points by returning the flag, but also by killing the flag carrier. IMO killing the flag carrier means nothing if you cannot return the flag. Either way you still get some points, no need for a 'middleman' here.
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    ai
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Wed Oct 01, 2008 7:03 pm

  • ai wrote:I think there's one vote missing:

    Just Points, No Frags - Reduced Flag Carrier Speed (i.e. only actions happening around the flag count, like caps, returns, carrier kills)

    There's only 'full flag carrier speed'.


    Right, I removed that option because there weren't many voting for it in the previous poll, and I figured they'd either like full speed, just points or caps only, reduced speed.

    And indeed, "Just Points, No Frags" CAN include a system without pickup and carrier kill points. That can be decided later. Also, I happen to like your idea of minus points to the last carrier when the flag gets returned, instead of plus points for the returner.
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Wed Oct 01, 2008 9:07 pm

  • It would suck if you don't get points for frags. I'm not a good capper anymore. I trained too much on aim. The most of my points I score usually around 60 points a match. 30-35 of them are frags(I'm not a camper if you think so). If the points for frags will disappear, I won't enjoy CTF anymore which I really don't want.


    Bah, never thought writing a reply on a PSP would take so much time.
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    Chubby
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Wed Oct 01, 2008 9:20 pm

  • <DJ> wrote:It would suck if you don't get points for frags. I'm not a good capper anymore. I trained too much on aim. The most of my points I score usually around 60 points a match. 30-35 of them are frags(I'm not a camper if you think so). If the points for frags will disappear, I won't enjoy CTF anymore which I really don't want.


    Bah, never thought writing a reply on a PSP would take so much time.


    I'd say thats why we need Q3: TA style rewards as has been mentioned. Things like capture assists and points for base defense.
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Wed Oct 01, 2008 9:21 pm

Thu Oct 02, 2008 12:23 am

Thu Oct 02, 2008 3:27 am

  • Alien wrote:... Or spawn killing which is usual in wave respawn games. ...


    I understand your current position is a result of your misinterpretations of the previous post, however it does not matter whether you understand, only if divVerent does.

    DivVerent was the one who implemented wave respawn, for which was done because he knew, while any sort of delayed respawn would increase the penalty of being fragged, respawn in waves increased the resistance of respawners by overwhelming spawnfraggers.

    I KNOW divVerent will understand that post, perfectly.

    ___________________________________

    Alien wrote:... Your suggestion makes running after a flag carrier useless cause you can't return the flag ... you touch the flag, reset timeout, you're nexed, another player touches, resets timeout, and so on and so on. ...


    Just because one can't return the flag doesn't mean one should allow the the enemy flag carrier to escape with the flag.

    Of course, I only mentioned no manual flag returns, but I never mentioned any systems to prevent such GPMs [GamePlay Mechanics] from forming [i.e. Flag returns in 30 seconds, 1 second is added to the timer every 2 or so seconds someone holds the flag], or drew any connection of periods between wave respawns allowing a window of opportunity.

    ___________________________________

    Alien wrote:
    TVR wrote:All current CTF maps are linear, are and defended by preventing the opposing team from scoring by holding the opposing flag.

    Cause you play only BROKEN maps then (like mojo),


    I've already explained why MojoCTF is the only balanced map with the current GPMs of the success ratio between the attacker and defender being weighted onto the attacker.

    Which means this is a issue of comprehension on YOUR end.

    ___________________________________

    Alien wrote:Grabbing the flag before your opponent is usual for fragfest maps (succersocks, eggandbacon) but not real ctf maps, who should have curves to prevent speedcaps, several ways from base to base and different fighting areas (tunnels, arena, air to air combat places) and of course be symmetric. Space maps usually do not work in nexuiz, cause they are made too small in comparison to player speed.


    If you define 'real' CTF maps as ones that follow Quake or UT CTF map designs, then you are just further demonstrating your ignorance for why Quake or UT CTF map designs rely on GamePlay Mechanics [GPMs] that bias the attacker to defender success ratio to the side of the defender [if you happen to read this, it means the complete opposite of current Nexuiz GPMs.]

