Author Topic: Defining bad game-play  (Read 25379 times)

Offline LYNX

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Re: Defining bad game-play
« Reply #465 on: April 24, 2009, 11:31:05 AM »
Some one said that ENY killed RJO. Now I find that funny. Because if Bish's ENY is high they simply use a higher ENY plane to get the job done.

It was me that said it.  You had to be there to see it.  A little before your time I expect.  Reset was knocking 1 side down to 3 bases.  RJO's were multi winged high alt bombers and escorts.  Jabo / fighter squads.  Often they would take strats / field strats out across an entire front.  Remember there were only 2 barracks 2 ammos 2 fuels per any size field then.  Oh not forgetting 25% fuel porkage and 2/3 less field acks with no lgay7's and the like.  To top that of the Rooks would have as many if not more players than the other 2 sides put together.  90 % of those players would be hitting the Bish more often than not.  I was Bish back then and Cooley367th and I would pork rook fronts 30 min prior to RJO's so they would go after the Knights instead or have to run multi supplies.

When ENY was introduced they weren't bombing the crap out of us in TBM's and Bostons.  They weren't killing our 25% fuel porkers or B17's, in their Hurri 1's and D3a's and without fuel they could not advance......funny that.

Gawd bless the mighty Bish  :rolleyes:

 
« Last Edit: April 24, 2009, 12:15:35 PM by LYNX »

Offline The Fugitive

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Re: Defining bad game-play
« Reply #466 on: April 24, 2009, 11:34:51 AM »

And what we are trying to tell you is that you are wrong. 
These are things that YOU find to be lame.  You are saying that this is the standard by your accounts.
I can agree with some of them being lame, but not all of them.
Someone else will also disagree with some of them and be completely different from our perceptions. 

Is this the official results of a consensus from the community, no, its your opinion of what lame play is.

No "my" list is not an official list by any means, but it is a short list of things I have been hearing people complain about, both here and in the game. I'm not trying to put words into HT's mouth here, but I don't think anything on the list might be stuff he envisioned when he build the game.

Yes there is a "grey area" with this list, like all other things.

    * HO- #1 move all new players, because its the easyest to do. Teaching the new player BCM and ACMs will get them away from it. In the old days you new guys train out of it. Then 30% you got HOed, today 95% of the time you get HOed.
    * dive bombing lancs or any heavy bomber- If you want to dive bomb use on designed for it, but if its got a bombsite, shouldn't you use it? Never saw it in the old days.
    * running NOEs with 12 110s, 4 goons, and a half dozen or so NIKs- Waste of resourses, and kills the fun for the opposing side, really doesn't enhance the fun on the team doing the run either. NOE does have it place, but not as a country wide mission.Yes we had them in the old days, but there forces were much smaller.
    * spawn camping- Again, new guys first thought. The point however of a spawn is to cut down the drive time between bases, not as a chum spot for easy kills. Yes they had it in the old days, but I also remember them sitting much farther back, to day there are so many fighting for the spawner "first" that a single bomb can kill a couple of them.
    * being the 6th guy in on a single bad guy- The only time I can see this is if the one guy is after your goon, but even then those NOT closing should peel off so as to avoid a kill shooter situation.
    * suicide dive bombers- The is strait out of FPS game style. Rinse and repeat mentality. In the old days you were embarrassed "lawn darting" and were teased by everyone, friend and foe alike. You learned to get better and tried to stay alive to help the fight AFTER you dropped your bombs
    * bringing a CV close enough to dry spawn- This one is pretty new, maybe is a glitch that popped up in the more recent maps, but its lame all the same. The intent was to "launch" LVTs from your ship, not to drop the LVT's on shore.
    * hiding captured CVs- The only reason I could see for this to happen was if you lost the port, then you would like to hide the CV from those who had captured its home port. Personally I look at it as a tool for game play, so use it. It happened in the old days too, but not as ramrant as it happens now. Maybe its because with the bigger maps we have more CVs so you just see the instance show more often.

The only "real" list you could go by would be one posted by HTC. I don't think you'll ever see that tho. HTC seems to "let the boys play" untill things get out of hand then he comes in with his big stick  :D Also as stated by someone earlier only a small percentage of people visit the boards so again you will be getting the same people who have been discussing this stuff over and over. I'm game to keep with it tho, so everyone join in !

Offline moot

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Re: Defining bad game-play
« Reply #467 on: April 24, 2009, 11:37:11 AM »
I agree, that would be the next step. 
Identifying what one would consider to be lame is a start.  No explanation needed at this time.  ...
I don't see how bad gameplay is a democratic arbitrary.
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Offline Dadsguns

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Re: Defining bad game-play
« Reply #468 on: April 24, 2009, 11:48:49 AM »
I don't see how bad gameplay is a democratic arbitrary.

This is by no means a way to dictate to anyone including HTC of what it is. 
Its a way for "we the community" to identify with and help sort out amongst ourselves of what is and is not lame and hopefully live by some sort of "code of conduct".
For the most part many things identified will not be contested, some will.  Being constructive is the idea.
 
Choosing to do so, well thats on the end user.  But at least we have a basis or something to agree on to determine if the act or practice in question is lame or not.


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Offline Masherbrum

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Re: Defining bad game-play
« Reply #469 on: April 24, 2009, 12:03:05 PM »
Some one said that ENY killed RJO. Now I find that funny. Because if Bish's ENY is high they simply use a higher ENY plane to get the job done.

How I play, oh yeah my 15 bucks part. I like lone wolfing it. Anyone who really knows me will back me up. I like it when it's quiet and when all I think about is the next ACM, the attack, how I imagine it's going to unfold, and of course the what ifs. I think about the limits of my plane, the set up of my controls, my speed, and maybe I can learn something new or perhaps become a better shot.

