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Agree, or disagree  

9 members have voted

  1. 1. Is today's flagging flawed, concerning the tendency of uneven teams as a result of the hopguard mechanism?

    • Yes, it should be changed.
    • No, this is fine.
      0
    • I don't care, RQ and whine i still make money.


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Posted (edited)

Flagging is flawed.

10v10 2 teams have split flags fighting going OK, flag game enjoyable. freq 90 wins over all flags n begins to win, naturally. 10 more people join freq 91 to get into intense flag game w/ jp at ~300, knowing the amassed spec force will crush winning freq.

20v10, freq 91 tramples freq 90, freq 90 tries to come back, but zone population source has been exhausted and locked onto freq 91. flag game is won without a scratch 20v10.

 

happens time and time again.

 

"oh you shouldnt have locked freq then"

why not, it's a flagging zone. it was 10v10 for 2 hours.

 

player comments:

 

a:"is it ever about themoney?"

a:"its about making other team rq"

b:"i agree with "

 

this hopguard mechanism is not working on half decent games - maybe when population is 10.

Edited by Sound
Posted (edited)

hs staff more interested in using a --LOL SPECC EVERY1 EZ-- module that crashes the zone multiple times a day (ironically after keeping fields out for years because they crashed the zone less than once a month) that kills the hs population and not doing anything new than they are to actually prevent idiots from hopping from freq 90 to freq 91 when theres already 10 people on 91 and 5 people on 90.

 

 

if they had any sense they would completely stop any players from joining a team that has MORE THAN SIX flags (or count the number of flags in the fr of the base with the most people on the team).

 

 

i literally watched FOUR idiots hop from one team to the other literally every time a base changed hands in a 15v15 yesterday.

the only reason that people RQ is because of idiots hopping.

get rid of this useless 'evener', and block idiots from abusing things like they always have and always will.

 

 

 

.

Edited by Cheese
Posted (edited)

simply put:

 

evener sucks, kills the population, and crashes the zone, throw it in the trash

youre probably using the 'freq manager', dont use that, write a flag counter and block everyone hopping to the winning team

 

 

two things to do, not that hard

 

 

 

 

.

Edited by Cheese
Posted

because there are 12 flags it seems that whoever has more flags seems to be at an advantage, but is that really true?

the team with 11 flags has an advantage over the team with 1 flag?

Not really - if the base is taken, it's taken - all flags will be assumed.

The only chance risen for the team with higher amt of flags is the chance of doublekilling out of base w/ flags, in any case will happen regardless of attacking freq proportion.

 

this is not a proper solution. 'flags in possession' is not a significant method of identifying the freq with the advantage.

Posted

Right now, there's a team enforcer that prevents anyone from joining a team with all of the flags. At the same time, the exp balancer lifts its balance requirements when one team has all of the flags. This was done because of the constant complaining that only one or two spectators (depending on their exp) could join a game being won.

 

I'm going to ignore you, cheese, since it's clear you haven't read this thread or played in the zone. No one can hop to the winning team. That's the problem being described in the original post.

Posted (edited)

this is not a proper solution. 'flags in possession' is not a significant method of identifying the freq with the advantage.

 

because there are 12 flags it seems that whoever has more flags seems to be at an advantage, but is that really true?

 

it's clear you haven't read this thread or played in the zone

 

you can ignore me, but denial will not make the problem go away, and will only delay the solution.

by the way, i can not recall the last time i saw you even in a ship, so i wouldnt resort to namecalling...

 

 

 

ps:

all 12 flags are owned by one team less than 5% of the time

 

 

 

.

Edited by Cheese
Posted

To even the teams, I would suggest a system that has worked in other zones. When the teams become unbalanced, the bot picks somebody on the larger team and puts them on the smaller team.

 

To target the hoppers, track or limit the number of times somebody changes teams.

 

 

Personally, I hate it when people rage staff for this. They are only resorting to such drastic measures because hopping is such a problem.

Posted
youre probably using the 'freq manager', dont use that, write a flag counter and block everyone hopping to the winning team

 

Up until noon today, this was already implemented in the zone. That's what's causing the problem the original post is talking about. The problem is that players CANT switch to the winning team, which makes the teams vastly unfair, with no chance of reconciliation.

 

That's why I'm belittling you. You're calling me senseless for not doing something that I already did (which caused problems). I may not play the zone, but at least I try to understand what people are saying.

 

EDIT: I'd write a module to swap players, but I'd fear a badly written one would be worse than none at all. I don't have the time at the moment to write a good one. If someone volunteers a good one that works with the current balancing system, I'd be happy to use it.

Posted
Just make it so players on the other team can't join the winning freq if they lose, but people who just entered the zone or got in a ship or just now joined a flag freq, can join the winning freq. That way the losers can't hop, and you can still gain players on the winning team. I know it's not completely fool proof, but it's better than what we have now. I'll write the module in python if you're too lazy to change it.
  • 2 weeks later...
Posted (edited)

you would have to protect from players reconnecting as well. freq "memory" would work well in that - if you were on the winning freq for 90% of time or 2 minutes ago for 80% flagging time etc. you would be placed on that freq

Incoming players could then fall victim to the base player evening system (exp based) without consequence.

 

now each freq has its set people who cannot join the other team. if they d/c, they'll be put on their correct freq on return. Teams won't become uneven because players can't join a certain freq. But what if losing freq 0 ragequits after flagloss, teams are 12v20. Would incoming players be enough to even it? Though no players probably want to join the losing team anyway, they can't in order to even it. And what about speccers? If a player played for 30 seconds 15 minutes ago at start of flag game, are they still stuck to that freq? percentage might work there. a resetfreq item option, resets your loyalty to any freq, free to join.

ideas

Edited by Sound
Posted
just dump all freq modules except the ?flag one, you never want an uneven flag game, and thats what the module does. if one team has all flags, and people start joining the 10v10 flag game, then the losing team will be at 20v10, and take over the base. this will then result in a 20v10 winning team.
Posted

When the last flag is picked up but before locking the freq, get the other team's total exp. Sort the winning team's players in lowest-exp-first order, and switch players to the other freq until their losing team's exp is higher.

 

This will ensure that you have a small vet defending team vs. attackers who have the advantage of numbers, which is what people want when they're asking for privs again.

 

If you don't like that sorting, reverse it and move vets over. If you don't like biasing it at all, just move random people over until the other freq is balanced.

Posted

I think any solution involving random switching of players will cause unrest. They were the most influential member in their perspective, and they need to fight for the other team and drop the progress they've made just to be on the losing freq? ragequit.

 

The problem isn't directly after the flag pickup. The problem is when players take advantage of moment when the freqs do lock, and make a massive freq with the unlocked freq.

 

Which means locking for hopping players = good. Locking for entering players = bad.

 

If the freqs are not locked to entering players, each team will grow at the same rate and stay even (exp evener still in place).

And if they are locked for hopping players, well, players can't hop to the winning team.

 

Ragequitting will always take out a good chunk of a freq, but this way afterwards it won't make the unlocked freq Hulk.

Posted

The only other thing you could do is lock the spec freq when you lock all the other freqs.

 

I think the real problem is the jp calculation which doesn't seem to make sense. If there was a bigger reward for the smaller freq holding out you'd have less hopping. Right now people just try to get on the winning team because it doesn't seem to make much jackpot difference if you win against a larger freq.

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