Tripwire Interactive Forums

Go Back   Tripwire Interactive Forums > TWI Ladder > TWI Ladder General > Suggestions & Ideas

Reply
 
Thread Tools Display Modes
  #1  
Old 06-13-2012, 07:17 PM
Zetsumei's Avatar
Zetsumei Zetsumei is online now
Rising Storm Team
 
Join Date: Nov 2005
Location: Amsterdam, Netherlands
Posts: 11,615
Default Do not let a win or loss be determined by artificial teamwork indicators

Currently in the game there are a lot of additional score based indicators that are in place to promote teamwork.

When playing in a clan setting you already work at the max of your teamwork, so obtaining additional points should not affect whether your team wins or loses in the end.

For instance:
- In a tie-brake situation a team should not win because they resupplied their MG more with ammo.
- Or a team should not win because they capped a zone with more people in the actual capzone. And therefore got more total +10 points to their score.
- A team should not win because they killed more enemies inside the capzone rather than killing the enemies before they enter the capzone.
__________________
Unless specifically stated otherwise, anything I say reflects only my personal opinion and not that of Rising Storm.
Reply With Quote
  #2  
Old 06-13-2012, 07:24 PM
Proud_God's Avatar
Proud_God Proud_God is offline
Senior Member
 
Join Date: Dec 2005
Location: Belgium
Posts: 2,620
Default

Agreed with the above.
__________________
aka Wakke
Reply With Quote
  #3  
Old 06-14-2012, 04:29 AM
Ryssk Ryssk is offline
Junior Member
 
Join Date: Sep 2011
Posts: 21
Default

Agreed here too!
Reply With Quote
  #4  
Old 06-14-2012, 07:27 AM
tejo.hr tejo.hr is offline
Junior Member
 
Join Date: Aug 2011
Posts: 29
Default

I would kinda like the points to stay. Everyone hate draws, so it's nice to have a system that will determine the winners by some other standards. Now what kind of system that would be is other thing. This artificial bonuses are still the games system that we all know how it works, so playing by those rules gives you an extra advantage in the case of draws.
Reply With Quote
  #5  
Old 06-14-2012, 07:35 AM
Zetsumei's Avatar
Zetsumei Zetsumei is online now
Rising Storm Team
 
Join Date: Nov 2005
Location: Amsterdam, Netherlands
Posts: 11,615
Default

Quote:
Originally Posted by tejo.hr View Post
I would kinda like the points to stay. Everyone hate draws, so it's nice to have a system that will determine the winners by some other standards. Now what kind of system that would be is other thing. This artificial bonuses are still the games system that we all know how it works, so playing by those rules gives you an extra advantage in the case of draws.
You can base it on various things and even create rules. if a game does not report it. The thing is what should matter is that an objective was capped, not with how many you capped it. What should matter is that an mg mows down the enemy team not how he obtained his bullets. What should matter is that the enemy was prevented from taking the objective, not location where he was prevented from taking the objective.

I think you catch my drift.
The how you do it should matter more to distinguish yourself as a player from your other teammates.
The what you do should be the only thing that matters for your team vs the opponent team.
__________________
Unless specifically stated otherwise, anything I say reflects only my personal opinion and not that of Rising Storm.
Reply With Quote
  #6  
Old 06-14-2012, 10:41 AM
[ITAK]Gr3y_s0ul's Avatar
[ITAK]Gr3y_s0ul [ITAK]Gr3y_s0ul is offline
Member
 
Join Date: Mar 2011
Posts: 65
Default

Quote:
Originally Posted by Zetsumei View Post

For instance:
- In a tie-brake situation a team should not win because they resupplied their MG more with ammo.
Disagree, honestly, ... 5 points
It is very difficult that 5 points are the cause of a lost match...

Quote:
- Or a team should not win because they capped a zone with more people in the actual capzone. And therefore got more total +10 points to their score.
Disagree,
I think this isn't correct, if my team go in cap-zone with 5 people and the defend team defend only with 4 my team get 18 points...ok...

BUT

defend teams get 2 point for every people survive in cap, and they get 8 point...

Then, or leave all teams points, all from capture points at defend commander points... orrible IMHO (Red Orchestra for me is a teamworkgame), or hold all team point.

