Emit Posted January 6, 2009 Report Posted January 6, 2009 I'd like to take the time to address the following issues: 1: Flag games lately has been a bit of a downer from the low end of jackpots. I know the intention of quicker flag games was idealized, but the current concept just does not work in reality. The flag games are now shorter, duller and less fun (from my perspective of course). 2: Jackpots have been consistantly weaker than what it used to be. Even with the periodic dings every minute or so for $250, there isn't much of an incentive to base anymore. The system sort of works when there is a decent population of players, (6:6 on both public freqs and 2 7 man privs), the jackpot goes up to $10k. However, during pub freq basing, jackpot rarely ever goes over $5k. After about 1 or 2 games, one pub eventually dies off and zone follows soon after. 3: With the flags being raised to 20 again, regardless of wallneuting, it has been a continous hassle to people to gather all 20 flags just to start a flag game. Now, it's even worse being that jackpots get you nowhere. There are just too many flags to begin with, furthermore, more flags lead to a more effort into winning making it even less appealing to start fg's. Don't get me wrong, flag games when they occur are fun, but the zone maybe goes through one decent fg maybe every 2-3 days or seemingly less with the current system. I know how devs are too busy or have things better to do than work on the zone, and that the team balancer is currently in priority and whatnot. I'm just raising awareness that's all. Quote
Dr Brain Posted January 6, 2009 Report Posted January 6, 2009 Jackpot rewards are probably low because the teams are always stacked. We may look into using a flag count somewhere between 20 and 5. Quote
9vgnc3eZ01 Posted January 15, 2009 Report Posted January 15, 2009 Maybe we should just have 1 flag... but make the timer 1000... however at least with 1 flag, we won't have difficulties "getting motivation" anymore! And plus, runwinning would be difficult with such a high timer! And since the timer would be so long, people would win sooner! This could be an effective solution! How about it? Quote
vetta64 Posted January 15, 2009 Report Posted January 15, 2009 The teams don't start out stacked. Remeber it's a pub freq and it's not easy to hop freqs. The problem is once one freq has any advantage, the other teams specs or leaves in order to reduce the jackpot which was rightly won by the winning team (which is pretty lame in my opinion). Can you set up a per person jackpot that does not hinge on how many people there are. Say like 5k, no matter when someone wins (so long as total pop is over like 12 or so) each person on the winning teams gets 5k, and maybe the losers get 1k for good sportsmanship. I think this would also go well with few flags and a longer time limit, like Relos suggested Quote
op2rules Posted January 15, 2009 Report Posted January 15, 2009 Actually that is a really good idea IMO to have losers get like 25% of the jackpot, just so that people on suckage team are motivated to stay playing since it isn't useless Quote
Sharpflame Posted January 15, 2009 Report Posted January 15, 2009 Actually that is a really good idea IMO to have losers get like 25% of the jackpot, just so that people on suckage team are motivated to stay playing since it isn't useless I thought it already gave the losers 10% or something similar to that? Not sure, haven't seen a flag game for a few days. Quote
Deathmonger Posted January 19, 2009 Report Posted January 19, 2009 I'd like to point out the now-demonstrated utter failure of reducing flags from 20 to 12 to affect the basing game whatsoever. GJ wasting everyone's time. Quote
Corey Posted January 19, 2009 Report Posted January 19, 2009 Actually you missed it, on Saturday I believe we had a base game going all day, a good 5 base games... it was nice. Quote
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