The problem is points is a wrong kind of measurement in public games aswell..
And once again mgs are not the problem of it they were an example.
And once again mgs are not the problem of it they were an example.
good to have people think things to an end
"disallow wins by MG resupply" that has to be my favorite.
Beside removing the win by points at all which you listed further down your post, how are you supposed to do that? Count the times an MG gets resupplied?
yeah, we could also determine who wins by judging who did the better looking kills. Like drop outs are something that could or should decide a winner![]()
Do I understand you right that you volunteer to create such a mutator?
On the above, how do you know it is a bug? Maybe it was designed that way. This way it may encourage players to give ammo to someone with the MG. Otherwise, many players may go to themselves. "Oh, why should I bother, someone will just beat me to it (supplying mg'er), so why should I waste my time searching all over for the guy with the MG?"
There's got to be some way to track it. Plus, if it's happening in the way that people allege it's being abused, it'll be pretty friggin' obvious. If all of a sudden you see one team getting 45 points for resupplies at once, that'd seem to me to be a rather glaring exploit.
If the league doesn't care how you win, or if they don't want to take the time to do this, then it's up to the players to decide whether that league is really worth playing in.The league ppl care about this problem thats why they post about it.
The thing is you've clearly never been an admin in a league or ladder, because rules must be easy to check by admins and easy to look after. Admins are people and they should only come in play with real problems.
Nobody ever said that mging is being abused and nobody said that mgs are the problem you should read, The problem is that easy point things like resupplying mgs or the disconnection of a player can change the outcome of a match with the current ingame system.
Spare me the attitude. I'll explain, in case you don't see how a player dropping out before the round's end affects things. You've got two teams with 6 guys a piece. Each guy has his own score. At the end of the round, when captures and reinforcements are tied and points becomes the deciding factor, the total points of the team are added up. If a player drops out prior to this, his points don't get counted. So yeah, a player dropping out WOULD affect the outcome of a match.
Even without the points as the deciding factor, one team a player down could absolutely affect the outcome of a map. That's one less guy killing enemies, one less guy to cover a cap zone, etc.
Ever though that a player might justs dropout the game and connect a minute after (as the game gets paused usually to wait for a return...). Sure a dropout will be count as -1 reinforcement but he can then continue to play a droupout can mean -100 in score thats quite a difference if you ask me...
No, you misunderstand me. I'm saying that if people are that bothered about this, they can make the mutator themselves. Frankly, I'm not in a clan, and I don't play ladder matches. I don't think it's TWI's job to do this, although it'd certainly be a nice bonus if they did. As with many requests made to fix this or add that, if players want it that badly, the great thing about the Unreal Engine is that you can make your own modifications to it. So, while we can all wish that TWI would fulfill every player request, if they don't, there's nothing stopping motivated communities from doing it themselves.
As REZ said, this is a problem that primarily affects clans/ladders. While I think it's lame that people would use a tactic like this at all, and while I do see it as a problem, it's honestly NOT a big deal for public games. If I'm playing on a random pub server and a team wins by using this tactic (Which would seem pretty far-fetched, given the level of coordination needed to pull it off), I think pretty much everyone knows who were the winners of the map and who were the losers. If you have to play dirty to win, you can't exactly call it a "win" in my book. So, the actual outcome means squat to me. I'll know that we either fought them to a draw or had them beat, and they'll know they had to resort to cheapass tactics like this to make the screen say "[Team] Wins!!" BFD.
The tiebrake system is only used when both teams got equal amount of caps. So its not that clear to see who won the match.
Indeed its mainly needed for clan matches because in public matches everybody stopped caring about winning a long time ago... To exploit things like the mg all you need is 2 people not hard to do that i must say..
And about making a mutator, worluk knows more about that than you.
Beside it is a real flaw in the game, that like all flaws is more visible in competetive team gaming. But its there in public games aswell, its just that nobody cares about winning again.
I personally think that in fixes the most important things are:
Gamestopping bugs
Equality for allies and axis to play in a map.
Gameplay problems
Game enhancements.
I'd say its a pretty big bug, beside that most games incuding ro live partly on clans, its clans etc that keep games alive. You can easilly put half of all RO servers to clans/realism. There is a big chance that your favourite servers are indeed unit/clan servers.
The league ppl care about this problem thats why they post about it.
The thing is you've clearly never been an admin in a league or ladder, because rules must be easy to check by admins and easy to look after. Admins are people and they should only come in play with real problems.
Nobody ever said that mging is being abused and nobody said that mgs are the problem you should read, The problem is that easy point things like resupplying mgs or the disconnection of a player can change the outcome of a match with the current ingame system.
Ever though that a player might justs dropout the game and connect a minute after (as the game gets paused usually to wait for a return...). Sure a dropout will be count as -1 reinforcement but he can then continue to play a droupout can mean -100 in score thats quite a difference if you ask me...
The tiebrake system is only used when both teams got equal amount of caps. So its not that clear to see who won the match.
Indeed its mainly needed for clan matches because in public matches everybody stopped caring about winning a long time ago... To exploit things like the mg all you need is 2 people not hard to do that i must say..
And about making a mutator, worluk knows more about that than you.
Beside it is a real flaw in the game, that like all flaws is more visible in competetive team gaming. But its there in public games aswell, its just that nobody cares about winning again.
I personally think that in fixes the most important things are:
Gamestopping bugs
Equality for allies and axis to play in a map.
Gameplay problems
Game enhancements.
I'd say its a pretty big bug, beside that most games incuding ro live partly on clans, its clans etc that keep games alive. You can easilly put half of all RO servers to clans/realism. There is a big chance that your favourite servers are indeed unit/clan servers.
I have to disagree there, everyone who looked that up in the uc-file sees that it would be a work of probably a few minutes for the devs to add an ini-option and no, not months of testing would be needed there.(B) is it worth the expenditure of time when there's things that can be done to enhance the game as it is played by the entire RO community, rather than by a subset of the community. Only the devs can answer B, I guess, but the community can sure answer A.
The reason I think this is a bug is because it only happens to one team, the Germans. If it was designed to work this way the Russians would start with 5/6 drums so they could be resupplied at the start as well. Currently the Axis can get at least 10 points per MGer right at the start of the round while the Allies cannot. I doubt it was designed like this on purpose.
Back to the main topic though I think reinforcements would be better than score for breaking ties.
But atm the order is
Caps, Points, Reinf apparently.
The ladder community is not more important for the actual game than other players. But clans are important for the longlivety of a game. At some point usually public players get bored of publicplay. A group you play with clan or unit, gives stability to players so they will stay faster.
Since the original post the MG problem was given as an example of how it could be exploited.
Although not alot of maps have it, but basically the tiebraker system was implented to brake the ties on barashka and baksanvalley. It was important enough to put that in, now its been showed that it can be exploited easilly with some examples.
No, no.. no blame is being placed.. I just dont expect TW to change this, and at the same time I think it's well within the RO:L admins abilities (with some member input if needed) to come up with a solution. I dont see it as anyones fault, and I dont deny that the problem is there just in case I came across that way.
An end of round screenshot does show the timer, reinforcements, and scores. If the tiebreak was dependent on reinforcements then that screenie will show who won regardless of what the 'winning message' says on the screen. Same if you called it a tie. The screenshot will show that. New clans have a resposibility to know the rules before participating, no?
And that's why points for resupplying needs to go, to prevent point whoring.LOL this isn't BF2 where they are gonna get some resupply badge! Nobbaz![]()