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by ManuKuma
25 Nov 2015, 01:11
Forum: General Discussion
Topic: Structuring PvP Matches
Replies: 8
Views: 2961

Re: Structuring PvP Matches

Current Issues - waiting times - unbalanced teams (after combining numbers and skill) - "stealing" a victory to easy - to simple and similar (most events are just "wait an cap a single point") - most of the time there is no real PvP match going on, at most a random meaningless s...
by ManuKuma
25 Nov 2015, 00:54
Forum: General Discussion
Topic: Default Clans?
Replies: 21
Views: 11736

Re: Default Clans?

I do not think that teamkilling would be rampant if you provide enough and direct opportunity to fight an opposing faction. After all even public servers for teambased shooter work well enough even when you are randomly assigned a team - its just a matter of opportunity to fight an real opponent and...
by ManuKuma
25 Nov 2015, 00:42
Forum: General Discussion
Topic: Weekly Discussion Topic: Why Do People Accept Weak Games if the Franchise is Familiar?
Replies: 7
Views: 5502

Re: Weekly Discussion Topic: Why Do People Accept Weak Games if the Franchise is Familiar?

I agree that marketing has an immense impact - and thus it is very common for the marketing budget to exceed the production budget. Another point is flashy gfx - it looks good -> it must be a good game. I buy most games out of curiosity or because I fancy the artstyle. In most MMOs I became a kind o...
by ManuKuma
14 Nov 2015, 12:32
Forum: General Discussion
Topic: Default Clans?
Replies: 21
Views: 11736

Re: Default Clans?

Its not a huge difference but makes more portions of the game immediately playable for solo players. - you create a basic layer of group-feeling and incentive to play nice inside the starter-settlements - you create a basic grouping to provide teams for team-pvp matches (e.g. captures) - you open so...
by ManuKuma
14 Nov 2015, 12:18
Forum: General Discussion
Topic: Quarterly rant - cohesiveness of loadouts
Replies: 12
Views: 7575

Re: Quarterly rant - cohesiveness of loadouts

ManuKuma wrote:I think that having all weapon&armor combos capable of competitive fighting is a good thing in a pvp game.
by ManuKuma
13 Nov 2015, 10:26
Forum: General Discussion
Topic: Default Clans?
Replies: 21
Views: 11736

Re: Default Clans?

I think something that is key to making it work is to not just simply drop players into a group and be like "play nice". If we just auto-add players to a clan when they enter, then there will be the problems that have been mentioned. Players who do not understand will attack their clan ma...
by ManuKuma
13 Nov 2015, 10:08
Forum: General Discussion
Topic: Quarterly rant - cohesiveness of loadouts
Replies: 12
Views: 7575

Re: Quarterly rant - cohesiveness of loadouts

Be careful not to make the game rock-paper-scissors. Enemy has X armor and I have Y weapon.. Therefore I win/lose. That's no fun. Of course the game should not be rock/paper/scissors on the weapon&armor level. But on skill level and a bit less discrete (win/loose): good opportunity for meaningf...
by ManuKuma
12 Nov 2015, 16:01
Forum: General Discussion
Topic: Structuring PvP Matches
Replies: 8
Views: 2961

Re: Structuring PvP Matches

The indicator itself was just a nice pie-chart (circle bar). And the mechanism was kind of like: all factions can put points in the pool and their share of points in the pool equals their share of control. To avoid big headstarts and overdominance the whole pool reduces its total points over time (s...
by ManuKuma
12 Nov 2015, 00:10
Forum: General Discussion
Topic: Default Clans?
Replies: 21
Views: 11736

Re: Default Clans?

You do not need to convey the feeling of being in a clan for the default clan - reusing the clan system would just be the technical foundation. I see still a big difference between the mob and player-driven clans. This could be a way to get more solo and small clan playability while reusing existing...
by ManuKuma
11 Nov 2015, 22:46
Forum: General Discussion
Topic: Structuring PvP Matches
Replies: 8
Views: 2961

Re: Structuring PvP Matches

Just take the stake with the highest control% as the winner.
In the Skylancer Browsergame with 3 factions we had a similar split control indicator that worked really well.

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