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What would you liked changed in the game?


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#261 fs_nthnclls

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Posted 10 January 2010 - 21:54

[quote name="Khanate"][quote name="Shardoom"]I don't agree. (unusual for me) Simple numbers would be able to beat an uber connection if the DURL's were implemented..[/quote]

As Shardoom says, it makes it much more feasible to bring the numbers to beat an uber connection.

Though, we are discussing 2 different improvements at the moment. But both should be implemented. DURL and 1 second delay.[/quote]

I see no need for the 1 second delay if DURLs are implemented....

quote="VTPitbull"]
I have purchased the absolute fastest connection I can currently buy in Vermont.[/quote]

Slightly-faster-than-dail-up?

Cow power, which is a lot faster, but smells bad?

Or you live in Chittendon.

#262 Khanate

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Posted 10 January 2010 - 22:17

I don't agree. (unusual for me) Simple numbers would be able to beat an uber connection if the DURL's were implemented..


As Shardoom says, it makes it much more feasible to bring the numbers to beat an uber connection.

Though, we are discussing 2 different improvements at the moment. But both should be implemented. DURL and 1 second delay.


I see no need for the 1 second delay if DURLs are implemented....


DURL still let's a player use and abuse his fast connection to get 5-6 kills per second with correct hand placement on mouse and keyboard, better than 10, and finds it place to prevent some hacks/abuse.

1 second delay is a more powerful tool for bringing balance as the difference between 2 players is definite. It takes both player 0.2 second to find the kill button and 0.1 second to repair and go back to the world screen:

Assume two player goes for a titan 4 squares away with 10 spawned, player A with 20 ms delay and player B with 200 ms.

Player A moves 4 squares to the titan with delay of 0.1 between movements and take 0.2 second to find the button and click it, 0.1 second to repair (estimated numbers), wait 0.7+0.1 (0.1 being delay in attacking due to reflexes) seconds and makes another kill:

At 0.48 he is on the titan, makes a kill every 1.12 seconds

Player B same except he has to add delay between every movement and after every click

He takes 1.2 second to move to the titan, makes a kill every 1.4 seconds.

The kills go as following: A(0.48) A(1.60) B(2.60) A(2.72) A(3.84) B(4.00) A(4.96) B(5.60) A(6.08) B(7.00)

So the results are 6 kills versus 4 using this model.

#263 MaximusGR

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Posted 10 January 2010 - 22:22

If I'm not as nice to you as you want me to maybe it's because I don't like you and I think you're a bit of an idiot? Please explain to me why dynamic URL's won't work BECAUSE of the inability to level out map walking speed? Actually, please explain to me how that last post has any relevance at all. I couldn't care less what your ping time is, it's besides the point. Connections are the main source of advantage in titan hunting, dynamic URL's are a valid remedy to this problem, your arguement against them because of the possibility that Titan hunts will take longer has some slight merit, but it's nothing that can't be fixed by some slight tweaks from HCS (once a few hunts with dynamic URL's have been completed) so once again it's moot.


Nah, i can live with that, i would mind if i respected you..If you feel DURL is the absolute solution please go through with it, just be aware that what you are actually asking is multiclicking with forced intervals in which fast connection still has the edge at everything..walking, loading images, returning to world screen, forwarding kill requests through to the server..

And whatever changes are to be made, the same people/guilds will always be winning..those that want it the most ;)

#264 Mister Doom

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Posted 10 January 2010 - 22:25

Agh, my brain! That's some impressive maths... The good thing about having the DURL + Delay is that the delay would be tweakable, if for instance the delay wasn't working effectivaely enough at leveling out the playing field it could be increased, however if it became evident that a shorter delay would be just as effective that could also be easily tweaked. I think khanate has hit the nail on the head here, I don't think I'd personally be able to hit the buttons that fast with a DURL but no doubt someone could.. ;)

#265 Khanate

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Posted 10 January 2010 - 22:32



If I'm not as nice to you as you want me to maybe it's because I don't like you and I think you're a bit of an idiot? Please explain to me why dynamic URL's won't work BECAUSE of the inability to level out map walking speed? Actually, please explain to me how that last post has any relevance at all. I couldn't care less what your ping time is, it's besides the point. Connections are the main source of advantage in titan hunting, dynamic URL's are a valid remedy to this problem, your arguement against them because of the possibility that Titan hunts will take longer has some slight merit, but it's nothing that can't be fixed by some slight tweaks from HCS (once a few hunts with dynamic URL's have been completed) so once again it's moot.