    ___________________________________

    Alien wrote:
    TVR wrote:projectiles reach pursuer quicker than vice-versa
    This is almost how it is in the real life except backward velocity is not added to the shot released by the pursued


    You don't understand how Newtonian motion works [or else you wouldn't need to comment on that advantage], although DivVerent does, I'll try to sum it up in a manner you may understand better.

    Fire a bullet from a pistol travelling forward at 100 KPH, propellant adds an additional 100 KPH to the relative speed of the bullet, bullet flies out at an absolute speed of 200 KPH.

    Fire a bullet from a pistol travelling forward at -100 KPH [travelling backward], propellent adds 100 KPH to the relative speed of the bullet, bullet flies out at an absolute speed of 0 KPH on the axis it was fired.

    I haven't factored in the gravitational constant, but no matter how fast the bullet is travelling on horizontal dimensions, be it 0 or 200 KPH, it still falls vertically at the acceleration of the gravitational constant.

    Nexuiz' semi-Newtonian physics adds player speed to projectiles on the forward axis [side velocity is discarded], but only subtracts speed from a backward moving to a point, therefore the projectile will never stop or travel backwards, because most projectiles aren't affected by gravity, so it wouldn't make sense to some.

    ___________________________________

    Alien wrote:
    TVR wrote:weapon fire by pursuer accelerates flag carrier
    Crylink deaccelerates. Nobody wants to be accelerated by nex shot.


    Acceleration is acceleration, at least being accelerated by a pursuer Nex shot has benefits, while deceleration by a flag carrier Nex shot has none.

    ___________________________________

    Alien wrote:
    TVR wrote:Trying to defend the base is less rewarding than attempting to retrieve the flag, as once the flag is returned, as long as the flag carrier has any lead on the opposing team respawn point, the flag carrier will be able to score before the opposing team can retake the flag due to the maintained lead from constant velocity.
    What? He will still need to cross returning defenders line. You need one nex shot to kill his advance.


    If the flag carrier has any lead on the enemy, lead being defined as lower time to reach base [which is constant even on differing routes], the flag carrier will score.

    The flag carrier does not HAVE to remain in enemy territory, the flag carrier's base as a safe spot, for example.

    ___________________________________

    Alien wrote:
    TVR wrote:]Therefore, handicapping the flag carrier's acceleration is the simplest, and most effective method of balancing CTF across all maps with the exception of MojoCTF, the only existing balanced map [The opposing team is ALREADY able to retake the flag before the flag carrier can score] relying on player propulsion.
    quake didn't handicap anyone.

    IMO, your suggestion will increase amount of 0-0 games.


    Nexuiz does not have the same GPMs as Quake, already proved to an logically incontestable threshold.

    0-0 Captures, possibly if everyone is equal is every possible manner, such as reflexes, perfect play, latency, FPS, etc.

    But unless any randomness is involved, completely equal players will achieve completely equal results in any game mode.

    ___________________________________

    Everyone using logic should be able to understand the original post, and not require another direct address.

    The original post has also reached the logically incontestable threshold, if anyone else willingly decides to contest the original post further, that someone is not using logic and needs to be ignored.
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Thu Oct 02, 2008 5:59 am

  • TVR wrote:
    Alien wrote:... Or spawn killing which is usual in wave respawn games. .


    I understand your current position is a result of your misinterpretations of the previous post, however it does not matter whether you understand, only if divVerent does.

    DivVerent was the one who implemented wave respawn, for which was done because he knew, while any sort of delayed respawn would increase the penalty of being fragged, respawn in waves increased the resistance of respawners by overwhelming spawnfraggers.

    I KNOW divVerent will understand that post, perfectly.

    And yet, it was removed...

    ___________________________________

    TVR wrote:
    Alien wrote:... Your suggestion makes running after a flag carrier useless cause you can't return the flag ... you touch the flag, reset timeout, you're nexed, another player touches, resets timeout, and so on and so on. ...


