Other > General Game Discussion
TC in the next session
T-888:
--- Quote from: Nice_Boat on October 06, 2011, 10:50:17 PM ---You're being aggressive for no reason. Small PvP (let's say below 10v10) is more demanding in terms of skill than swarm battles which are too often resolved on IRC even before they start.Small scale PvP gives you more action due to simpler logistics etc. so arguably you get more bang for your buck. Besides, I never said large scale PvP is not enjoyable (heck, NA vs DA was fun while it lasted), but it involves a lot of waiting and when the numbers are close the luck factor is just too large.
--- End quote ---
Small scale pvp is no way more skill demanding than large scale , the same principles apply in large scale pvp , i have had a lot pvp since i started to play this game and i can say this by observation , i can make mistakes in small scale pvp and get away with them not get vaporized in a second due to a simple fact that i face less opponents and my mistakes are not so costly as in large scale pvp.
In big battles , just one mistake , just one bad decision where are you standing , gonna stand , run or shoot every single bit counts whether you survive and it is more intensive due to less chance of survival as an individual not as a team if i think about it it's almost the same. I have experienced this many times , the difference itself.
--- Quote from: Nice_Boat on October 06, 2011, 10:50:17 PM ---Anyone with some experience will tell you just that. And in terms of skill... well, my gang totally dominated the wastes back in 2009 which led to the first large alliance and I was in the team that won the Ares tournament (didn't see you around back then, lol) and I've been playing PvP with just a few months of break since then, so I'm pretty sure I know what I'm talking about when I mention "skill". You're free to think otherwise, but you're going to sound funny when you put it like that.
--- End quote ---
That was in 2009 each season pvp changes in this server , different principles apply.
--- Quote from: Kilgore on October 06, 2011, 10:52:29 PM ---Yawn.
Dear T-888, unfortunately it seems that you have never seen any other TC setting (there were several of them) so all your smartness isn't based on anything else than current TC setting. Speaking about leaving powerbuild guarding the town, haha, are you able to handle playing 2 powerbuilds simultaneously without getting killed every fucking time? I doubt it, to be honest I saw such action only once and it was still far from being effective enough.
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You didn't get the point , you leave a powerbuild in the city just to control it and be ready to defend it when someone comes ASAP , you don't need to control 2 powerbuilds simultaneously , just one in case someone comes. Get it now ?
Well you are right i haven't experienced other tc settings , but it doesn't answer my argument.
--- Quote from: Kilgore on October 06, 2011, 10:52:29 PM ---If you played before, you would know that any possible pvp action happened always in the last few minutes of each TC window, not 2 hours, and it's based on gameplay experience from 3rd session and not mine or your imagination. Speaking about 2 hours of pure action is ridiculous for anyone who played more than one session.
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I think my idea is a bit different didn't point that out , for 2 hours you can take or retake the city countless times.
ehmm.... Yawn
btw my " smartness " is based on logic too not only some flat facts.
and i don't care how much you have played the game if i don't see any strong arguments from your side , you can change my mind if you actually tell me something other than " i have been here longer than you "
Nice_Boat:
--- Quote from: T-888 on October 06, 2011, 11:17:33 PM ---Small scale pvp is no way more skill demanding than large scale , the same principles apply in large scale pvp , i have had a lot pvp since i started to play this game and i can say this by observation , i can make mistakes in small scale pvp and get away with them not get vaporized in a second due to a simple fact that i face less opponents and my mistakes are not so costly as in large scale pvp.
In big battles , just one mistake , just one bad decision where are you standing , gonna stand , run or shoot every single bit counts whether you survive and it is more intensive due to less chance of survival as an individual not as a team if i think about it it's almost the same. I have experienced this many times , the difference itself.
--- End quote ---
In large scale PvP there are situations when you face odds that you can't overcome no matter how well you play. In small scale PvP when you die, it's entirely your fault. That's why I said small scale PvP demands more skill and allows for more tactical finesse (no matter how well the commander does his job, you can't maneuvre with 20 people as well as you can with 5). And if you say you can make mistakes in small scale PvP you obviously haven't seen too many well executed room takedowns or flanking moves. Combat used to be more lethal before all the damage nerfs, but it still is pretty hardcore even when you're fighting 2v2.
--- Quote from: T-888 on October 06, 2011, 11:17:33 PM ---That was in 2009 each season pvp changes in this server , different principles apply.
