#Perhaps it's time to move the game in a way that is innovative, and bold.

1 messages · Page 1 of 1 (latest)

ivory summit
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I really think now is the time for us to take drastic measures. Sounds crazy you may ask, but the problems we've been facing for years and years are getting solved one by one (of course, we may get new bugs later on, but that is basically the life cycle of how software development works really).

After @slender roost mentioned, the summary is basically this:

  • anyone who is connected to the chat server counts towards to the AO system, so if you're not playing the game but active on the screen, you are counted by the AO system
  • at the moment, AFK mechanism only counts towards to the balanced capture timers.
  • AFK mechanism is being considered for the no-AO system. it has been discussed that once you're AFK for 30+ mins straight being on the screen, you will not be counted by the AO system. not integrated yet, xoom is trying not to over-engineer for the health of WW2OL
  • all balancing mechanisms are based on chat server pop balance

That being said, how do we keep moving the game to the right direction?

  • **no-AO system should have less than 10 players on either side. **
    I know this sounds and looks harsh... But if you think about it, low pops move map a lot, which means either side will turtle knowing that they'll gain towns in low pops, where little to no resistance occurs. This is where we keep hearing the term "turtle" as it essentially means effectively blocking opponents from attacking, as well as avoiding attacks while they can, and basically force opponents to make mistakes knowing that those fatal mistakes will help them to win at the cost of attacking. On paper, this looks wonderful, but in practice, not so much as it actually hurts the game. @dusk terrace can elaborate on this.
  • **work on spawncamping, this includes MS, depots and AB barracks, so that attacking in high pops will be more satisfying. **
    A side that is UP (let's say 10vs30) will also have fun because they do not have to worry about getting spawncamped all the time, when they can just get out and do whatever they need to do to be able to defend/attack. Ideas for this could be: more spawn points, invisible unless you shoot and/or get out of the invisible zone, give protection to players who spawn until they get out of the spawnable zone, create more defensible spawn areas so that it's harder to spawncamp them, etc.
  • develop new assets or use current assets for CPs, depots and AB barracks.
    Aim for at least 5 assets for each, so that it makes things less predictable and will bring more variations to the gameplay, enhancing player experience. This will make spawncamping a bit harder to use. @boreal hamlet can elaborate on this.
  • AB walls need to be destroyed.
    How many CE charges to take them down, how many bombs, etc. is entirely up to CRS, but the purpose of this is to allow attackers have a better chance infiltrating into the AB. Defending is a lot easier in high pops, and as such, destroying AB walls are another good way of making sure that defenders have to properly position themselves, or they'll be vulnerable to getting killed/destroyed. How many times we've seen tanks parking in AB walls? A lot, and that's awful, and does ruin the gameplay especially for attackers trying to make a move but unable due to ETs being almost indestructible.

All of this means you can easily tweak side lock/spawn queue to a degree so that extreme imbalances would not occur. I'm a firm believer in maintaining 2:1 pops, but anything that exceeds 3:1 should be avoided at cost and that's where side lock/spawn queue play a big role in this.

dusk terrace
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If the under pop side has at least 10; and there is more than a 3x pop ratio, I'd be in favor of some limits; (maybe, have to think about this)

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But, for the most part, if we stop the low pop rolls; let the rest of time be free of all penalties (i.e. when both sides have good pop)

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no SD, no side delay, no cap timer stuff

dusky galleon
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i was going to put a feedback about this and saw this one.
for me no ao until a lot of people are on would say 15 each side but number is just an idea.

what I would add is this:

new goals to fight when caps are down!

bring ideas of what we can fight for, new stuf.
just spam ideas.

ivory summit
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@untold oracle's suggestions:

Just a few thoughts/changes that might be good to see

  1. Make RDP bombing relevant again
  • Maybe the max one side or the other can be behind in a tier is 72 hours that way there is some incentive
  1. Reduce the supply of all Garrisons, Brigades, and Divisions
  • Maybe 30-40% for Garrisons and 25% for Brigades and Divisions
  1. Eliminate the ability to use backlines
  • If you need supply then do a Fallback and get your rear FBs up and active
  1. Address the HC mobile spawn
  • Put a limit (15 or so) on the number it can spawn and make it a consumable where it can only be deployed 1 time
ivory summit