Quote:
- A team should not win because they killed more enemies inside the capzone rather than killing the enemies before they enter the capzone.
With this i Agree...
__________________
Scusate il mio inglese, preferisco parlare italiano!
Excuse my English, I prefer to speak Italian!

sad sad sad

Last edited by [ITAK]Gr3y_s0ul; 06-14-2012 at 10:45 AM.
Reply With Quote
  #7  
Old 06-14-2012, 11:00 AM
Zetsumei's Avatar
Zetsumei Zetsumei is online now
Rising Storm Team
 
Join Date: Nov 2005
Location: Amsterdam, Netherlands
Posts: 11,615
Default

Quote:
Originally Posted by [ITAK]Gr3y_s0ul View Post
Disagree, honestly, ... 5 points
It is very difficult that 5 points are the cause of a lost match...
Who says that a MG will be resupplied once? you can resupply it millions of times . In ROLeague it was a pretty good tactic on a draw map like backsanvalley to continue to resupply the machineguns, or move back from a capzone to let the enemy cap it with a single guy, kill him and cap it back with 8 guys. That simple step gave your team then +70 points over the opposing team. I think in the end we drew on but won due to having about 300 more points than the opposing team, if you know the goal is to obtain more points then there are always easy ways to do so.

Winning is always about teamwork, but isn't it exactly good use of teamwork to not put more people in the capzone than is needed to obtain a cap. While sending the remaining people already forward to perhaps prepare for the next cap, defend the entrance routes or enemy supply lines.

I think teamwork is much more complex than a simply count of how many are in the capzone. And that is why in competitive gaming I think things should be kept simple.
__________________
Unless specifically stated otherwise, anything I say reflects only my personal opinion and not that of Rising Storm.

Last edited by Zetsumei; 06-14-2012 at 11:25 AM.
Reply With Quote
  #8  
Old 06-14-2012, 11:30 AM
[ITAK]Gr3y_s0ul's Avatar
[ITAK]Gr3y_s0ul [ITAK]Gr3y_s0ul is offline
Member
 
Join Date: Mar 2011
Posts: 65
Default

Quote:
Originally Posted by Zetsumei View Post
Who says that a MG will be resupplied once? you can resupply it millions of times . In ROLeague it was a pretty good tactic on a draw map like backsanvalley to continue to resupply the machineguns,
Who do somethings is not a player, but ****...IMHO.

Quote:
then or move back from a capzone to let the enemy cap it with a single guy, kill him and cap it back with 8 guys. That simple step gave your team then +70 points over the opposing team.
yeah but in Te figth if you cap a capzone you must prevent the counterattack, i think...
but ok, leave the "many pll cap bonus" and do the same thing, all of 8 guys get 10 points, +80 points team...
Isn't same thing?

Quote:
Winning is always about teamwork, but isn't it exactly good use of teamwork to not put more people in the capzone than is needed to obtain a cap. While sending the remaining people already forward to perhaps prepare for the next cap, defend the entrance routes or enemy supply lines.
I think teamwork is much more complex than a simply count of how many are in the capzone. And that is why in competitive gaming I think things should be kept simple.
and in fact I'm not saying that Red Orchestra is just a count of players in capzone but much more,
but
the defense of the objective for me is correct is stimulated this way, so only those who attack with a few men can afford the luxury of send the rest of the team in the next capzone.
And guard with a few men means that the rest should do their work outside capzone like cutting reinforcement, etc. ... as still happens in clan matches ...
__________________
Scusate il mio inglese, preferisco parlare italiano!
Excuse my English, I prefer to speak Italian!

sad sad sad
Reply With Quote
  #9  
Old 06-14-2012, 11:35 AM
Zetsumei's Avatar
Zetsumei Zetsumei is online now
Rising Storm Team
 
Join Date: Nov 2005
Location: Amsterdam, Netherlands
Posts: 11,615
Default

Quote:
Originally Posted by [ITAK]Gr3y_s0ul View Post
Who do somethings is not a player, but ****...IMHO.


yeah but in Te figth if you cap a capzone you must prevent the counterattack, i think...
but ok, leave the "many pll cap bonus" and do the same thing, all of 8 guys get 10 points, +80 points team...
Isn't same thing?



and in fact I'm not saying that Red Orchestra is just a count of players in capzone but much more,
but
the defense of the objective for me is correct is stimulated this way, so only those who attack with a few men can afford the luxury of send the rest of the team in the next capzone.
And guard with a few men means that the rest should do their work outside capzone like cutting reinforcement, etc. ... as still happens in clan matches ...
The thing is that you cannot earn equal points by defending from outside the capzone as when defending inside the capzone. So effectively the point system forces competitive people to play a certain way to maximize their winning chances. And that method is often found dirty or cheap by the more fresh teams that still have morals.

