

Rats Off To Ya
#1
Posted 21 April 2015 - 05:54 PM
This might be the worst implementation of RNG I've ever seen in a video game, and I play a lot of castlevania.
#2
Posted 22 April 2015 - 01:11 PM

Sick reference.
None the less, random attack/counter-attack is better than the "first to queue" system. It was wholly unfair to a faction that could field 1 less 12-mans than the other faction.
#3
Posted 22 April 2015 - 03:40 PM
Maxwell Albritten, on 22 April 2015 - 01:11 PM, said:

Sick reference.
None the less, random attack/counter-attack is better than the "first to queue" system. It was wholly unfair to a faction that could field 1 less 12-mans than the other faction.
it's not better at all, because now you waste huge amounts of time ghostdropping without even the benefit of a tick on the planet. What's the point of ghost dropping on defense? so you spend 20 minutes on that, then drop again and again it's ghost drop defense, until you want to die. then you quit the game forever and now whoever is still playing is that much more likely to ghost drop.
I'm just some forum troll but maybe it's not a good idea to add game modes whose only purpose is to make people stop playing your videogame.
#4
Posted 22 April 2015 - 04:24 PM
YCSLiesmith, on 22 April 2015 - 03:40 PM, said:
I'm just some forum troll but maybe it's not a good idea to add game modes whose only purpose is to make people stop playing your videogame.
Ah, I was misinformed then. I was under the impression that ghost drops would still be attacks. Then yes, that specifically needs to be fixed. I thought the complaint was about just not always getting attacks when queued first.
Edited by Maxwell Albritten, 22 April 2015 - 04:32 PM.
#5
Posted 22 April 2015 - 04:30 PM
So I agree with the "Game mode that makes you want to stop playing the game".
Biggest waste of time I've ever tried. We don't even have a chance. I want to see the devs playing CW on the side of the clans for one week. I want it to be uncensored footage.
#6
Posted 22 April 2015 - 06:40 PM
#7
Posted 23 April 2015 - 06:43 AM
My only actual hope is that this is a total hack (well, it is that, let me finish) for the purpose of this weekend to keep people playing a variety of drop types no matter what the whacky populations that will surely occur, and after Tukayyid, it'll be instantly removed.
It's made this week in CW "worst week ever," but again, I hold out hope it's just a shim for Tukayyid weekend...
#8
Posted 26 April 2015 - 07:28 AM
0phialacria, on 22 April 2015 - 04:30 PM, said:
So I agree with the "Game mode that makes you want to stop playing the game".
Biggest waste of time I've ever tried. We don't even have a chance. I want to see the devs playing CW on the side of the clans for one week. I want it to be uncensored footage.
Your tears, they taste like stupid.
#9
Posted 01 May 2015 - 09:56 PM
#10
Posted 01 May 2015 - 10:03 PM
#11
Posted 03 May 2015 - 08:16 AM
#12
Posted 03 May 2015 - 09:33 AM
Scoops Kerensky, on 03 May 2015 - 08:16 AM, said:
I think a better solution would be to just give the winning a team a tick when they hold a territory. That way winning a hold territory game is actually meaningful.
#13
Posted 03 May 2015 - 10:51 AM
Stormthorn, on 03 May 2015 - 09:33 AM, said:
I think a better solution would be to just give the winning a team a tick when they hold a territory. That way winning a hold territory game is actually meaningful.
What it should do is not decide the game mode until either a match is made or a ghost drop happens. Match of teams is made? Let RNG decided if it's counter-attack or reg. attack. Ghost Drop? Regular attack.
#14
Posted 03 May 2015 - 12:26 PM
Maxwell Albritten, on 03 May 2015 - 10:51 AM, said:
That is a good alternative as well.
#15
Posted 03 May 2015 - 02:10 PM
Maxwell Albritten, on 03 May 2015 - 10:51 AM, said:
This still results in victories that do absolutely nothing to change ownership of the planet and feel like a waste of time, except instead of avoiding that by queueing up quickly you just have to resign yourself to a coinflip. It's precisely the same thing we have now without the ghost drops that don't earn ticks, and that's not a good system.
If I win a match, I win a node. That's mechanically sound and makes complete and total sense. I don't understand the aversion to this train of thought. Are you afraid of losing a node because you lost a match? Then don't lose.
#16
Posted 06 May 2015 - 02:21 AM
Edited by Richter Kerensky, 06 May 2015 - 02:22 AM.
#17
Posted 06 May 2015 - 06:18 PM
Richter Kerensky, on 06 May 2015 - 02:21 AM, said:
I like Richter's point.
#18
Posted 06 May 2015 - 11:21 PM
Richter Kerensky, on 06 May 2015 - 02:21 AM, said:
The best part is with this solution, is that PGI could still use their silly system because a defensive win would take a node...So it wouldn't matter whether you were on attack/defense, the winner would always get a node.
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