All times are UTC




Post new topic Reply to topic  [ 9 posts ] 
Author Message
 Post subject: Draw command improvement
PostPosted: Thu Jul 23, 2009 6:01 am 
Offline
Power User

Joined: Sat Mar 29, 2008 2:44 pm
Posts: 1365
link to the original post
Google translate

sol00:

Although there is a command -draw, but what if someone's computer were lag so much so he couldn't even type -draw, what if someone had a super good computer and others didn't, what if someone agreed but not all players.

I strongly recommend that we add -draw command with a certain amount of time. If this round is not ended after the setting, so game is ended draw automatically.

Because in late game there is no strategy anymore. What players do is spaming more high tier units and air units and building special buildings when enough wood. there is totally no needs to think, so it is better ended draw.

_________________
One Vision, One Purpose!


Top
 Profile  
 
 Post subject: Re: Draw command improvement
PostPosted: Thu Jul 23, 2009 6:04 am 
Offline
Power User

Joined: Sat Mar 29, 2008 2:44 pm
Posts: 1365
I think this should be default setting if we have such command. and a 25 to 30 minutes limit is needed. We may start in -draw30 and see what people think then adjust time later.

_________________
One Vision, One Purpose!


Top
 Profile  
 
 Post subject: Re: Draw command improvement
PostPosted: Thu Jul 23, 2009 12:12 pm 
Offline
Power User
User avatar

Joined: Thu Aug 09, 2007 11:17 pm
Posts: 541
Lol, soory but did u think about the consequence?

I already see those games where u push and win, but 1 sec before u take down enemy castle autodraw finishes the round.

Better think of a solution to find a clar advantage and decide the game.


Top
 Profile  
 
 Post subject: Re: Draw command improvement
PostPosted: Thu Jul 23, 2009 12:28 pm 
Offline
Power User

Joined: Sat Mar 29, 2008 2:44 pm
Posts: 1365
First, I don't think draw is a bad ending. Why a strategy game doesn't allow draw? If you play chess a lot, you'll see more draw than win and lose. yet I have seen more games in CF should end in draw but in fact they were not.

Try this replay shall we?

If there is a way to solve this kind of late game problem, we should have it earlier from CF ever exists. BUT NO ONE HAS A GOOD ANSWER. so we have to force it stop before the game goes to late game level.

If you have a better way, you can just show your design. :mrgreen:

_________________
One Vision, One Purpose!


Top
 Profile  
 
 Post subject: Re: Draw command improvement
PostPosted: Thu Jul 23, 2009 12:47 pm 
Offline
Power User

Joined: Sat Mar 29, 2008 2:44 pm
Posts: 1365
I do remember there is a better idea. For an amount of time the round will be ended, and game will calculator "Scores" after each round to decide win or lose if the game doesn't end normally by destroy other's castle.

However, this "Score" system doesn't exist. or say, we don't know how to design it yet.

_________________
One Vision, One Purpose!


Top
 Profile  
 
 Post subject: Re: Draw command improvement
PostPosted: Fri Jul 24, 2009 6:46 pm 
Offline
Power User
User avatar

Joined: Thu Jul 05, 2007 5:10 pm
Posts: 688
a score system should work, but I think it feels kinda inpersonal if you get what I mean.
alot of other games have a deadmatch type thing
In castle fight this could mean: All strikes are removed from the round and converted into gold
Income is removed from the round
every minute 20% of both teams their buildings are removed

_________________
Image
Stothex wrote:
Adamant Golem is mega imbalanced


Top
 Profile  
 
 Post subject: Re: Draw command improvement
PostPosted: Fri Jul 24, 2009 10:05 pm 
Offline
Power User
User avatar

Joined: Thu Aug 09, 2007 11:17 pm
Posts: 541
LOL nice idea, but i would suggest just to Disable all buildings and let decide the ramaining units.


Top
 Profile  
 
 Post subject: Re: Draw command improvement
PostPosted: Sat Jul 25, 2009 5:09 am 
Offline
Power User

Joined: Sat Mar 29, 2008 2:44 pm
Posts: 1365
@FlorWarrior

I feel CF is fun from 80 seconds to about 20 minutes. CF's starting is just boring and after 20 minutes there is usually repeat process that can be considered as spam.

If we can't find a way to improve game experience, and starting waiting can't avoid, we still can avoid late game. Even it is impersonal, it is still better than most players will start to feel boring. Also they may still need to enter -draw before system crashed.

Most of your thoughts are good, except "every minute 20% of both teams their buildings are removed".

How do we decide the remove order? randomly?

@Keylan

That is good too. But we need to know it is possible or not. I don't know if it is possible to disable some legendary buildings, OoL, undead tower or coral statue. Most of those buildings have skill that works passively.

====

I just thought other points why we need this command.

If we can set every round is always ended in a certain amount of time. We will have better over all control of balancing. Because the total incomes will be measured (or calculated) more accurate than before we had no time limits.

Every game stage will be clear defined like early game is 0 to 10 minutes, middle game is 10 to 20 minutes, late game is 20 to 30 minutes. This helps a lot to set roles on every unit.

In other words, early game units won't lose what's their roles and late game units won't dominate the whole game and they all have to face time limits.

If players are losing, there is still a point to fight until draw. They won't give up their hope and will make more efforts on it.

_________________
One Vision, One Purpose!


Top
 Profile  
 
 Post subject: Re: Draw command improvement
PostPosted: Sat Jul 24, 2010 11:12 pm 
Offline
New User

Joined: Sat Jul 24, 2010 1:02 pm
Posts: 2
I like the idea of destroying 100% of the buildings and letting the remaining units fight it out. Last one to have units wins. I once broke a late game stalemate by turning off all my buildings until units were responding again and then I spammed choppers :P.

Two problems might be:
- A team relying on obelisks of light or other attack buildings will probably lose, because they lose more of their attack power (IMHO not such a big problem because I never like those buildings, especially when spammed).
- When it is already so full that it's lagging, it may still take a whole while before the last units dies and during that battle there is not much for a player to do, other than maybe buying or using items. I wonder how long it would take to play out though, maybe not that long at all. There are usually still a lot of units dieing during spamming, just more are spawning. I would have to test whether it really takes that long....


You could also enable nukes after 30 minutes :D


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 9 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group