It generally makes it such that only the people that play the game very competitive and way too much know what the actual win conditions are. Keeping things simple makes it understandable for everybody.

If you get say +100 team points for every cap you make regardless of how many people are in there. Then it doesn't matter if one person caps it or 10 million. What you earn for obtaining a capture should probably be more related on strategic importance than howmany of your teammates were there.

Competitive clans will always manage to find ways to play and win. The issue is that they result in all sorts of small little tricks, that will just agonize a lot of the smaller teams.
__________________
Unless specifically stated otherwise, anything I say reflects only my personal opinion and not that of Rising Storm.

Last edited by Zetsumei; 06-14-2012 at 11:39 AM.
Reply With Quote
  #10  
Old 07-20-2012, 04:51 PM
Pa++on Pa++on is offline
Member
 
Join Date: Jul 2008
Posts: 39
Default

Of course I agree with the premise of this topic.

I saw someone mention that 5 points is miniscule, and I understand, however I have two main issues with this.

Competitive play is a different beast, the most important is that, especially in a ladder style, you play teams that are near your skill level. Your matches will be close, and 5 points means so, so much more.

Secondly, competitive play gets tense and losing is extremely frustrating, it's both unfair and dumb to lose to a last second resupply.

This is more fair to new teams, less time spent learning goofy little tricks to victory means more time learning from actually playing. It would be good for the growth of the Ladder.
Reply With Quote
  #11  
Old 07-29-2012, 01:37 PM
®omano's Avatar
®omano ®omano is offline
Senior Member
 
Join Date: May 2009
Location: France
Posts: 283
Default

I agree with the first post, the win condition should be simple and not biased by little tricks like resupplying MG and other additional points you may have by doing a lot of things like killing ennemies in the capzone from the capzone etc...

The simpler the better.
__________________
Reply With Quote
  #12  
Old 08-16-2012, 06:55 PM
yours truly yours truly is offline
Member
 
Join Date: Jul 2012
Location: United States
Posts: 41
Default

Matches should be best 2 of 3 so tie-breaking points wont matter
Reply With Quote
  #13  
Old 08-19-2012, 10:11 AM
Pa++on Pa++on is offline
Member
 
Join Date: Jul 2008
Posts: 39
Default

Quote:
Originally Posted by yours truly View Post
Matches should be best 2 of 3 so tie-breaking points wont matter
No. Best two out of three would mean not playing both sides of two maps. Normally, in order to ensure fairness both teams switch Axis/Allies because certain maps favor one side or the other. No matter what it comes out to an even number so tiebreakers are extremely important.
Reply With Quote
  #14  
Old 08-21-2012, 07:54 PM
Zetsumei's Avatar
Zetsumei Zetsumei is online now
Rising Storm Team
 
Join Date: Nov 2005
Location: Amsterdam, Netherlands
Posts: 11,615
Default

In ladders (and even leagues) in general a draw is not that bad, so you can just keep draws there. If anything its preferred as it shows better that 2 teams in a skill sense were pretty close.

Tie-break rules are needed for competitions where a victor must come out like cups/tournaments.

As stated maps are often not perfectly balanced (and even if they were teams wouldn't believe they are perfectly balanced). For that reason you must make sure that both teams have equal chances at victory.

A clear tiebreaker rule that works like, the team with the most caps wins, if caps are equal, the team with the most kills wins, and if that is equal well you could flip a coin or replay 2 rounds on another map.

