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Posted

I am proposing a sort of grassroots movement for players in HS - a massive anti-ragequit pledge.

 

 

Right now, the zone is suffering in the flag games due to a clear lack of interest in them at this time. This is no wonder. Most flag games yield rewards in about the 5k range. Also, during prime hours you will typically have about 5 people on one team and about 2 on the other. Whenever there are atleast 8 players on both teams, players start hanging around the zone in droves. Clearly, the problem isn't that people aren't interested in flagging. Players are interested in flagging, but only when the flag game is strong.

 

If nobody RQed, everyone would benefit. It isn't apparent to the player on the losing team, but over the long term he is helping himself by sticking around. By contributing to the legitimacy of the flag game, the next game would be stronger and sooner.

 

Nobody wants to be screwed. If you don't screw your fellow player, and he doesn't screw you, everyone wins. However, if you *do* screw him, he will most likely do the same to you, and right now nobody in this zone trusts each other another enough to flag.

 

 

 

So, we come to the pledge. Very simple: Don't ragequit when you are losing. That doesn't mean you can't leave your computer if your house catches on fire, but the idea is that you stick around until the end of the flag game, even if you are losing.

 

To show that you take this pledge, change the background of your banner to either a gold or silver background. If this interferes with your banner, you make make a gold or silver square in the top left corner.

 

 

If you do this, other players will be more willing to join your team, because they will know you won't bail out on them.

 

There is a reason why I called this a challenge. It isn't supposed to be easy. However, I will point out that there is another thread running on who the best player in HS is. I will say this. Champions don't punk out. Anyone who wants to make the claim they are the best player in HS needs to sign on to this pledge. To be great means to overcome difficulty. If you can't do that, you are a punk no matter how tuned your skills and equipment are.

 

Also, if you are a lanc, you damn well better sign on as well. Yes, being a lanc sucks. You are the first person on your team to get screwed, and the first person idiots tend to blame when things don't work out. Still, you need to be reliable, not prone to temper tantrums.

 

Yes, that's the stealther vulchass getting preachy on you. There are two things I don't do however. First off, I don't screw over the people on my team. Secondly, if somebody beats me, I don't deny them the reward for doing so.

Posted
IMO, it could be easily fixed if jackpot could only go up, instead of locking when all flags are grabbed. Most of the time, the team in control doesn't have all 12 flags carried or dropped when the other team ragequits... They take over the flag room, and while they are neuting some flags for someone else to drop or whatever, the other team leaves.
Posted
Added timer to periodically compute the flag rewards, and use the maximum when the game is actually won. This should help to reduce the impact of the ragequitters.

 

Update 6 months ago of HS Core. Also, you can't seriously be expecting players to "take a massive anti-ragequit pledge".

Posted

Unfortunately, that seems to be the HS way. Whine, moan, do nothing about it, while secretly exploiting the system.

Some people suggest that you lose money/exp for rage quit, but that is ridiculous. There is no way to distinguish between really needing to go or not.

 

I think the losing team should be given something extra maybe. Or bring about an MVP reward, most goals reward, something that is not relating to being on a winning team.

 

ALso, when it gets like 14v3, use some type of team evening or something. That is ridulous

Posted

I get the feeling that you don't have many friends, Aileron.

 

Forgot to respond to this...

 

I have no friends in the types of circles you tend to run with, true. Ofcourse, if you and your friends were in a tough situation, I'd wager it would be a clusterfuck over which one of you could screw everyone else over the quickest.

Posted

I get the feeling that you don't have many friends, Aileron.

 

Forgot to respond to this...

 

I have no friends in the types of circles you tend to run with, true. Ofcourse, if you and your friends were in a tough situation, I'd wager it would be a clusterfuck over which one of you could screw everyone else over the quickest.

I lol'd.

Posted

^ The fact that such a thing exists shows how pathetic the players here are. The fact that it doesn't solve much shows how hopeless the situation is.

 

Oh well, congrats to those who win legitimately. If you manage to pull it off I'll be there to take your picture.

Posted (edited)

losing money doesn't worth anything, just like ships who wait in center away from computer to get losing money without bothering to attack or users who continuously flank enemy lancs to win in an easy way

put some doors to bases that only open once in 30 seconds so that id+cloack+pd+portal+repel+lv3 bomb users cannot attack backlancs every 10 seconds and kill basegames, especially when the attacker freq has low population like 5-8

most lancs don't have summon, there should be some protection for them

 

new mg-eg like mvp lists are good, just add them personal stats of non-top-10 players so everyone can tell how good or bad they are

the losing and winning money should depend on your contribution to the team a base+ratio of your contribution then people may actually bother to attack or defend better

the people who leave ships in center while enemy is dropping should autolocked to spec and shouldn't be allowed to play in the next game

everyone should bear with their team to the end

but if half of the team ragequits or if they don't have a lanc, or a summon lanc during flag dropping, you cannot blame rest to ragequit

Edited by kasa
Posted

if you don't want your backlanc to die, try protecting it instead of blindly attacking. it doesn't take much.

 

new mg-eg like mvp lists are good

i am insulted and feel like removing it now

 

p.s. ?Stats

Posted

if you don't want your backlanc to die, try protecting it instead of blindly attacking. it doesn't take much.