    Just because one can't return the flag doesn't mean one should allow the the enemy flag carrier to escape with the flag.

    Of course, I only mentioned no manual flag returns, but I never mentioned any systems to prevent such GPMs [GamePlay Mechanics] from forming [i.e. Flag returns in 30 seconds, 1 second is added to the timer every 2 or so seconds someone holds the flag], or drew any connection of periods between wave respawns allowing a window of opportunity.

    This is another hidden thing, which makes game random, cause you can't predict exact time at which flag will return.

    ___________________________________

    TVR wrote:
    Alien wrote:
    TVR wrote:All current CTF maps are linear, are and defended by preventing the opposing team from scoring by holding the opposing flag.

    Cause you play only BROKEN maps then (like mojo),


    I've already explained why MojoCTF is the only balanced map with the current GPMs of the success ratio between the attacker and defender being weighted onto the attacker.

    Which means this is a issue of comprehension on YOUR end.

    It's probably your problem that you're too stubborn and can't agree with most people opinion, what is balanced map. Nexuiz GPM isn't based on getting the flag before your opponent caps (and shouldn't). Those maps who do that are called fragfests, because distance is too short and you can kill each other just after respawn. Not seeing enemy base at spawn time is essential thing in any good map design.

    ___________________________________

    TVR wrote:
    Alien wrote:Grabbing the flag before your opponent is usual for fragfest maps (succersocks, eggandbacon) but not real ctf maps, who should have curves to prevent speedcaps, several ways from base to base and different fighting areas (tunnels, arena, air to air combat places) and of course be symmetric. Space maps usually do not work in nexuiz, cause they are made too small in comparison to player speed.


    If you define 'real' CTF maps as ones that follow Quake or UT CTF map designs, then you are just further demonstrating your ignorance for why Quake or UT CTF map designs rely on GamePlay Mechanics [GPMs] that bias the attacker to defender success ratio to the side of the defender [if you happen to read this, it means the complete opposite of current Nexuiz GPMs.]

    What? Quake didn't bias anything, UT did a bit (no teleport for fc). Whatever you wrote here, doesn't make sense cause in Quake all players had equal opportunities (does not matter fc, or not). And, really, quake had more offense than defense.

    ___________________________________

    TVR wrote:
    Alien wrote:
    TVR wrote:projectiles reach pursuer quicker than vice-versa
    This is almost how it is in the real life except backward velocity is not added to the shot released by the pursued


    You don't understand how Newtonian motion works [or else you wouldn't need to comment on that advantage], although DivVerent does, I'll try to sum it up in a manner you may understand better.

    Fire a bullet from a pistol travelling forward at 100 KPH, propellant adds an additional 100 KPH to the relative speed of the bullet, bullet flies out at an absolute speed of 200 KPH.

    Fire a bullet from a pistol travelling forward at -100 KPH [travelling backward], propellent adds 100 KPH to the relative speed of the bullet, bullet flies out at an absolute speed of 0 KPH on the axis it was fired.

    I haven't factored in the gravitational constant, but no matter how fast the bullet is travelling on horizontal dimensions, be it 0 or 200 KPH, it still falls vertically at the acceleration of the gravitational constant.

    Nexuiz' semi-Newtonian physics adds player speed to projectiles on the forward axis [side velocity is discarded], but only subtracts speed from a backward moving to a point, therefore the projectile will never stop or travel backwards, because most projectiles aren't affected by gravity, so it wouldn't make sense to some.

    So? What's wrong in what I said? You just explained Newtonian physics and what's your point? That I don't understand Newtonian physics?
    Code: Select all
    -> <-; where -> is a pursuer, <- defender's rocket; will always be faster (unless defenders rocket will go backwards) than ->+->  ->; where ->+-> are pursuer and his rocket, -> pursued.