In the early days of ROLadder there were no specific tie-breaking rules just another map would be randomly selected until a victor came out (so a bit like tennis). But in the end that didn't end up like such a good success due for instance the CoreNA vs Suomi match ending up to last like 4-5 hours over the regular 1.5 hours.
__________________
Unless specifically stated otherwise, anything I say reflects only my personal opinion and not that of Rising Storm.
Reply With Quote
  #15  
Old 08-22-2012, 07:44 PM
yours truly yours truly is offline
Member
 
Join Date: Jul 2012
Location: United States
Posts: 41
Default

For Battlefield 1942 competitions the reinforcements remaining for each team would be totaled after the two rounds and the team with the most would have side choice for the third and final round. Could this be a good alternative?

Last edited by yours truly; 08-22-2012 at 08:00 PM.
Reply With Quote
  #16  
Old 08-23-2012, 04:33 AM
ButchCassidy's Avatar
ButchCassidy ButchCassidy is online now
Moderator
 
Join Date: Feb 2006
Location: The Hole in the Wall
Posts: 2,124
Default

Quote:
Originally Posted by yours truly View Post
For Battlefield 1942 competitions the reinforcements remaining for each team would be totaled after the two rounds and the team with the most would have side choice for the third and final round. Could this be a good alternative?
Interesting idea not sure if it could be done during the chaos of a live a match..But its worth exploring..
__________________

I'm on a vodka diet, I've lost 3 days so far.
Beta test rig: I7-920 overclocked to 3.5ghz, 6gb DDR3, ATI 4890 2gb, Realtec HD sound,Win 7 x64
Reply With Quote
  #17  
Old 08-26-2012, 06:28 AM
Zetsumei's Avatar
Zetsumei Zetsumei is online now
Rising Storm Team
 
Join Date: Nov 2005
Location: Amsterdam, Netherlands
Posts: 11,615
Default

Quote:
Originally Posted by yours truly View Post
For Battlefield 1942 competitions the reinforcements remaining for each team would be totaled after the two rounds and the team with the most would have side choice for the third and final round. Could this be a good alternative?
Not that ideal, image you just played an unbalanced map. One team indeed based on reinf seemed to have played better. But then that same team gets to pick and logically chooses what side's the easiest.

Imagine playing a map like arad for another round, you always know the allies win there in competitive matches. Maps are mostly balanced for 32 players or whatever, making them usually pretty unbalanced in competitive play.

If a third map is played both teams in my opinion should have the same chance of winning that third map, especially if its an unbalanced map, and the only way to obtain that is by playing both sides.
__________________
Unless specifically stated otherwise, anything I say reflects only my personal opinion and not that of Rising Storm.

Last edited by Zetsumei; 08-26-2012 at 06:30 AM.
Reply With Quote
  #18  
Old 08-26-2012, 06:42 PM
yours truly yours truly is offline
Member
 
Join Date: Jul 2012
Location: United States
Posts: 41
Default

Quote:
Originally Posted by Zetsumei View Post
Not that ideal, image you just played an unbalanced map. One team indeed based on reinf seemed to have played better. But then that same team gets to pick and logically chooses what side's the easiest.

Imagine playing a map like arad for another round, you always know the allies win there in competitive matches. Maps are mostly balanced for 32 players or whatever, making them usually pretty unbalanced in competitive play.

If a third map is played both teams in my opinion should have the same chance of winning that third map, especially if its an unbalanced map, and the only way to obtain that is by playing both sides.
Maybe then use number of deaths as the tie breaker. Team with less wins. Cannot use kills as a tie breaker because teamkills count towards total kills
Reply With Quote
  #19  
Old 08-27-2012, 01:16 PM
Zetsumei's Avatar
Zetsumei Zetsumei is online now
Rising Storm Team
 
Join Date: Nov 2005
Location: Amsterdam, Netherlands
Posts: 11,615
Default

Quote:
Originally Posted by yours truly View Post
Maybe then use number of deaths as the tie breaker. Team with less wins. Cannot use kills as a tie breaker because teamkills count towards total kills
Reinforcements are based on deaths so that could work. Although logically you should add up the reinf of both rounds.
__________________
Unless specifically stated otherwise, anything I say reflects only my personal opinion and not that of Rising Storm.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 08:35 PM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Copyright ©2005 - 2013, Tripwire Interactive, LLC