On the other hand missions are fun and winning the map is a fun, triumphant moment.

Ironically, I have been criticized for both and sometimes from my own squad.

Actually, ENY was based on gripes from the RJO's.   
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Offline moot

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Re: Defining bad game-play
« Reply #470 on: April 24, 2009, 12:13:03 PM »
This is by no means a way to dictate to anyone including HTC of what it is. 
Its a way for "we the community" to identify with and help sort out amongst ourselves of what is and is not lame and hopefully live by some sort of "code of conduct".
For the most part many things identified will not be contested, some will.  Being constructive is the idea.
 
Choosing to do so, well thats on the end user.  But at least we have a basis or something to agree on to determine if the act or practice in question is lame or not.
I'd be game if I hadn't seen your complete lack of lucidity in the collision model disussions.  
I'd rather discuss how to improve players.  Debate the finer points of tactics and strategy.  I'll let others get the ball rolling on this magic one-size-fits-all commandments and point out where it's wrong.  In the end it'll be back to the real principles at work rather than endlessly nit pick at specific instances.
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Offline Getback

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Re: Defining bad game-play
« Reply #471 on: April 24, 2009, 12:33:10 PM »
It was me that said it.  You had to be there to see it.  A little before your time I expect.  Reset was knocking 1 side down to 3 bases.  RJO's were multi winged high alt bombers and escorts.  Jabo / fighter squads.  Often they would take strats / field strats out across an entire front.  Remember there were only 2 barracks 2 ammos 2 fuels per any size field then.  Oh not forgetting 25% fuel porkage and 2/3 less field acks with no lgay7's and the like.  To top that of the Rooks would have as many if not more players than the other 2 sides put together.  90 % of those players would be hitting the Bish more often than not.  I was Bish back then and Cooley367th and I would pork rook fronts 30 min prior to RJO's so they would go after the Knights instead or have to run multi supplies.

When ENY was introduced they weren't bombing the crap out of us in TBM's and Bostons.  They weren't killing our 25% fuel porkers or B17's, in their Hurri 1's and D3a's and without fuel they could not advance......funny that.

Gawd bless the mighty Bish  :rolleyes:

 

I was there. Know who started it and some big players in the RJO like Drone when Airmegeddon was in force. I remember all of that. I mean it probably caused everything you named. I know one time a group went around and killed every single barrack of the opposing sides when each base on a small map only had 2 barracks. From what I understand Hitech stepped in on that one.

Bish have changed since those days considerably. I went to bish for a while in those days and about puked. They were awful. Not that way these days. They have some excellent fighters and superior mission planners. More importantly, they have some hard nosed players. I admire that more than anything.

Still you have to admit they seem to be a bit more resilient these days. That's mho.

Now when I return I'm going to come back as Rook and disregard winning the war for a while. I want to lone wolf it for a bit. Then I'm going to look up my buds Warloc, Jed, and gus.

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Offline Dadsguns

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Re: Defining bad game-play
« Reply #472 on: April 24, 2009, 12:44:04 PM »
I want to lone wolf it for a bit.

Stop by some time, I would like to drive a sector or two with you again.....   :lol

 :salute

Moot, your entitled to your opinion. 
« Last Edit: April 24, 2009, 12:50:35 PM by Dadsguns »


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Offline A8TOOL

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Re: Defining bad game-play
« Reply #473 on: April 24, 2009, 01:04:11 PM »
How do you unsubscribe to a thread?  Not to be disrespectful but I thought that was something you could do.

Offline Getback

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Re: Defining bad game-play
« Reply #474 on: April 24, 2009, 01:05:28 PM »
Stop by some time, I would like to drive a sector or two with you again.....   :lol

 :salute

Moot, your entitled to your opinion. 

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Offline moot

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Re: Defining bad game-play
« Reply #475 on: April 24, 2009, 01:08:26 PM »
Stop by some time, I would like to drive a sector or two with you again.....   :lol

 :salute

Moot, your entitled to your opinion. 
I never thought of that..

You can debate some specific instances, but in the end it'll come back to the fundamental principles at the source of those instances. Call me back when you get there.


How do you unsubscribe to a thread?  Not to be disrespectful but I thought that was something you could do.
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Offline 1Boner

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Re: Defining bad game-play
« Reply #476 on: April 24, 2009, 01:41:46 PM »
 
I'd rather discuss how to improve players.


What if I don't want to be "improved"!! ;)

Are you guys looking to create "stepford" players??

Now you're startin to scare me. :uhoh
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Offline moot

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Re: Defining bad game-play
« Reply #477 on: April 24, 2009, 01:43:50 PM »
If you don't want to be improved, you probably are past the stage where you need help to be able to play the game as you wish to.
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Offline SkyRock

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Re: Defining bad game-play
« Reply #478 on: April 24, 2009, 02:27:15 PM »

What if I don't want to be "improved"!! ;)

Are you guys looking to create "stepford" players??

Now you're startin to scare me. :uhoh
the horde creates stepford players....we just want a decent fight in a game about fighting....

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Offline Hap

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Re: Defining bad game-play
« Reply #479 on: April 24, 2009, 02:31:14 PM »
The simple fact is that the fun in this game is from playing it... The same way it's more fun to play soccer when you're able to hit the ball where you mean to or have the stamina to play longer.

I agree Moot!  

I wish AH had a characteristic that many games share a winner.  I doubt we'll ever see "winning" as a part of AH.  I'm not talking theoretically either.  Will resets still occur?  Surely.

In some games, "ties" occur when time runs out.  Or in cardgames, first one to 1,000 pts wins.  

There was always an arcade aspect to AH.  But no near as fleshed out and fully devolped as we see today.  

Oh well, if I were HTC, I might very well say "yes" to what we have today.  I assume it's much more profitable than it used to be.