 

new mg-eg like mvp lists are good

i am insulted and feel like removing it now

 

p.s. ?Stats

 

well it is mg-eg-tw like since they implemented such mvp lists long ago, if you get insulted by implementing a successfully tried out system to hs for better playing experience, it is your choise

in mg it adds personal stats of the latest game even if the user is not in top mvp list

 

?stats is not bad

but if bot pms you it is much easier

 

you may also add some shortcuts for commands like ?iteminfo e.g ?it name or ?i name

Posted

you added TW to the list too?! #$%#$^

this has nothing to do with mvps or those zones at all. watch your tongue, you are being really cruel here.

 

 

 

..bot..pms..you..it...arrrrrrgh!

  • 2 months later...
Posted

 

 

 

Right now, the zone is suffering in the flag games due to a clear lack of interest in them at this time. Players are interested in flagging, but only when the flag game is strong.

 

If nobody RQed, everyone would benefit.

 

 

QFT

 

The "clear" lack of interest being the RQ'ing i assume..

 

Anyway, yes, its a big issue.. the zone would be healthier if players who were done playing could leave at a random time, and not at the same time, all from the same team.

 

If players left one at a time, the situation where an entire freq quits and the enemy team is sitting there with nothing to do is less likely to occur.

 

So I thought about it and tried to get inside the heads of ppl who RQ - they typically leave when the team feels like they've lost out on the JP (even though the losing team gets a pretty decent jp anyway) when they thought they had a chance at it.

 

Its interesting because if the team feels that theyre bound to lose from the start, they dont RQ, they aim for the losing bonus and are happy with that.

 

So, if a team has 12 flags and is holding the FR and they lose control of the FR, this is prime-time for RQ. As a developer I'm looking at what gameplay dynamic creates this behavior and on the other hand, why its a desired dynamic. I see that the idea of the game is to carry flags to the FR, and hold the FR long enough to win the flag game but the whole notion of a losing team is psyching people out I think...

 

I mean, if you removed the JP completely (im not saying you should do this because you need some kind of incentive to make basing the ideal strategy) but what incentive would players have to RQ all at the same time if there was no jp? They earn money constantly from kills...

 

I think a big part of the solution here is looking at the reward system and how it induces RQing - what's needed is a reward system that promotes basing behavior but doesn't induce RQing

 

--

 

A team shuffle after each round wouldn't hurt either :unsure:

 

Thoughts?

Posted

 

 

 

 

 

Right now, the zone is suffering in the flag games due to a clear lack of interest in them at this time. Players are interested in flagging, but only when the flag game is strong.

 

If nobody RQed, everyone would benefit.

 

 

QFT

 

The "clear" lack of interest being the RQ'ing i assume..

 

Anyway, yes, its a big issue.. the zone would be healthier if players who were done playing could leave at a random time, and not at the same time, all from the same team.

 

If players left one at a time, the situation where an entire freq quits and the enemy team is sitting there with nothing to do is less likely to occur.

 

So I thought about it and tried to get inside the heads of ppl who RQ - they typically leave when the team feels like they've lost out on the JP (even though the losing team gets a pretty decent jp anyway) when they thought they had a chance at it.

 

Its interesting because if the team feels that theyre bound to lose from the start, they dont RQ, they aim for the losing bonus and are happy with that.

 

So, if a team has 12 flags and is holding the FR and they lose control of the FR, this is prime-time for RQ. As a developer I'm looking at what gameplay dynamic creates this behavior and on the other hand, why its a desired dynamic. I see that the idea of the game is to carry flags to the FR, and hold the FR long enough to win the flag game but the whole notion of a losing team is psyching people out I think...

 

I mean, if you removed the JP completely (im not saying you should do this because you need some kind of incentive to make basing the ideal strategy) but what incentive would players have to RQ all at the same time if there was no jp? They earn money constantly from kills...

 

I think a big part of the solution here is looking at the reward system and how it induces RQing - what's needed is a reward system that promotes basing behavior but doesn't induce RQing

 

--

 

A team shuffle after each round wouldn't hurt either :unsure:

 

Thoughts?

 

 

 

I just thought I'd come back with an actual solution before I'm called out for being a whiner with no solutions lol...

 

I've looked at some business models for some other very successful MMO's ... HS having very similar things in common with MMO's (grinding for cash/exp/items, sieging etc) so i think its not outlandish to consider their approaches to keeping their players feeling rewarded in such a way that motivates them to play the game how the developers see fit.

 

In HS's case - I can honestly say I truly see an entire world of opportunities that expand upon the zone without removing from the basing game that is the soul of the zone right now. Essentially, see my other post: http://www.ssforum.net/index.php?showtopic=24645

 

It may require an open source client to achieve, but even that would be a huge boon for continuum, i mean, if we made a linux distro, we could get it posted to Ubuntu's package management system and we'd have a whole flood of new players

 

Anyway...

 

Just thought I'd answer my own post :\

 

What do you guys think?

Posted
I have always imagined that getting Continuum into Ubuntu's package repository wouldn't be so hard... but, by assumption, I guess not. :unsure:
Posted

I have always imagined that getting Continuum into Ubuntu's package repository wouldn't be so hard... but, by assumption, I guess not. :unsure:

 

Can you say a little more about that?

 

I mean, you're right, I was assuming but still, I'd considered that there would be challenges along the way, just like anything else but also I think that there are ways to overcome them...

 

Whats involved with getting an app affiliated with ubuntu?

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