    It's the law both in Newtonian physics and Nexuiz pseudo one. Nexuiz is not combat simulator, that's why shot does not go down or become slower of air friction, etc, etc... Although I would like self powered rockets which would accelerate in time. It does not take backwards nor strafe speed into account at all.

    ___________________________________

    TVR wrote:
    Alien wrote:
    TVR wrote:weapon fire by pursuer accelerates flag carrier
    Crylink deaccelerates. Nobody wants to be accelerated by nex shot.


    Acceleration is acceleration, at least being accelerated by a pursuer Nex shot has benefits, while deceleration by a flag carrier Nex shot has none.

    Being accelerated by nex shot has almost no benefits, cause most often you kill yourself after that trying to laser jump.

    ___________________________________

    TVR wrote:
    Alien wrote:
    TVR wrote:Trying to defend the base is less rewarding than attempting to retrieve the flag, as once the flag is returned, as long as the flag carrier has any lead on the opposing team respawn point, the flag carrier will be able to score before the opposing team can retake the flag due to the maintained lead from constant velocity.
    What? He will still need to cross returning defenders line. You need one nex shot to kill his advance.


    If the flag carrier has any lead on the enemy, lead being defined as lower time to reach base [which is constant even on differing routes], the flag carrier will score.

    The flag carrier does not HAVE to remain in enemy territory, the flag carrier's base as a safe spot, for example.

    Still I don't understand how does it cross defense line. Does it magically teleport or what?

    ___________________________________

    TVR wrote:
    Alien wrote:
    TVR wrote:]Therefore, handicapping the flag carrier's acceleration is the simplest, and most effective method of balancing CTF across all maps with the exception of MojoCTF, the only existing balanced map [The opposing team is ALREADY able to retake the flag before the flag carrier can score] relying on player propulsion.
    quake didn't handicap anyone.

    IMO, your suggestion will increase amount of 0-0 games.


    Nexuiz does not have the same GPMs as Quake, already proved to an logically incontestable threshold.

    0-0 Captures, possibly if everyone is equal is every possible manner, such as reflexes, perfect play, latency, FPS, etc.

    But unless any randomness is involved, completely equal players will achieve completely equal results in any game mode.

    Woo... Smells like arrogance. Logically incontestable? :shock: Seems like you have TOO MUCH confidence. Randomness has no place in competitive play. You don't need equal teams to get 0-0 scores. Some maps are just easier to defend than attack and even weaker team, which would score nothing in open map can take victory. Nexuiz does not have same GPM as quake, yet the quake3 is the most relative game to nexuiz than any others. You could achieve very high speeds in quake3 too.

    ___________________________________

    TVR wrote:Everyone using logic should be able to understand the original post, and not require another direct address.

    The original post has also reached the logically incontestable threshold, if anyone else willingly decides to contest the original post further, that someone is not using logic and needs to be ignored.

    Scnr: sounded like spoken by another GOD of NEXUIZ. Logically incontestable threshold is not argument, sorry for disappointing you. Take time to provide arguments, which are really based on smth and not on your defined thresholds, which can't be proved anyway. And even if we would try to do, you can always respond - it's incontestable. So, imo, such arguments should not be taken seriously at all.


    EDIT:
    And btw, the most balanced map (teamplay wise) is SUBSEATRACK which can be thought as antithesis of mojoctf. I'm not gonna to explain why subseatrack is balanced, unless you'll insist on that. No speed removal is required for this map and only caps would work very well here. :) That's why I would vote for this. But because we have ONLY ONE map of such type, I'll probably should vote differently.
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Thu Oct 02, 2008 12:12 pm

  • Alien wrote:And yet, [respawn waves] was removed...


