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Two big pub freqs all the time?  

37 members have voted

  1. 1. Should there be two big pub freqs all the time for HS pub?

    • Yes
      23
    • No
      12
    • No opinion / Indifferent
      2


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Posted

As the !@#$%^&*le says, I suggest having what the supposed PFF (Public Freq Friday(?)) settings are to be used regularly. I say this because:

 

* Two big pub freqs will keep the players interested in playing, than having some of them into flagging. The rest will be stuck with either flanking, centering, or worse, speccing or leaving altogether.

 

 

* Setting up single private freqs can still give an individual their own privacy (and more targets to kill). Keeping private freqs will benefit those people and keep them interested and playing. Eliminating them altogether would not be a good idea, options are always better than one set way.

 

 

 

I'm sure I have a bit of support over this idea. For example, when there were still PFF settings in pub yesterday, there was a good 15v15 game going on for a good while. And even after the game, many stayed and kept playing. Most of the time, winning a flag game ends up severely reducing the pop and generally stays that way for a bit of time. I want HyperSpace to keep going in an upward trend of players and I believe this idea will do just that.

Posted

i agree.

 

I think that freqs 0 and 1 should have no limit, while everything else stays how it is. perhaps all pubs should have no limit.

 

or, if they must have a limit, keep it high. like 11 or something. Everyone likes PFF, why not have it all the time?

Posted
One of the problems with that (and something we ran into last night) is that the teams both got large, and one team was dominating due to an imbalance of power, and the other team started to spec or leave, it got to 14v8 at one point, which is hardly fair. It only got better because Masaru and I were there trying to make things a bit more even. I just know people would dual client to get everyone on one big freq and totally ruin the game.
Posted

That problem tends to solve itself by people switching sides until the game is good again.

 

I'd go one step further and eliminate private freqs altogether. Virtually all of the zones with staying power have done that. If you have a basing zone with more than two freqs, you have problems like flanking and vet dominance, it's as simple as that.

Posted

@dot:

They could implement auto-balancing methods to solve that. Masa suggested one where once the module decides a balance is needed, the next player(s) to die are switched.

 

@death:

So? Let private freqs have a static limit of something relatively low (like 7-10 max), but the public freqs having no limit other than the auto-balancer. You could even take it a step further and force private freqs to always be less than the size of the largest public freq (but still never larger than the proposed maximum). When "balancing" is needed for private freqs, simply spec the next player(s) to die.

Posted

errr..no?

 

in this case, most of the older players would leave.

vet dominance is due because they act like a team and help each other succeed.

this is true for any group of members who cooperately act together and work for the better of a whole rather then the better of themselves.

 

the reason brickwarp and gundamwing have been so successful, is because they stand united, rather then the scattered members of the public freqs.

 

another issue is: players who know what theyre doing dont want to base with idiots. new players might not know what theyre doing and cause the whole team to lose in the end.

 

 

no offense, but 15vs15 would be no fun, the defending team obviously has a huge advantage.

they could just stack bounty spiders. Even with 3 or 4 reps..the attacking team would most likely not be able to get through considering most rushing ships have under 1.5k energy and with 8 spiders spraying beam arry, thats instant death.

Posted

OK, this is my opinion,

I Never go to pub freqs, NEVER!

its to idiotic most of the time when i play on pub some morons are in center, others are doing whatever the !@#$%^&* they want and if u manage to take the base the other freqs will hop! ALWAYS!

sure u can let pub have bigger freqs BUt dont take Away private freqs....

O yeah gb. the defenders can spam bullets all they want, but so can attackers, and with ad they wouldnt survive.

Posted
OK, this is my opinion,

I Never go to pub freqs, NEVER!

its to idiotic most of the time when i play on pub some morons are in center, others are doing whatever the !@#$%^&* they want and if u manage to take the base the other freqs will hop! ALWAYS!

sure u can let pub have bigger freqs BUt dont take Away private freqs....

O yeah gb. the defenders can spam bullets all they want, but so can attackers, and with ad they wouldnt survive.

