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3 regen capture issues to chew on

by SATAN!!@# on 01/22/2008 04:00, 69 messages, last message: 04/08/2008 14:51, 28089 views, last view: 05/18/2024 16:30

A recent addition to Sauer, I've totally fallen in love with regen capture. My god, what a rockin great time it is to play that gametype!

Over the past month or so of playing, I've noticed 3 general issues that could be usefull to look at and think about addressing, to further polish the regen experience in Sauer. I notice that when a regen game is going on, that server is very often the most packed on the list. This makes me think it could be worth taking a peek at some of these ideas, make a popular aspect of Sauer shine:


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1. Flag cap radius can be "gamed" through walls.

Problem: On many (most perhaps) maps, there are a few flags whose capture radius reaches out beyond the boundaries of the room or area they are in. This results in players being able to capture or harass through walls, in ways that the map maker probably didnt intend.

My initial thought was that perhaps capture volums could be configurable by the map maker, either using different radius, or maybe something else entirely like a material volume. I realize, tho, that in the end, it works out best if the area is consistent, which means a radius around a point ends up being the best, straightforward solution.

Solution: For this issue, the work ends up being on the shoulders of the mapmakers, I think. If we assume that a consistent volume is best, then in the end flags just can't be placed in such a way that this volume reaches to unintended areas. It could be useful to maybe consider a revisiting of maps who have this problem.

However, a useful addition for mapmakers would be to show the radius of the capture area in the editor, perhaps using the same system that is used for lights. This way, map makers can clearly see if their flag fits an area.


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2. Some flags are placed near "thin" walls that results in players near the flag taking damage from explosions.

Problem: A number of maps have problem flags that are next to thin walls. Alamo, I think the map is called, is a good example of this. There is a flag right next to a wall, whose opposite face is perfectly situated to be hit by rockets from another nearby flag. A number of maps have some problem flags like this.

Solution: while it would be neat to see damage radius take geometry into account, my spidey sense says this might not happen. SO, it seems like the only real option here is for map makers to take this into account. Perhaps again here existing maps that show this problem could be given a cleanup pass on this front?


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3. The randomness of flag/weapon placement on some maps can result in imbalance at times.

Problem: The map face-capture is a great (and perhaps the best) example of this problem. Occasionally you will get a case where one side has rockets, and the other doesn't (I once played where one side had no rl, and the other had one up top, and another in back. Uffda!). When this happens, it can make for a slog, and doesn't make Sauer shine.

Solution: This is a toughie for me - I don't really understand how the semi-randomness works (on some maps, like face-capture, the weapons seem fully random. On others, like serenity, they seem rock-solid consistent). Perhaps map makers could be given tools to narrow down the randomness? Or, perhaps different modes of weapon selection could be present, such as "fully random" for non-mirrored maps, "mirrored random" for mirror maps, or somet hybrid?

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#30: Re: Radius

by SATAN!!@# on 01/28/2008 20:23, refers to #27

Hm yeah, I gotta be honest here: Ive never really had the thought cross my mind while playing of "where the heck is the cap radius?"

When I play, I get the feedback of:

1. Flashing point in radar.
2. Progress bar appears
3. Ammo/Health/Armor regens for capped flag.

I guess perhaps other people have encountered situations where they would like more info, but personally, the need has never come up for me. Also, I kinda worry about clutter perhaps? Might end up with floating effect clipping through crates and walls and wotnot near the flag etc.

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#31: Changing ammo types of flags over time

by SATAN!!@# on 01/28/2008 20:32

The idea came up earlier of cycling through ammo types at a flag, over time, and I wanted to mention some thoughts on this.

My worry here is that we might be crossing the line of "too much of a good thing" with this idea.

While it would lead to a more varied setup within a session, I fear it might lead to a little too much variety, and end up with a kind of confusing chaos.

I really like the emergent play that comes from a setup of flags/ammo on a map (in most cases, the set-in-stone maps ammo layout works great, and generally the random ones work well too), but it takes time to let the ammo distribution of a map sink in, and the "dynamic of the session" to arise. Changing things up *during* a session, might actually detract from this, instead of adding more. It takes maybe 5-8 minutes for the emergent gameplay dynamic of the random ammo distribution of a map to really come out and be understood on a map, in my experience. That is, it takes time to learn what ammo is on what flag, and to learn the implication of that particular layout. Then, for the rest of the map, its a battle to put that to use, and respond to it.