    Of course. because most players hated it. People can't stand waiting for 5 seconds nowadays.
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Thu Oct 02, 2008 4:39 pm

  • 'elo >_<,
    okay guyz diz idea with points only. hmm... i really dont care too much about that. but defense doesnt get points and thats why i dislike that.

    now teh 70% selfpush thingy:
    i really HATE it!
    A defender needs to do one rocket jump to be directly behind the flag carrier that already has no health cause of jumping.

    and if you think that will bring TEAMPLAY on attack, you really should play ffa some more times. regular people dont even know that they've got teambinds on numpad.

    esteel always gives his link to the basics data, but noone seems to use it. there we go: they don't even want teamplay.

    and people cant get away from those super-aimers like Kronos, GreEn', bundy and many more. I even couldn't with 100%. but 'elo? 70%? kidding?

    i voted for the point "Frags And Points - Full Flag Carrier Speed (like 2.4.2)".
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Thu Oct 02, 2008 5:51 pm

  • Well, we're once again at the place where we have to ask ourselves. Taking the flag, is it supposed to be 'jump in, jump out'? How about defending yourself when you have the flag. It's not just all about jump in, jump out. That, I bet was never the intent with the CTF mode. You can't defend yourself when you have the flag? Then I actually totally agree with Morphed that you should take away ALL the weapons the FC has (except laser), and his only way to survival will be to get out as fast as possible.
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Thu Oct 02, 2008 6:55 pm

  • I wouldnt mind having just laser if it was 100% push. At least that way if there is heavy fire you will still need team mates to defend you, but allows normal methods for dodging obstacles.
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Thu Oct 02, 2008 7:01 pm

Fri Oct 03, 2008 3:11 am

  • Alien wrote:Logically incontestable threshold is not argument ...


    Anything logically incontestable is not an subjective argument, but merely existing objective facts arranged in manner which prove an objective position.

    The previous statements were logically incontestable [ie they were facts], its begs the question of what it is to say of the subjective arguments against objective facts.

    ___________________________________

    Alien wrote:
    TVR wrote:
    Alien wrote:... Your suggestion makes running after a flag carrier useless cause you can't return the flag ... you touch the flag, reset timeout, you're nexed, another player touches, resets timeout, and so on and so on. ...


    Just because one can't return the flag doesn't mean one should allow the the enemy flag carrier to escape with the flag.

    Of course, I only mentioned no manual flag returns, but I never mentioned any systems to prevent such GPMs [GamePlay Mechanics] from forming [i.e. Flag returns in 30 seconds, 1 second is added to the timer every 2 or so seconds someone holds the flag], or drew any connection of periods between wave respawns allowing a window of opportunity.

    This is another hidden thing, which makes game random, cause you can't predict exact time at which flag will return.


    'This is' begs the question of how one could determine a detail never mentioned, without the use of baseless assumptions, and argue against it.

    Circular reasoning is a logical fallacy.

    ___________________________________

    Alien wrote:... can't agree with most people opinion, what is balanced map. ...


    Logical fallacy, appeal to tradition.

    The popularity of an opinion is irrelevant to the validity of that opinion.

    ___________________________________

    Alien wrote:... Nexuiz GPM isn't based on getting the flag before your opponent caps (and shouldn't). ...


    Nexuiz GPMs encompasses both map design and game mode settings.

    Nexuiz GPMs weigh the attacker to defender success ratio on the side of the attacker, because it is possible to escape by quick movement alone.

    Therefore, it is more efficient to hold the enemy flag than to defend the flag.

    ___________________________________

    Alien wrote:
    TVR wrote:
    Alien wrote:Grabbing the flag before your opponent is usual for fragfest maps (succersocks, eggandbacon) but not real ctf maps, who should have curves to prevent speedcaps, several ways from base to base and different fighting areas (tunnels, arena, air to air combat places) and of course be symmetric. Space maps usually do not work in nexuiz, cause they are made too small in comparison to player speed.


    If you define 'real' CTF maps as ones that follow Quake or UT CTF map designs, then you are just further demonstrating your ignorance for why Quake or UT CTF map designs rely on GamePlay Mechanics [GPMs] that bias the attacker to defender success ratio to the side of the defender [if you happen to read this, it means the complete opposite of current Nexuiz GPMs.]

    ... Quake didn't bias anything ...


    Quake GPMs favour the defender over the attacker on the success ratio, because it is much more difficult to enter and exit a defended base with the base's flag.