Nah, i can live with that, i would mind if i respected you..If you feel DURL is the absolute solution please go through with it, just be aware that what you are actually asking is multiclicking with forced intervals in which fast connection still has the edge at everything..walking, loading images, returning to world screen, forwarding kill requests through to the server..

And whatever changes are to be made, the same people/guilds will always be winning..those that want it the most ;)


You seem to agree in theory that the system should reward those that want it the most, but in practice you prefer to have a system biased towards people with a fast connection to the FS servers.

As my numbers were attempting to show (albeit with less players than in reality), the player with the better connections still wins individually versus the one with a not as good connection, but the difference won't be too significant.

#266 MaximusGR

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Posted 10 January 2010 - 22:45

You seem to agree in theory that the system should reward those that want it the most, but in practice you prefer to have a system biased towards people with a fast connection to the FS servers.

As my numbers were attempting to show (albeit with less players than in reality), the player with the better connections still wins individually versus the one with a not as good connection, but the difference won't be too significant.



Those people are already leveling cheaper, kill more SEs, win more bounties..why should Titans be any different? If you cap those cap everything else..my disagreement is generally on not tieing down people, regardless of whos winning what or the fact me and many guildmates would benefit from what you suggest IF it was possible to be applied.


Any thoughts from HCS people on what is being discussed here?

#267 Khanate

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Posted 10 January 2010 - 22:52


You seem to agree in theory that the system should reward those that want it the most, but in practice you prefer to have a system biased towards people with a fast connection to the FS servers.

As my numbers were attempting to show (albeit with less players than in reality), the player with the better connections still wins individually versus the one with a not as good connection, but the difference won't be too significant.



Those people are already leveling cheaper, kill more SEs, win more bounties..why should Titans be any different? If you cap those cap everything else..my disagreement is generally on not tieing down people, regardless of whos winning what or the fact me and many guildmates would benefit from what you suggest IF it was possible to be applied.


Any thoughts from HCS people on what is being discussed here?


It's the week-end lol.

Why should Titans be any different? Because the advantage isn't even on the same scale.

We'll see on monday, though I have hope that HCS will read the titan suggestion as well as the other ones.

#268 Khanate

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Posted 11 January 2010 - 03:56

bump

#269 fs_millerguy

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Posted 11 January 2010 - 04:57

lol at the bump. this has been a fun thread.

#270 Khanate

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Posted 11 January 2010 - 12:11

Yeah, definitely

#271 fs_mathcam

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Posted 11 January 2010 - 17:51

The kills go as following: A(0.48) A(1.60) B(2.60) A(2.72) A(3.84) B(4.00) A(4.96) B(5.60) A(6.08) B(7.00)

So the results are 6 kills versus 4 using this model.


And if the titan has 5hp on that square, it's 4 to 1, giving 80% of the kills to guild A. As the number of kills increases, the impact of the initial walking advantage certainly decreases, and in the limit, player B will end up winning 5/9 (=.555...) of the kills. But for a small number of kills, Guild A still has a definitive advantage.

Anyone have any numbers (even an intuition) on the probability distribution for how many kills per spawn? I personally got the feeling that it usually wasn't as many as 10.

Cam

Edit: Oh, and B's last two kills are at 5.4 and 6.8, though this doesn't affect any of your analysis.

#272 Leos3000

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Posted 11 January 2010 - 18:29

I just thought of 1 other BIG reason this would be a bad idea and blow up in the face of the slower hunters...IF it takes longer to kill the titan it just means that the fast people are going to be able to cover A LOT more ground to get their kills. Instead of being able to run 5-10 sq's in any direction with the possibility of getting kills people would now be able to run double that and show up in time to get a few kills added to their total....

So yes the slow hunter will now be able to get 1 kill occasionally, but they are going to now have to deal with 5 fast hunters covering most of the map stealing all of the initiall kills in this sense...