Cycling the ammo on flags during a sessio might end up with a scenario where instead of hightening the tactics you use in the newly arisen strategy that the layout indicates, you are constantly trying to relearn what is where, and what can be done, and then *poof*, the map is over, and youve never properly "gotten into" this particular instance of the map.

So, while I appreciate the "ever more awesomeness!" enthusiasm, I do worry that we might end up packing a little too much goodness into the gametype with the idea in question, and end up with less than we had expected.

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#32: ..

by Pxtl on 01/28/2008 21:25

Imho, the "random weapon" thing might be good for maps where the weapon-type is not set. Maybe as a mapper's option. Even to the point that the little rotating weapon-boxes could be seen as little question-marks when the base is neutral.

But in the case where mappers have definitely chosen weapons for certain capture nodes, definitely not.

And imho, the feedback for nodes is insufficient. When I'm on a node and fighting, I want to know _exactly_ how far I can stray from the flag before I break the countdown and waste all the time I've spent covering it. A simple ring of particles circling the node at waist hight would be plenty. Alternately, mappers could mark the ground with an octagon, but future releases of Sauer could change flag behaviour so they'd be fixing themselves into this version.

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#33: RE: feedback

by ezombie on 01/28/2008 21:48

How about a 'proximity' bar on the HUD (along part of the bottom perhaps). It could be empty when you are out of range, then increase from min to max to correspond to the outer edge of the range and the actual base. Then you know how far you are from the pole at any time, no matter what direction you are facing.

Look upwards (to shoot that pesky guy up on the ledge spamming nades) and you will no longer be able to see a particle ring...

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#34: Re: ..

by SheeEttin on 01/28/2008 22:26, refers to #32

I agree, Pxtl's hit the nail on the head here.

It's fine to know if you're in it or not, but one really wants to know EXACTLY how far you have. I, personally, have always felt that invisible boundary lines are artificial and just don't "feel right".

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#35: Re: ..

by tentus_ on 01/29/2008 04:51, refers to #32

Could we switch the color of the radar? just invert it or turn it red, some obvious visual change that most players will recognize what it means even without having read the docs or played for long.

I very much like Sauer's simple HUD (I would like it even simpler, actually), so I strongly urge people to think of ways of using what we already have.

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#36: Re: ..

by a`baby`rabbit on 01/29/2008 05:08, refers to #34

How about an extra key (say the 'l' key) that latches you onto the flag so that you cant leave the flag capture radius until you press that key again... that way you dont need the indicator or have worries about letting go of the flag... ;-)

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#37: Re: ..

by SheeEttin on 01/29/2008 20:59, refers to #36

If you're locked into a certain area, it's hard to leave in a hurry... If someone comes along with a rocket launcher, you're stuck in that little spot until you hit L, a long way from WASD and the mouse.

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#38: Re: ..

by a`baby`rabbit on 01/30/2008 01:12, refers to #37

sigh... and next time I'll have to do the smilie face in a bold font...

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#39: Re: ..

by SheeEttin on 01/30/2008 03:18, refers to #38

Oh.
Inflections don't carry well in text. :P

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#40: Re: ..

by smartalco on 01/30/2008 06:45

for the camping thing, this is /so simple/ I can't believe no one else thought of it yet

the more people at a base, the slower each person regens, it could stay as it is for 1 or 2, but for every person after that it slows down a bit, like, for every extra person, each regen 'cycle' or whatever (the time it takes to replenish your 10 hp, 10 armour, and ammo) could be raised by .3 seconds or something, that way there is still an incentive to stick around and protect the flag if you see that only a teammate or two is guarding it, but if there are already 5 people there you would be better off exploring a bit

as for knowing where the radius of the flag lies, i think a simple circle on the ground that is lightly shaded the color of whoever is currently capturing/fully controls the flag (you can see where the radius is, as well as if your team has it or if an enemy has come up to capture

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#41: hm...

by rock.n.rol_ on 01/30/2008 08:25

Is it really so hard to figure out how big the capture radius of the flag is ? :) (smilie face in bold font)

And no, when you leave the radius now (since the Assassin Edition was released), the capture meter does not reset anymore. As soon as you leave the radius, it just turns backwards with the same capturing speed - and forward again, as soon as you're in that radius again.

