Page 1 of 1

ctf event

Posted: Wed Jul 02, 2008 7:07 pm
by onykage
ok problem number 1, the use of bandaids, pots, and herbs should be prohibited. The idea of CTF is there are items in game that provide mana/stam/hp. One of the big points of CTF is map control.

problem 2 there needs to be a "man" available on the [event command. I had never tried the event until today, I should have known better then the use a mounted archer. I would have greatly appreciated the warning about it being a non mounted event. And being nobody talks about the events or what they are about, people who have never done them will enjoy them alot more if they know what they are getting into.

problem 3 the system fires WAY WAY WAY to often. once per day is plenty. If you do something way to much it gets boring real fast.

problem 4 when you die you have zero mana, stam,hp. There should atleast be a healer in the spawn area to heal you on revive.

4 cents worth on the ctf event system.

Archived topic from AOV, old topic ID:3209, old post ID:20405

ctf event

Posted: Wed Jul 02, 2008 7:13 pm
by Red Squirrel
Well the idea is that its a open field pvp event, so you can do what you'd normally do, such as heal etc. You can go with whichever char you choose that has the best tactics for that type of event if you want. Even stealthers can work and will actually stealth (but not with flag). You also can't heal if you have the flag.

Also the [event command is documented in the event section of the contentdb. As new events are added such as the pvp tourney the frequency will be turned down. The dying part is also intentional, as it acts kind of like a "respawn time". So the faster you are able to get yourself full hp the faster you can get back in game.

Archived topic from AOV, old topic ID:3209, old post ID:20406

ctf event

Posted: Wed Jul 02, 2008 8:14 pm
by Death
onykage wrote:ok problem number 1, the use of bandaids, pots, and herbs should be prohibited. The idea of CTF is there are items in game that provide mana/stam/hp. One of the big points of CTF is map control.

problem 2 there needs to be a "man" available on the [event command. I had never tried the event until today, I should have known better then the use a mounted archer. I would have greatly appreciated the warning about it being a non mounted event. And being nobody talks about the events or what they are about, people who have never done them will enjoy them alot more if they know what they are getting into.

problem 3 the system fires WAY WAY WAY to often. once per day is plenty. If you do something way to much it gets boring real fast.

problem 4 when you die you have zero mana, stam,hp. There should atleast be a healer in the spawn area to heal you on revive.

4 cents worth on the ctf event system.
1) That is an interesting idea but I wouldn't want it to be the focus of the system. Perhaps a flag we could set though. Some players strive for creating a devastating attack that can easily slay the opponent. Others strive for the best defense they can get. It's still a good suggestion to have though, I wouldn't mind adding a flag for it.

2) There's information about the ctf available on the forums but it does make sense that one in game be made. Would be neat to have a [rules command for the current event in play (Would bring up a gump or something). Think I might have left the mounted part in the CTF rules listing out as well (Figured it was a given). I'll add that in a bit later

3) The reason the system runs a lot right now is to ensure that the CTF maps are working properly. It's also to make sure that the timer system is working properly. Although CTF has been complete for a while, it's not 100% and further live testing goes an extra mile (For example, your points would not have reached the forums this quickly had we turned the time down). Also, there's "back to back" ctfs. Reason for this is so that more players join. Players who have done 1 ctf/event, are more likely to do another, leading to a large tournout.

4) You respawn in a secure resurrection environment with no HP or mana as to not give an unfair advantage. If the opposition kills you or you die, you should be taken out of the game for a bit. What would be the purpose of killing off the enemy if they're on your ass again two seconds later? Ever play a FPS with instant respawn? It's like "Wait a sec? Didn't I kill you 2 seconds ago? And where did you find that rocket launcher?" There are health/stam/mana vials outside in the arena you can use for quick restoration or you can get team members to cross-heal.

Archived topic from AOV, old topic ID:3209, old post ID:20407

ctf event

Posted: Wed Jul 02, 2008 8:57 pm
by onykage
well referring to q3a, the ctf game style is completely different then this. But it does maintain one crucial object, area domination. With any fps including team fortress you respawn with full health, and your basic weapons. If you know your map well then getting a quick powerhouse weapon is merely picking it up. The domination part also allows for team mates to guard powerups and weapons.

Also, i didnt mention it before, but its a pvp event, the "war" flag should be a force toggle. Shouldnt be able to or have to toggle that yourself.

The back to back events, I totally agree with the testing part, but when ive seen ctf games here, you barely get enough people to even accept the callenge, then, when its over, most of the people either leave or go back to a different char and the "next" match isnt fired off cus of not enough people joined.

Also, i didnt notice this, and being there is no team roster or scoreboard gump displayed, you wouldnt know unless it was crazy unballanced. But, is there also a system that will bench or beefup a team if/when a teammate quits the event or timesout?

Archived topic from AOV, old topic ID:3209, old post ID:20408

ctf event

Posted: Thu Jul 03, 2008 12:26 am
by Death
onykage wrote: Is there also a system that will bench or beefup a team if/when a teammate quits the event or timesout?
Scenarios like that are harder to trap as we have to keep in mind things like players disconnecting due to network problems. It would have to be timed and decided on what's a perfect time. Also, team shifting is another tricky one to catch as there's a ton of scenarios to consider. We may eventually design some kind of system that would catch more cases but for now we are concentrating on getting the base systems out there and functional.

Archived topic from AOV, old topic ID:3209, old post ID:20414

ctf event

Posted: Thu Jul 03, 2008 12:29 am
by Death
onykage wrote: Also, i didnt mention it before, but its a pvp event, the "war" flag should be a force toggle. Shouldnt be able to or have to toggle that yourself.
If there's a way to force it that would be a rather neat idea. We'd have to think up all the different scenarios mind you but it would make it way easier to target people.

Archived topic from AOV, old topic ID:3209, old post ID:20415

ctf event

Posted: Thu Jul 03, 2008 9:22 am
by Red Squirrel
Being a dexxer I just always keep mine on, but sometimes its useful to have it off. or if you're a mage you don't really need it on. So just hit tab once after a death and you're set really.

Archived topic from AOV, old topic ID:3209, old post ID:20420