Author Topic: Movement, blockers, voting, tambalance.  (Read 1899 times)

Offline grmg.pl on: November 22, 2012, 06:17:19 PM

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1. "Air control". In vanilla q3 (q1 and q2 too btw) and CPM you could do a significant "course correction" while flying (say from a rocketjump).  Any significant changes from 1.2?
2. Dodge?
3. Pushing teammates out of the way ("stand too long over a node/egg and you get pushed" - like)?
4. If non-ubp server is planned I humbly beg (else won't pay and will pirate the game out of spite :D) for "/designate builder" and "/denybuild" votes to have more "weight" when top 2-3 teamplayers vote f1/f2.
5. I understand that no "Ranks" are planned but check this out:

This is FreeAllegiance Lobby:



We have 3 teams, one Blue, one Yellow, one Gray.
The Grays are players who are in Lobby, but didn't join the match (btw, they can talk with people that are playing, but they see this lobby only).
Notice their names have two numbers on them one before - one after the rank name. The second one is irrelevant and I never got to ask what's it for.
The first number is player rank calculated from his kills/score ingame. Therefore "gudari" is rank 10, "Hunter@PK" is 15 (think "between Ams an Meisselli").
Each team has 8 players. Their ranks  are added. Yellow has 62, Blue has 45, Gray has 85. Blue is less skilled.
Each match can have the settings adjusted and for example there can be:

- "autojoin" - nobrainer
 - "difference no-bigger than x" - players can join only the weaker team untill "x" is matched.

So, sure all 5 UBA are in humans, but playing versus 15 aliens.

Now the rank in FreeAlleg did nothing besides showing the skills in a measurable way. But it did help to balance the teams, for it was often to see "more ppl to red team" and so on.

Offline Gunther #1 on: November 22, 2012, 08:07:32 PM

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And suppose Aliens just feed humans until its 5vs15, then Aliens all rush and win.
Now you see me...now you don't...headshot

Offline Rotacak #2 on: November 22, 2012, 10:33:35 PM

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1. "Air control". In vanilla q3 (q1 and q2 too btw) and CPM you could do a significant "course correction" while flying (say from a rocketjump).  Any significant changes from 1.2?
2. Dodge?
3. Pushing teammates out of the way ("stand too long over a node/egg and you get pushed" - like)?
4. If non-ubp server is planned I humbly beg (else won't pay and will pirate the game out of spite :D) for "/designate builder" and "/denybuild" votes to have more "weight" when top 2-3 teamplayers vote f1/f2.
5. I understand that no "Ranks" are planned but check this out:

This is FreeAllegiance Lobby:



We have 3 teams, one Blue, one Yellow, one Gray.
The Grays are players who are in Lobby, but didn't join the match (btw, they can talk with people that are playing, but they see this lobby only).
Notice their names have two numbers on them one before - one after the rank name. The second one is irrelevant and I never got to ask what's it for.
The first number is player rank calculated from his kills/score ingame. Therefore "gudari" is rank 10, "Hunter@PK" is 15 (think "between Ams an Meisselli").
Each team has 8 players. Their ranks  are added. Yellow has 62, Blue has 45, Gray has 85. Blue is less skilled.
Each match can have the settings adjusted and for example there can be:

- "autojoin" - nobrainer
 - "difference no-bigger than x" - players can join only the weaker team untill "x" is matched.

So, sure all 5 UBA are in humans, but playing versus 15 aliens.

Now the rank in FreeAlleg did nothing besides showing the skills in a measurable way. But it did help to balance the teams, for it was often to see "more ppl to red team" and so on.
1. No changes.
2. No.
3. Yes.
4. We will see if low bp game will be playable with all new buildings (but you can configure server like that). But we do not plan to make different vote "weight" for better players.
5. There are no ranks, but you can gain levels (bad name - it can be confused with admin levels, so ranks would be better) based on how much time you spend in game. That can be used for various things, but we do not plan to use it for balancing - so nothing like to allow game 10noobs VS 5pro.

Offline Lancer #3 on: November 23, 2012, 09:50:05 AM

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1. "Air control". In vanilla q3 (q1 and q2 too btw) and CPM you could do a significant "course correction" while flying (say from a rocketjump).  Any significant changes from 1.2?
2. Dodge?
3. Pushing teammates out of the way ("stand too long over a node/egg and you get pushed" - like)?
4. If non-ubp server is planned I humbly beg (else won't pay and will pirate the game out of spite :D) for "/designate builder" and "/denybuild" votes to have more "weight" when top 2-3 teamplayers vote f1/f2.
5. I understand that no "Ranks" are planned but check this out:

This is FreeAllegiance Lobby:



We have 3 teams, one Blue, one Yellow, one Gray.
The Grays are players who are in Lobby, but didn't join the match (btw, they can talk with people that are playing, but they see this lobby only).
Notice their names have two numbers on them one before - one after the rank name. The second one is irrelevant and I never got to ask what's it for.
The first number is player rank calculated from his kills/score ingame. Therefore "gudari" is rank 10, "Hunter@PK" is 15 (think "between Ams an Meisselli").
Each team has 8 players. Their ranks  are added. Yellow has 62, Blue has 45, Gray has 85. Blue is less skilled.
Each match can have the settings adjusted and for example there can be:

- "autojoin" - nobrainer
 - "difference no-bigger than x" - players can join only the weaker team untill "x" is matched.

So, sure all 5 UBA are in humans, but playing versus 15 aliens.

Now the rank in FreeAlleg did nothing besides showing the skills in a measurable way. But it did help to balance the teams, for it was often to see "more ppl to red team" and so on.
1. No changes.
2. No.
3. Yes.
4. We will see if low bp game will be playable with all new buildings (but you can configure server like that). But we do not plan to make different vote "weight" for better players.
5. There are no ranks, but you can gain levels (bad name - it can be confused with admin levels, so ranks would be better) based on how much time you spend in game. That can be used for various things, but we do not plan to use it for balancing - so nothing like to allow game 10noobs VS 5pro.

So really this 'level/rank' system just shows your ingame time, matches played and skill(k/d ratio).
It doesn't give you a bonus.

I like that :)

Offline ViruS #4 on: November 24, 2012, 10:15:35 AM

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So really this 'level/rank' system just shows your ingame time, matches played and skill(k/d ratio).
It doesn't give you a bonus.

I like that :)
Skill in terms of k/d ratio still isn't perfect, but it is sufficent enough i guess. I know [or used to] a person who can get over 10+ kills per minute AVERAGE [without building that is] by suicide-rushing constantly. His k/d ratio was usually 2 or less though because of cases such as turret camping etc. and often died to turrets only. [turret kills counts towards deaths]
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