Code: Select all
WALLS_LENGTH 300
No DZ
SCORE_WIN 8
SCORE_FLAG 8
SCORE_KILL 1
I have not had a chance to get full teams going to test the score settings, but will report back when I do.
Moderator: Light
Code: Select all
WALLS_LENGTH 300
No DZ
SCORE_WIN 8
SCORE_FLAG 8
SCORE_KILL 1
Not sure what exactly the bug was, but I know that the DZ also served to prevent a sever amount of lag when it was 5v5. The lag was caused by the usual fast turning of players (back when many of the players actually double binded that quickly). Even in 4v4, matches with two teams of heavy binders became extremely laggy at about 3 minutes after the round start. I suppose now that less players play like that and servers are a bit better, maybe the DZ could come at a later time. I feel taking it away completely, though, is a bad idea (especially considering the off chance that a round lasts the whole match; there would be no real break for players).sinewav wrote:One thing to consider is this: CTF is a hack. It co-opted the popular settings of the day. The DZ itself exists because of a bug -- a bug that was fixed over 2 years ago.
I also feel that the scoring system be changed, but not like this. I'd rather keep the DZ, as I wrote before, and change the score values to emphasize the flag. The only reason why score_win was changed to a higher value was because of the "mass suicide" incident (well suicide in general, too). It took focus off of the flag and more on the base, which i find to be bogus. I would have the scoring like it was before:compguygene wrote:I have just come to this forum after testing the following settings changes, and want to report back what I saw, and what server to check it out for yourself. The server is CTF Brawl (ID's test server)As sine had mentioned in the CTF Brawl 9 topic, the additional 100m makes it a whole lot more fun. Defending had a lot more possiblities, and we didn't miss having the unneeded DZ come up.Code: Select all
WALLS_LENGTH 300 No DZ SCORE_WIN 8 SCORE_FLAG 8 SCORE_KILL 1
Well, without changing the map, longer trails means more impossible defenses and longer periods of base camping. I'm not worried as much about the defense, though, as I am with the fact that there will be longer periods of base camping.sinewav wrote:As gene mentioned, longer trails might be a good addition. Here's why I think so. Public CTF is a 5-player game. The cumulative effect of 5 players x 200 meter trails = 1000 meters of danger! Adding longer trails to a 4-player tournament means more danger.
Maybe we could make every third BRAWL a 5-player contest?sinewav wrote:I'd personally like CTF tournaments to be 5 players, but no one will go for that, haha.
Well, I know that I and most of my team still does. As players play CTF more, they will find easier ways to kill a flag carrier.compguygene wrote:Well, I tend to side with sine on this one. No DZ and a better scoring system will make flags more valuable. Also, at this time, when both flags are taken, people tend to just go around killing each other but not focusing on the Flag Carrier much.
I didn't think my scoring system was really a good idea at all, nice to see one that makes sense, same with the rounds. Ok, I get your point about the DZ remaining in. The question becomes, how long to see a DZ? Currently its set to be 5 minutes, which in 6 rounds yields 30 minute rounds. Here are the changes I made for the CTF BRAWL (ID's Test Server)Tobe wrote:I also feel that the scoring system be changed, but not like this. I'd rather keep the DZ, as I wrote before, and change the score values to emphasize the flag. The only reason why score_win was changed to a higher value was because of the "mass suicide" incident (well suicide in general, too). It took focus off of the flag and more on the base, which i find to be bogus. I would have the scoring like it was before:
SCORE_WIN 4 (shouldn't be 8, so that more attention is placed on the flag)
SCORE_FLAG 8 (should be worth much more than a win.)
SCORE_KILL 2 (should be a significant amount compared to the flag to prevent unproductive holing)
LIMIT_ROUND 6
Code: Select all
SCORE_FLAG 8
SCORE_WIN 4
SCORE_KILL 2
LIMIT_ROUNDS 6
WIN_ZONE_MIN_ROUND_TIME 300
WALLS_LENGTH 300
SP_WALLS_LENGTH 300
CYCLE_WALLS_LENGTH 300
^Just correcting my statement.sinewav wrote:The other day I went on lagtest.net for research and found threads related to CTF problems dating back to Dec`08.
The problem I see with unlimited rounds (when teams become more competitive) is the chance of matches taking a whole hour, or maybe even more, to get to 100.sinewav wrote:How about this compromise?:
We keep the DZ, but we make it unlimited rounds. This way a team must score 100 points. It prevents team suicide (we just had this discussion in Ladle). We can reduce score_win to whatever, and raise score_flag to something reasonable. Three years ago, Durka had the idea of...
SCORE_KILL 2
SCORE_FLAG 8
...essentially doubling points to make 100 an easier target to hit -- and we might want to make it easier. I saw a round today that lasted 5 minutes and only 12 points were scored between the 2 teams (6 each)!
Currently in BRAWL, to capture a flag, you need to have yours. Adding two more would probably overcomplicate the game. And making the flags capturable without having your own destroys CTF strategically (I have played like this before)kyle wrote:why not make it 5 vs 5, but that does not mean it has to be the old map.
I speak of a new map, a map that has 2 flags. there are plenty of settings to handle multiple flags now. There used to be a bug with having more than 1 flag per team, that was eliminated a year or more ago.
I know, I really thought the round I saw today with 12 points was terribly boring. Increasing the number of players should break this up a little (you described an extra boring 4v3). I think it's a good idea to stimulate scoring by any means possible.Tobe wrote:...there was a 4v3 match...there was almost no holing going on. The match ended with the highest score at around 40-50 after 5 rounds...
+1 anyone who has played durka map knows this is the only way!DDMJ wrote:The easiest and most obvious fix:
Play CTF w/ Fort Physics instead!
/thread