--- End quote ---
Not really, no. You still use the same techniques for movement and engagement you used back in 2009, the only "new" thing was the introduction of formations like sniper lines or BG lines which became necessary when you fought 20 vs 20, but that was way back in 2010. I'd say I still have way more experience than you - it's just a fact, nothing to get angry about. Besides how can you compare the current TC with what was in 2009 if you haven't even played back in 2009?
wreese2u:
Remove millita.
Domination mode.
As mazrum said, 15 - 30 minutes for reward.
Make more TC-able places.
Game is fun once more :)
T-888:
--- Quote from: Nice_Boat on October 06, 2011, 11:28:17 PM ---In large scale PvP there are situations when you face odds that you can't overcome no matter how well you play. In small scale PvP when you die, it's entirely your fault.
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If you face odds you can't overcome it is you made a mistake or the team made a mistake. In small scale pvp when you die it's entirely your fault and in big battles you make excuse " oh noes they were more than me " right ? I mean man your so wrong off the track.
--- Quote from: Nice_Boat on October 06, 2011, 11:28:17 PM --- That's why I said small scale PvP demands more skill and allows for more tactical finesse (no matter how well the commander does his job, you can't maneuvre with 20 people as well as you can with 5).
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It's actually a challenge to maneuver with 20 people as good as 5 people that's why it takes more skill , goddammit. I think you haven't played with msh.
--- Quote from: Nice_Boat on October 06, 2011, 11:28:17 PM ---And if you say you can make mistakes in small scale PvP you obviously haven't seen too many well executed room takedowns or flanking moves. Combat used to be more lethal before all the damage nerfs, but it still is pretty hardcore even when you're fighting 2v2.
--- End quote ---
I haven't seen what ? You know you haven't seen me 1 vs 4 guys , i'm basicly starting to talk like you. None of that is a viable argument.
--- Quote from: Nice_Boat on October 06, 2011, 11:28:17 PM ---Not really, no. You still use the same techniques for movement and engagement you used back in 2009, the only "new" thing was the introduction of formations like sniper lines or BG lines which became necessary when you fought 20 vs 20, but that was way back in 2010. I'd say I still have way more experience than you - it's just a fact, nothing to get angry about.
--- End quote ---
--- Quote from: Nice_Boat on October 06, 2011, 11:28:17 PM ---Combat used to be more lethal before all the damage nerfs, but it still is pretty hardcore even when you're fighting 2v2.
--- End quote ---
I quoted you to answer you. The same techniques for movement and engagement , the pvp was different overall people had a completly different experience , your are in denial with your own arguments man.
btw i watched some very old videos of pvp the whole pvp was so weird and allien to what it is now. I remember some screenshots of powerbuilds in 2009/2010 , like every build was some kind of tank , how can the same techniques apply ?
Still i don't see any strong arguments , don't care man how experienced you are then.
Johnnybravo:
--- Quote ---but it involves a lot of waiting
--- End quote ---
So go find another game. This is no "hurr durr I click you first, me better!!1!!" (no offense, but the combat itself is rather simple). There is much more possibilities with every new player included, if you can imagine only that the more they are, the better they can rush, it's a little sad. On contrary with just few people around it's more about random generator, regrouping from respawn, etc. Clearly artificial limitations and not "skill". Though would you really butcher the game combat system to make it faster? It's almost unique to have game where combat is based on positioning and not egos.
Anyway it's not just about the quality of optimal matchup. TC should more importantly think about server population. I don't think it's cool if every guy can get few friends and go TC, but it shouldn't just result in everyone working together to gain massive advantages.
I think that optimally there should be artificially balanced (somewhat helping to eliminate gear/manpower advantage) warzones yielding nice enough rewards, while Town controls being relatively long term and more social/minigame based. Taking over a town should then be result of long preparations and every one of them being memorable event. This should make sure that there is enough of ego action going on as well, because more people will use those warzones than attempt to TC. This should be good, if you ever want town control to play some social role. Though there should be some way to eliminate or reduce the profit from TC that would make rich richer.
Still, there is a need to discourage players from banding all together to completely outtake minorities from the system. This will probably work good by making several cities easier to take over, and more rewarding for "weaker" groups.
Right now if some small force gets Klamath, they either get facerolled by bored people, or they will lose it in matter of very few days - essentially killing any economic and social profit from the control.
I would really like to see the control being longer term status, and social part of it being more important than economic boost. But nothing to be achieved without other massive changes, as there is little to do than to kill or craft, and it's much more profitable to just kill everyone you can.
Remember this is just my opinion, so you might not agree with it. But just say, why would you really play just TC if there was more balanced and more complicated (like announced landmines and stuff), while also not killing of social part of the game, even though most of pvpers do not care about it anymore.
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