Moderators: Nexuiz Moderators, Moderators
[-z-] wrote:... players that are challenging themselves will lose interest if you clip their wings. ...
divVerent wrote:... It's been tried out and met too much resistance. And we certainly won't do such a change against most of the current players. ...
[-z-] wrote:Yeah awesome, lets get more fans by discouraging the hardcore guys, they can just go play other games instead. They are ~TOO GOOD FOR NEXUIZ~.
I think a feasible alternative is that you stop believing everyone thinks like you and listen to the statistics that have been repeated to you. People don't like the flag carrier reduction.
For good reasons too! One's that I don't care to repeat. However, I will re-emphasize the fact that we need to change mindsets.
The current solutions that exists are websites, specing, playing the bots and getting your ass kicked on public servers. Website aided (videos, demos, literature) and spectating education is a "pull method", meaning the user must seek to learn beyond regular game play. Leaving only playing bots and public servers.
Bots are not a good way to learn movement. Bots don't bunny hop, bots don't laser themselves, bots run awkward and they have annoyingly good knowledge (beyond awareness) and aim. They are not a very good teacher beyond the basics and target practice.
Play on public servers are thus to best method to advance in learning beyond the basics. The 2.4.2 flag scoring system gives the player 1 points for picking up the flag and does not punish them for dropping it. This translates to some as reaching a goal and doing something positive for the team, when in reality they are hurting their team. This is where the negative pickup acting as a deposit comes into play.
The deposit non-verbally asserts value to this object and much like children learn not to do bad things or they will get spanked, the negative value alerts the player that their "contribution" to the team wasn't really all that much. This forces them to understand beyond the literal translation of the title and into the depths of this game type.
And you're suggesting slowing down the flag carrier... so then new players will just die sooner walking back to base with the flag, even after some of the most respected players in the community have given their opinions against it?
Furthermore, you've fabricated information above that you were unable to defend with a proper citation. If you need to lie to defend your point, I think you already know your solution's whack.
[-z-] wrote:... This translates to some as reaching a goal and doing something positive for the team, when in reality they are hurting their team. ...
[-z-] wrote:And you're suggesting slowing down the flag carrier... so then new players will just die sooner walking back to base with the flag ...
[-z-] wrote:... Furthermore, you've fabricated information above that you were unable to defend with a proper citation. .
kenji wrote:I kinda like the concept of using a projectile weapon for jumping. It puts a new dynamic onto health, like health becomes fuel. If you want to rocket jump, it will cost you X amount of "fuel"
[-z-] wrote:... However, I will re-emphasize the fact that we need to change mindsets. ...
[-z-] wrote:... 200 health can translate into 2 rocket jumps that'll get you closer than the target. ...
TVR wrote:Rocket-jumping is required to only MATCH a rocket jumpers' velocity, however much more must be done by the pursuer when contrasted to the pursued.
The pursuer must deal damage with a weapon at an high velocity, while at the same time, using another weapon to boost velocity to match the escapee.
The pursued receives first preference of pickups, an advantage with weapons [as the attacker will have to run directly through a rocket's impact location, losing health & velocity, or directly through a field of electro balls in order to maintain distance with the pursued], and while pursuer loses velocity when fired upon, the pursued gains additional velocity from directed weapon fire.
[-z-] wrote:... Okay, well if the flag carrier has more health than you ...
[-z-] wrote:... If I'm chasing the flag carrier and we run by a 100 armor but it's in a nook, if he's dumb enough to grab it, he'll be eating my 3 rocket sandwich. ...
divVerent wrote:One point has been missed. ... a rocket the pursued fires to shoot at his pursuer reaches him FASTER than a rocket the pursuer fires at the flag carrier he's pursuing! ...
[-z-] wrote:... I know plenty of people that can catch a flag carrier, pavlvs, nifrek, gunha, kenji, red dragon, myself and many many more. ...
TVR wrote:An important factor is that the pursuer-pursued relation is reversed, intercepting a flag carrier requires more skill than it is to escape with the flag, simply because pursuit requires more work & effort in Nexuiz. To pursue one that is using a weapon to boost their velocity, one must match the target's velocity by boosting, as well as maintaining a steady aim and satisfactory damage to negate any health related pick-ups while continuing to whittle down their health at a sufficient rate, and optimally, not boosting their velocity far further.
TVR wrote:The advantages of the flag carrier stem from the lead position in a pursuit, even with equal health, if pickups are not available to the flag carrier on the first pass, neither will pickups be available to the pursuer on the second pass.
TVR wrote:[-z-] wrote:... If I'm chasing the flag carrier and we run by a 100 armor but it's in a nook, if he's dumb enough to grab it, he'll be eating my 3 rocket sandwich. ...divVerent wrote:One point has been missed. ... a rocket the pursued fires to shoot at his pursuer reaches him FASTER than a rocket the pursuer fires at the flag carrier he's pursuing! ...
The flag carrier possesses a weapon advantage, the flag carrier's 'three rockets' will be more effective at halting the pursuer, than the pursuer's 'three rockets' for halting the flag carrier.