 

nonono its not the spaming spider guns that are annoying, its the countless thors that keep ramming the defenders on a large pub

Posted

Yea, with 2 freqs it will become a thor fest. Seeing how lanc' nrg aint that high, a few random thors can probably kill it. Staff can always select a week and turn it into 2 pub freq week and see how it goes. If ppl like it, then they can choose not to switch back.

 

The good thing is that new players will be able to earn cash faster cause they can get random kills from just shooting/bursting.

Posted
errr..no?

 

in this case, most of the older players would leave.

vet dominance is due because they act like a team and help each other succeed.

this is true for any group of members who cooperately act together and work for the better of a whole rather then the better of themselves.

 

the reason brickwarp and gundamwing have been so successful, is because they stand united, rather then the scattered members of the public freqs.

 

another issue is: players who know what theyre doing dont want to base with idiots. new players might not know what theyre doing and cause the whole team to lose in the end.

 

 

no offense, but 15vs15 would be no fun, the defending team obviously has a huge advantage.

they could just stack bounty spiders. Even with 3 or 4 reps..the attacking team would most likely not be able to get through considering most rushing ships have under 1.5k energy and with 8 spiders spraying beam arry, thats instant death.

 

 

 

 

So you're saying you would rather have you and your handful of buddies to take over and ruin all the newer player's chances of winning flag games because you can? No zone will grow with that in mind.

 

The BEST way to learn how to do things is to actually do it, not standby and watch it happen. The newer players won't get a standing chance if they're going to go flag against a whole freq of vets.

Posted
Spiders with beam array aren't the end-all defense. You can use a few levi's with tacnuke or moab to take them out. Or, get this, if they can hit you with bullets... you can hit them! zomg!
Posted (edited)
Staff can always select a week and turn it into 2 pub freq week and see how it goes. If ppl like it, then they can choose not to switch back.

^

 

Spiders with beam array aren't the end-all defense. You can use a few levi's with tacnuke or moab to take them out. Or, get this, if they can hit you with bullets... you can hit them! zomg!

 

ya, there is always a way to counter anything like that. especially beam array it dosent do much dmg biggrin.gif so a few ppl can rep thru/take all the bullets so others can rep thru... it works out.

Edited by James1293
Posted (edited)

i didn't say i never get invited on to good teams, because i do.

 

and rethinking it, i say that whatever happens, there should at least be no-limit pubs once a day if not all the time (tho keep it how it is where u have to have at least 7 on both teams first)

 

EDIT: by that i mean idc what u do with privates...

Edited by James1293
  • 1 month later...
Posted

Although I voted agaisnt it before, nowsdays I think I agree. The fact that there are almost no good games. I dont think we should go as far as to completely eliminate private freqs, but perhaps if we created some sort of module or bot that eliminates private freqs, evens pub freqs automatically and removes the limit of 10 from public freq max from 12:00am to 12:am the next day. I think these days should be 2 days in the week, such as Monday and Thursday. Like everyone else has stated, there hasn't been many good flag games lately.

 

Time Zone probably doesnt matter. Since its for the course of 24 hours, mostly it affects everyone that plays.

Posted

Dont think you can have a unlimited pub freq and a limited private freq since theres only the max # of ppl in 1 freq at a time setting.

 

Either that or you will end up wat it was before where you can only get on freq 1 if freq 0 has the same or more ppl than freq 1 which is pretty much re!@#$%^&*ed cause then teams will be so uneven when ppl leave.

 

Making a module to edit the settings will require Brain to do it and I think Brain has more important things in his agenda then doing this.

Posted
Dont think you can have a unlimited pub freq and a limited private freq since theres only the max # of ppl in 1 freq at a time setting.

 

Either that or you will end up wat it was before where you can only get on freq 1 if freq 0 has the same or more ppl than freq 1 which is pretty much re!@#$%^&*ed cause then teams will be so uneven when ppl leave.

 

Making a module to edit the settings will require Brain to do it and I think Brain has more important things in his agenda then doing this.

 

Erm, there is

MaxPerPrivateTeam

and

MaxPerTeam

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