Author Topic: ONE world against two arenas  (Read 2871 times)

Offline Dadsguns

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Re: ONE world against two arenas
« Reply #60 on: February 15, 2011, 10:12:25 AM »
3. horde busting. whether its localized ENY, tying the town down percentage to the number of attackers inside the radar circle or some other means the horde must be penalized, or just flat busted. A new guy might like to hide in a horde for saftey, but in the long run it's not going to help him get better at the game. Like the stall limiter, while it helps a newb fly with out the frustration of stalls and such, it's the first thing EVERYONE tells a newb to turn off! The same goes for the the guy hiding in the horde. If he sucks at hitting a target with his bomb he will continue to suck because there really isn't a reason to get better as his 25 buddies has his back.

The game has allowed this to get out of control, let me be clear: I am not talking about just the players deciding to group up and attack a base, that necessarily is not the problem, nor running missions is not the problem, nor running NOE missions is NOT the problem......  

The problem stems from when the game allows the attacking side to have as much as 30,40,50+ players on its side before ENY kicks in or has little effect to attack with, while the defending side just has no chance to defend against that type of horde and as of late is the more common type of scenario you see.  

When one side is so lopsided by as much as 50+ players the side with that much of an advantage can afford to move around these players to basically steam roll bases at will and still have plenty to defend from any attack the other two sides can muster.  
So in effect what you see is just a massive horde that is created on one side which by attrition alone can dictate the map at will.  Fix that, you solve alot of problems.

Keep in mind, if you have 1 arena with a large amount of players in it, this numerical disparity only increases and will be more severe than it is now if this is not addressed.

"FOR THE HORDE!!"
« Last Edit: February 15, 2011, 11:31:21 AM by Dadsguns »


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Offline Vinkman

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Re: ONE world against two arenas
« Reply #61 on: February 15, 2011, 12:57:09 PM »

I'm still confused about the big map small map argument. On a big map, 90% of the map had no one in it. Doesn't that make all that empty space in essence the "other" map? If you don't like flying in a horde, go to the empty spot and use it like it's the other map.

Of all the things people complain about, vulching, picking, etc... Hoarding is the ONLY one that can be 100% avoided. Hordes are easy to see on the map before you up. If there is a horde area on a big map, just avoid it. Why is a whole other arena needed?

Even small maps have 150 person caps on them. Who many is a horde? 20, 30?  The small maps all have hordes too.  AvA has 20 poeple in it, and guess what? They're split between the two closest bases having a furball.

Arena size doesn't seem to be a factor in hording. It may affect the size of the horde, but that's irrelevant for anti-horders because they are avoiding the horde regardless, right? And avoiding a horde is as easy as looking at the map before you take off.

Is the thought that the arena caps will keep all fights to 5 v 5? We know it doesn't right? As soon as there is a dar-bar showing 3 or 4 uppers, everyone flocks the area where the action is and the horde forms over a short amount of time.

Hording and split arenas don;t seem related to me.
Who is John Galt?

Offline TheDudeDVant

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Re: ONE world against two arenas
« Reply #62 on: February 15, 2011, 07:16:07 PM »
I'm still confused about the big map small map argument. On a big map, 90% of the map had no one in it. Doesn't that make all that empty space in essence the "other" map? If you don't like flying in a horde, go to the empty spot and use it like it's the other map.

this^   :aok

Offline AWwrgwy

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Re: ONE world against two arenas
« Reply #63 on: February 15, 2011, 11:05:06 PM »
How about:


Our current plan is to create bigger terrains with 4 times as many bases.
Fields still remain the same distance apart, but it greatly increases the length of the front line.
This is why you have seen the max number of bases increased, and the changing of the map on the patch 2 versions ago, it was to optimize for larger terrains. Our current game plan is to create new terrains as soon as 1.09 stablizes.


HiTech

severly edited, and old.



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