#273 Roan

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Posted 11 January 2010 - 18:35

But leos, if it takes more time and that those fast hunters cover more spaces, they are going to use much more stamina...
They migth even miss stamina for the hunt.

Firesinged_zpsd6b00c6e.png


#274 fs_doon169

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Posted 11 January 2010 - 18:38

But leos, if it takes more time and that those fast hunters cover more spaces, they are going to use much more stamina...
They might even miss stamina for the hunt.


Apparently you don't understand the intricacies of titan hunting.. we never "miss" stamina because we buy stamina to win them :)

#275 Leos3000

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Posted 11 January 2010 - 18:44

yea I don't think most of the fast hunters care about a little more stam used as long as they win...just wont be as profitable to them, but dragon covers most of the map now so this would only make it easier for him lol

#276 Mister Doom

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Posted 11 January 2010 - 18:48

I just thought of 1 other BIG reason this would be a bad idea and blow up in the face of the slower hunters...IF it takes longer to kill the titan it just means that the fast people are going to be able to cover A LOT more ground to get their kills. Instead of being able to run 5-10 sq's in any direction with the possibility of getting kills people would now be able to run double that and show up in time to get a few kills added to their total....

So yes the slow hunter will now be able to get 1 kill occasionally, but they are going to now have to deal with 5 fast hunters covering most of the map stealing all of the initiall kills in this sense...


Once again this is assuming the change won't entice new hunters to come and play this aspect of the game.

#277 fs_robotussin

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Posted 11 January 2010 - 19:16

some highlights:

- Exp loss in PvP changed to % of a level, and not an ever increasing %
- Prestige and PvP rating not linked, fixed prestige points per win
- Make prestige able to be gained on the bounty board

- Prestige buff tweaked to 2 hours

maybe link duration to max stam somehow? minimum 1 hour for 500 stam, maybe add an hour for each additional 5,000 stam? meaning a player with 20,000 stam would have it for 4 hours... just a thought...

10 prestige per successful attacks...
5 prestige per successful attacks on BB...
5 prestige for any successful defenses...

nice

- GvG changed to a flat gold cost, such as not to encourage trading downwards

hmmm... i think it is good to have guilds with high GvG ratings pay more to pick on lower rated guilds... maybe link guild level to cost? any guild not within 100 levels (up or down) would incrementally cost more gold?

- Defender's number of participants set by the defender, such as to stop the abuse of 1v1
- Members leaving/kicked during a conflict still count in the GvG conflict, to prevent kick abuse


- Relics going down to 2 stats maximum to encourage taking more than 2 relics

relics are busted up right now. it affects many aspects besides hunting/GVG... i see many players hunting Fuvayu that should normally be 5 or 6 hitting him getting a HUGE STAMINA USE ADVANTAGE while titan hunting because they can 1 or 2 hit him...

- Imp being changed to activate only when damage taken exceeds total HP.

+1

- More SE's implemented in the upper level range

with a little more thought put into how sets work together please... not like introducing lamia and then cadeyrns... 2 piece sets are WICKED useful

- Arena recipes tweaked to include less arena quest items and more LE's. Only for future recipes (now modified for only future recipes)

this was a huge mistake in the last arena sets release, please implement this idea... make some of the recipes use 5 samurai items, i dont care if it uses 10... seriously...

- More backpack slots and max stamina for new accounts, hopefully 10 to be on par with SS2. This could be implemented in the form of a quest line.

this is an interesting idea... maybe make this quest line over the first 120 levels or so... another idea might be to make the first 10 BP slots cost far less, then after that they all cost 15 like they do now... just an idea...

#278 fs_chibibucky

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Posted 11 January 2010 - 19:36

more duel blade sets like the doth.

im actually serious.

#279 Mister Doom

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Posted 11 January 2010 - 19:39

more duel blade sets like the doth.

im actually serious.


+1 (You mean in new content, right?)

#280 fs_robotussin

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Posted 11 January 2010 - 19:50

more duel blade sets like the doth.

im actually serious.


+1 (You mean in new content, right?)

Or maybe new SE sets...


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