    If the flag base constitutes an advantage to the defender, high-velocity in and out minimizes time in the base, and therefore the defender's location advantage.

    ___________________________________

    Alien wrote:... Being accelerated by nex shot has almost no benefits ...


    'Almost no', and absolutely no is the point which differentiates between benefit and disadvantage.

    Flag carrier with lead experiences at least some benefit, pursuer receives not only no benefit, but notwithstanding, a disadvantage.

    ___________________________________

    Alien wrote:
    TVR wrote:
    Alien wrote:
    TVR wrote:Trying to defend the base is less rewarding than attempting to retrieve the flag, as once the flag is returned, as long as the flag carrier has any lead on the opposing team respawn point, the flag carrier will be able to score before the opposing team can retake the flag due to the maintained lead from constant velocity.
    What? He will still need to cross returning defenders line. You need one nex shot to kill his advance.


    If the flag carrier has any lead on the enemy, lead being defined as lower time to reach base [which is constant even on differing routes], the flag carrier will score.

    The flag carrier does not HAVE to remain in enemy territory, the flag carrier's base as a safe spot, for example.

    Still I don't understand how does it cross defense line. Does it magically teleport or what?


    Attacker surpasses defender on the Attacker to Defender success ratio.

    Any defence, including 'defense line' will be less effective, player for player, than attack.

    Therefore cross-capture is extremely common [Tribes CTF GPMs].

    Once both flags are taken, the flag carriers can be at any place on the map, inclusive of hiding, or staying in their base.

    Pursuing a flag carrier requires more effort than escaping from pursuers, therefore if the flag carrier has lead on the pursuers/closest enemy to base, the carrier is more likely to score than for the pursuers to successfully intercept the flag carrier.

    ___________________________________

    Alien wrote:
    TVR wrote:
    Alien wrote:
    TVR wrote:]Therefore, handicapping the flag carrier's acceleration is the simplest, and most effective method of balancing CTF across all maps with the exception of MojoCTF, the only existing balanced map [The opposing team is ALREADY able to retake the flag before the flag carrier can score] relying on player propulsion.
    quake didn't handicap anyone.

    IMO, your suggestion will increase amount of 0-0 games.


    Nexuiz does not have the same GPMs as Quake, already proved to an logically incontestable threshold.

    0-0 Captures, possibly if everyone is equal is every possible manner, such as reflexes, perfect play, latency, FPS, etc.

    But unless any randomness is involved, completely equal players will achieve completely equal results in any game mode.

    You don't need equal teams to get 0-0 scores. Some maps are just easier to defend than attack and even weaker team ...


    0-0 is inherently equal, not anymore negative, to any other equal score, a higher, yet equal score only reflects the risks taken by each team [Distribution of attackers to each route].

    Unequal scores reflect the adeptness disparity between both teams.

    ___________________________________

    Alien wrote:... Nexuiz does not have same GPM as quake, yet the quake3 is the most relative game to nexuiz than any others. You could achieve very high speeds in quake3 too. ...


    Quake 3 in terms of DM, but Tribes in terms of current effective CTF strategies.

    Quake 3 CTF favours the defender, therefore defending the flag is more effective than cross-capture, while Tribes CTF favours the attacker, therefore holding the enemy flag is more effective than defending the flag.

    ___________________________________

    Alien wrote:... EDIT:
    And btw, the most balanced map (teamplay wise) is SUBSEATRACK which can be thought as antithesis of mojoctf. ... No speed removal is required for this map and only caps would work very well here. :) That's why I would vote for this. But because we have ONLY ONE map of such type, I'll probably should vote differently. ...