Also imo, it is sort of a fun factor when it is possible to capture through walls, it makes games even more interesting ;) if you need to figure out where that guy is who captures through a wall, just shoot a rocket to that wall in order to see where he is ;)

It just is all up to the mappers to think about all these gameplay factors, and up to the community to tell the mappers about any flaws (on quadropois for example, that why the "comment" function exists). ;)

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#42: ..

by SATAN!!@# on 01/30/2008 22:23

"the more people at a base, the slower each person regens"

This is a thought, but it brings two questions to my mind:

The first is, "what problem are you trying to address?" That is, when I look over my regen play time, I just have to admit I've never seen a problem with the regen at a flag. The free-grenade deal is a great touch that evens things out a tad, and when there's a lot of people at one flag, it generally means theres few people guarding others - kind of a natural balance mechanism.

The second thing that comes to mind with a variable regen feature is just that: it's variable. Its often a good rule of thumb to try to adhere to the simplest idea that has the fewest moving parts. This keeps things consistent and understandable.

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I've been biting my tongue on the topic, but I really do have to throw down my feelings on the flag cap radius, since I see others doing the same: I'm really suprised that people find there is any problem there. If Im trying to cap an enemy flag, I've got two modes of feedback (bar, blinking radar). If I'm regening, I can see my stuff tick up. Along with this, I admit I haven't really encountered a situation where I had even the faintest need to be incredibly preceise about *exactly* where the radius edge is.

I worry that packing in more flashing lights, so to speak, could have the effect of making a messier looking environment. And, giving radius-through-walls, this could end up making Sauer look a little hokey and alpha-ish, with twirling affects going through and beyond walls, etc.

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#43: Re: ..

by smartalco on 01/31/2008 02:47, refers to #42

a decent sized group of people were complaining that it promotes camping too much (i agree, especially for newbies, they just stick around 1 and shoot anything that moves)
this would more or less fix that

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#44: Re: ..

by a`baby`rabbit on 01/31/2008 03:21, refers to #43

I for one welcome these clumps of cannon-fodder...

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#45: ..

by ezombie on 01/31/2008 03:58

<- CannonFodder

Hey, I resemble that remark!

Clumps of me would be a fragers dream come true ;)

But yes, things like this tend to be self balancing. You can't *force* tactics on people, they must learn it through bitter defeat.

Let them camp that silly flag. Spam the crud out of 'em while your teammates grab all the others.

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#46: ..

by Pxtl on 01/31/2008 05:38

I can see the logic behind Regen-Capture - the regen makes it work like the normal capture, but isntead of waiting 10 seconds to respawn, you wait 10 seconds to load-up.

The 10 seconds in Capture meant there was a good reason for killing someone - they'd be out for a bit. In Respawn, killing unarmed players is fruitless - they come right back at the same strength.

Also, you consider suicide. In capture, a life is always worth something, since death was always a 10 second wait. In Regen capture, having no ammo and sub-100 health means you're worse-than-dead, since you'd respawn to better attributes. But having guns you've stocked up by investing time at a spawnpoint means you're always better-than-new.

Maybe health and armour should be their own flag types? Removing the health/armour combo camping would make camping much less useful - you'd want to hop to the health one from the ammo one and vice versa.

Alternately - is teh camping really a bad thing? I mean, it could just be considered "defense".

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#47: ..

by SanHolo on 01/31/2008 09:59

I don't think the camping to be a bad thing, but I realized that currently, RegenCapture widens the rift between experienced players and noobs. Campers are most of the time "clumps of cannon fodder", really. Get some rockets at another base, make a fast run past the clump while firing some rockets and the clump is gone.
It's quite easy for skilled players to clear up the clumps, but the noobs keep thinking that they should stay at a base in order to regen over and over again. So something that discourages them to camp there could be a solution, you need to sandbag people into their luck sometimes. :)

But I have no idea how this could be achieved. Maybe we have to rely on the players to learn on their own and keep it the way it works right now...

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#48: ..

by scasd on 01/31/2008 14:44

The best thing would be some kind of flag for a base which says armor and/or health regeneration and maybe bases that regenerate no ammo - only health or armor... Instead of ammo you would see a health pack or armor flying around there

I am also thinking about putting double and triple bases into my map where you can regenerate three different ammo types at the same time :P to make certain areas more interesting.
Normal bases will just act as normal items (spreaded everywhere over the map)

Some areas of capture maps (which is now regen capture) in Sauerbraten are completely useless because there are no items to go for. They have been removed.