TVR wrote:[-z-] wrote:... I know plenty of people that can catch a flag carrier, pavlvs, nifrek, gunha, kenji, red dragon, myself and many many more. ...TVR wrote:An important factor is that the pursuer-pursued relation is reversed, intercepting a flag carrier requires more skill than it is to escape with the flag, simply because pursuit requires more work & effort in Nexuiz. To pursue one that is using a weapon to boost their velocity, one must match the target's velocity by boosting, as well as maintaining a steady aim and satisfactory damage to negate any health related pick-ups while continuing to whittle down their health at a sufficient rate, and optimally, not boosting their velocity far further.
It is about the disproportionate effort required to intercept a flag carrier in comparison to escaping with the flag.
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[-z-] wrote:... It's very possibly that item can respawn after the flag carrier passes before the purser gets there. ...
[-z-] wrote:... God forbid losing the flag I'm supposed to protect takes effort to return. ...
TVR wrote:[-z-] wrote:... It's very possibly that item can respawn after the flag carrier passes before the purser gets there. ...
Given a 15 second pickup respawn time, a pursuit velocity of 800 QU/second, and the distance between pursued and pursuer of 1000 QU, there is a 1/12 chance an item will respawn in time for the pursuer after the pursued has passed.
[-z-] wrote:... God forbid losing the flag I'm supposed to protect takes effort to return. ...
[-z-] wrote:TVR wrote:[-z-] wrote:... It's very possibly that item can respawn after the flag carrier passes before the purser gets there. ...
Given a 15 second pickup respawn time, a pursuit velocity of 800 QU/second, and the distance between pursued and pursuer of 1000 QU, there is a 1/12 chance an item will respawn in time for the pursuer after the pursued has passed.
Really, density, number of teammates and the varying pickup times don't factor into your equation yet you say with the utmost pride "1/12 a chance".
[-z-] wrote:I out run enemy flag carriers all the time to put the game in a stalemate until I or my teammates can kill him. I know I'm not the only one who does this either. Don't mistake this for the selfish flag sitters, this a strategic attack used as a last resort.
TVR wrote:[-z-] wrote:TVR wrote:[-z-] wrote:... It's very possibly that item can respawn after the flag carrier passes before the purser gets there. ...
Given a 15 second pickup respawn time, a pursuit velocity of 800 QU/second, and the distance between pursued and pursuer of 1000 QU, there is a 1/12 chance an item will respawn in time for the pursuer after the pursued has passed.
Really, density, number of teammates and the varying pickup times don't factor into your equation yet you say with the utmost pride "1/12 a chance".
15 * 800 = 12000
1000 / 12000 = 1/12
1/12 a chance at best, for a non-megahealth, 100 armour, or powerup [longer respawn times are more improbable] pickup to respawn immediately in the time between the flag carrier pass, and the pursuers' pass.
TVR wrote:[-z-] wrote:I out run enemy flag carriers all the time to put the game in a stalemate until I or my teammates can kill him. I know I'm not the only one who does this either. Don't mistake this for the selfish flag sitters, this a strategic attack used as a last resort.
A Tribes CTF tactic, but significantly less effective on non-Tribes CTF maps.
Tribes-style CTF maps separate the flag and base, both bases are equivalent in distance to both flags, therefore a flag carrier sheltering in the team base 'turret area' during cross-capture is slightly disadvantaged to the opposing team, in time to reach flag when the flag is returned [proportional to the location within the base]. The opposing team is easily able retake the flag if the flag stand isn't controlled.
Quake/UT maps, however, situate the flag at the base, which grants impeccable advantage for the flag carrier to withstand retrieval attempts AND to score after the flag is returned, in comparison to the opposing team from the opposing base.
This relegates almost all action from the entire game, on to the flag carriers.
Which is unacceptable for team-based gameplay mechanics purposed to entertain.
[-z-] wrote:... You're looking at a single item and assuming a constant speed. You can't oversimplify it like that. ...
[-z-] wrote:... There are many items that get picked up at different times ...
[-z-] wrote:... and there's even the chance the flag carrier willingly won't pick it up ...
[-z-] wrote:... you just plan a route around the flag carrier to cut him off ...
[-z-] wrote:... you're trying to treat the physics of Nexuiz like you do in other games. ...
[-z-] wrote:... you aren't trying to understand the way you can push the limits in Nexuiz.
divVerent wrote:The last thing I want to happen to Nexuiz is kick votes becoming the norm for the smallest "offences" like, just being not a good player
PSEUDO CODE
$scorelimit_to_force_spec = -20;
if ($score < $scorelimit_to_force_spec) {
force_spec($nick)
}
function force_spec($nick) {
set $nick spec
msg $nick "You're actions are negatively affecting your team, please spectate for 5 minutes and try to get a better understanding of how to play this game type."
}
divVerent wrote:That's just as harsh. Against.
Personal scores should be counted as I suggested previously long time ago or similar way (I'm not saying that you need to have MY score system, but similar one would work the best way). This would work like q3 system, where personal score is shown, but it doesn't decide the winner of the game.
Have you ever wondered why q3 didn't have one large open area CTF map designs? Because people would abuse rl like laser and rl are abused now in nexuiz.
EDIT: I would call all this thread the f&$#@ theatre of brainwashing SOPHISM, where you argue not for the sake of truth, but to be the f#$#@# winners, the last posters.
How the hell have my arguments not been truth? I've simply been trying to open the unbudging TVR to the idea that playing smarter by utilizing projectiles is a solution.
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