    A solution which would grant more choice and greater balance, is to discern between CTF with established bases, and the use of CTF flags to implement the Halo:CE Race game mode [as was done with ctf_wtf to implement king of the hill].
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Fri Oct 03, 2008 4:37 am

  • Your should differentiate your OPINION and a FACT. FACTS are defined when most people agree on them (at least in our modern world), not when somebody says that this is right and this is wrong. You can always create your own server and play mojoctf without forcing Nexuiz to adapt to your favourite map. I do not want to respond to other arguments, cause confusing sentences and playing on words do not make them more right/wrong. Practical arguments are required. BTW, about q3: on public ctfs only very good players defend, cause everything relies on accuracy and prediction (plasma spamming do not help a lot), and because quake most often does not have ctf maps as space ones, it's even more harder to stop an enemy fc (unless you're playing on hydronex equivalent). Why? Quake rockets are much more faster and on curved maps you can't use rail to the highest efficiency, which can be easily done in nexuiz cause lots of maps have open arenas.
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Fri Oct 03, 2008 6:45 am

  • ai wrote:Well, we're once again at the place where we have to ask ourselves. Taking the flag, is it supposed to be 'jump in, jump out'? How about defending yourself when you have the flag. It's not just all about jump in, jump out. That, I bet was never the intent with the CTF mode. You can't defend yourself when you have the flag?


    It is not that you can't - it is that you don't need to. Why shoot enemies (and walking/jumping backwards during it, losing time) when you can just as well gain speed and run away from them?

    Maybe we need a "blue shell" that homes on flag carriers, and kills them with a single hit? :P
    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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Fri Oct 03, 2008 7:38 am

  • Yes, jump in, jump out. Your team (if you have it) should defend you.
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Fri Oct 03, 2008 9:38 am

  • Alien wrote:Yes, jump in, jump out. Your team (if you have it) should defend you.

    Well, everyone are complaining that there aren't a 'team' that defends you (i.e. teamwork). Anyway, that's not what I wanted to say, just something that came right up.

    My point.
    So you're basically saying: Defend the flag at all costs, don't let the enemy touch the flag, cause as soon as he has done that he is gone with the wind.
    With other words people that believe in 'jump in, jump out' are saying that you can only defend the flag, but it will be almost impossible to take the flag back as you would need very good and fast players for that.
    So, once the someone has taken the flag it's a lost cause, you should wait till they score and try to defend better. Do everything you can to prevent the enemy to touch the flag.
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Fri Oct 03, 2008 11:02 am

  • Or you can camp, wait for them to touch it and nex them, easily getting points.
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Fri Oct 03, 2008 12:55 pm

Fri Oct 03, 2008 4:59 pm

  • I see we can't get a decision here. Please make up your mind about which scoring systems you can LIVE WITH (NOT: the one you like most). If you could live with all three, vote for the two you prefer most. A new poll is just there.

    There are three options. If there is ONE option you absolutely hate and can't live with, vote for the other two. If you INSIST on one of the options, vote for that one. We will try to come up with a system most players here can live with.
    1. Open Notepad
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    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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Fri Oct 03, 2008 5:09 pm

  • There are 2 reasons why I play nexuiz.

    CTF: I play this the most. I get most points by fragging. Fragging is my speciality when I play CTF.

    1on1: This is just for challenges. If the counting for points for CTF will change, I will be a 1on1 only player.

    CTF is the style I mostley play. It's perfect as it is now. If the scoring system changes, I will quit playing nexuiz, which I really don't want
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    Chubby
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Fri Oct 03, 2008 5:29 pm

  • <DJ> wrote:CTF is the style I mostley play. It's perfect as it is now. If the scoring system changes, I will quit playing nexuiz, which I really don't want

    :lol: okkkkay

    A lot of people didn't like the rocket change, said they quit but now I think they've grown to appreciate the change. The CTF system will end up for the better. The devs have done a great job so far, have more faith.
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Fri Oct 03, 2008 6:44 pm

  • Crap, I mis-clicked. I was supposed to click: Captures Only - Reduced Flag Carrier Speed ONLY
    But instead I clicked: Just Points, No Frags - Full Flag Carrier Speed OR Captures Only - Reduced Flag Carrier Speed

    So, take away one point from that to the first other one. Man, hate that you cannot change your vote just for this exact reason.
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