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#49: ..

by }TC{Schmutzwurst on 02/04/2008 12:58

first of all: i like the regenerate idea and what it adds to capture which in deed turned into a different kind of ffa/teamplay in a way.

but oh wow. where to start... .maybe by stressing one aspect that has not been mentioned before (hopefully :-P): in regen there are less skilled players. the majority of them (if i guess correctly) obviously rather dislikes the mode and plays somewhere else (or worse: nowhere else or other games like many recently started switching a little to UrT). of course i can only guess, but they might find it boring to play on a regen server full of campers and seriously less skilled players (this includes me), or maybe they even just hate it because they can´t stand such behaviour. the problem conected to that is that the lack of skilled players means for the new players that they have no one to copy behaviour from or learn from. The quality of the gameplay/skills will very likely remain rather low. This is obviousy not directly a problem of the mode (because regen is real fun to play among skilled payers) but rather of the people and the behaviour it attracts or teaches them.

i have to admit that all my thinking is lead by the thought of getting more people to play sauer and to improve and stay at sauer - and not just momentarily but for a while. if you have a different attitude, you won´t like what i write... in this case: sorry.

ok you´ve maybe seen our servers ("the-conquerors") giving the "how to" on the modes recently. they are a desperate try to make regen players start to test (and hopefully like) the usual capture (or any mode else) too and by doing so improve and fill the gap between the skilled and the newbies. We decided to do so after we found out that most players coming from regen are literally unable to find out that it takes hitting the key R to get ammo - and even worse: they won´t tell each other anymore once they´ve found out.

btw: one way to find out how they behave was to add #tc-server (irc.gamesurge.net) to your IRC and listen to what they talk on both tc servers. feel free to join that channel.

The true bottom line is that the skill-level on regen servers is low - and what´s new with this mode: it stays low. that´s pretty much a fact if you watch the servers (and i´ve watched a lot of people for a period of time - always looking for whom to recruit ;-))

but what to do? i think the discussion in here is right, and the mode needs a little face-lift. Regen is a little too simple and does only serve one important function: it gets more people to test sauerbraten for a little while (which is really good). if you measure success by this terms, the mode is very successful (even though it is rather present-focuesed than future focused). if you measure it in the way that the goal should be gaining players that improve and stay at the community (and finally add up) - regen mode (as it is right now) would probably rather have to be considered poison.

to be more explicit: i absolutely disagree with comments like "they learn it themselves at the end, there has always been progress - no need to change. etc. IMHO that argument is as weak as saying schools are not necessary, because ppl have learned to evolve without them too - or: you don´t need soap to clean your hands, they even get clean with pure or dirty water. SURE: it WORKS that way - but its about the SPEED in which that happens. THIS is what we should discuss in here and find solutions for. or don´t we? the rest is waste of time or ain´t it? we can save the discussion and just leave it like that. no need to just even say so.

ok, enough oof that ;-)

i like the suggested ideas as they all have one thing in common: keep the good core of the regenerate-idea, but create an incentive to travel the map a little more. IMO there are just so many parts of becoming a skilled player that can only be learned by traveling the map (movement, defending youreself, get to know a map better etc...). and: it attracts the skilled players. they will only come back if the game mode offery a variety of possible successful behaviour.

i think i don´t really have to comment on the ideas too. everyone with a little imagination can give them a thought and imagine the effects on the gameplay. i especially think the Devs don´t need my opinion on them.

but please, second guess them. i think they are all worth discussing them seriously.
don´t let the latest development go on.

Ok, here they are all in a big list again, sry if i forgot any:

1 - change the weapons on a base once it turned neutral
2 - health & armour as own flag types
3 - armor does not regenerate but you can pick it up in the map

some more:

4 - the longer a base is taken, the slower it regenerates (for an indicator the base could start with full ammo flying around the flagpole and lose 1 ammo box per slow-down period)
5 - the more people are regenerating at a base the slower it regenerates (for an indicator the base shows full ammo flying around the flagpole and loses 1 ammo box per player in the regen area)
6 - shield only regenerates while having the w (!) key pressed down for a while ;-)

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