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    Orbfare

    Dear Sirs,

    Although this has been said more than a few times, I would like to take another opportunity to request a removal or effectiveness reduction for the orb in Warfare. Draco, Unhappy Meal and S8nsKeep and I have repeatedly requested and justified these changes, but I wanted to mention the change again. As Onslaught was the second most played game-type in 2004, improvements to Warfare are likely to reflect in improvements in number of people buying and playing the game.

    Even though there will be a dozen or more who reply to this thread that the like orbs, I would point out that only a small portion of the people who bought UT3 with the intention of playing actually play, and that few even bought the game relative to previous releases, so only if you want to discard the interest and play time of 99% of purchasers in favor of the very few remaining players who are left who know little enough about the game to not realize how game-destroying the orb is would you want to ignore this problem. I think the orb idea was introduced without consideration for the knowledge of the normal, casual online player and clearly not tested under public conditions. Having played Warfare for a hundred or so online PUGs now, I would suggest to Epic/Midway the following modifications to the orb in Warfare:

    Increased Spawn Times: Please have the orb respawn only every after a long delay, similar to redeemers and power-ups. I have, in almost every game, been able to just take back a node, defend off 3 or 4 remaining defenders, start the node and bang, in comes the orb again. Most folks playing online have never clued into the fact that Warfare differs from deathmatch, so if there are only one or two people building the node like normal, it is too difficult to dodge, charge the node and shoot the orb carrier every ten seconds, which makes it impossible to take or hold a node. I can’t even give my team enough time to regroup for a moment before the node is lost again. I have seen servers (Gamers Coalition, for instance) that have mods to do this. Those servers are far more playable than the delivered game, please incorporate that code into the default game on the next patch. The orb idea makes the game unplayable under normal online server conditions of 10 players jumping around deathmatching anywhere and one or two players knowing to play the nodes.

    Reduced Efficacy: Please have the orb either take down an enemy node or rebuild it. Doing both instantly is far too much to hope to defend against. The redeemer would take down a node only in Onslaught and was quickly (within months) removed from the game by all but a few servers. There seems to be no intelligent argument for providing an even more effective device. If you look at Onslaught as a marketing study for what players wanted, which is exactly the recommendation of product development strategies, then the orb would be contraindicated. If the node is down to 25% already and the orb takes it down and rebuilds it to 75%, that would also be a great improvement.

    Protection Timeout or No-Protection: Please have the orb timeout and vanish after a short period (suggest 30 seconds) or to remove the feature of making a node invulnerable all together. All of the delivered maps included with Warfare have protected nodes for primaries, not open as for instance with Onslaught/Torlan. That makes for a condition, which I have encountered in around half of the games I’ve played, where the primary node is protected by an orb which can’t be gotten at in any way, so there is no way to re-enter the game once the primary is so protected. As an example, I have on several occasions run into a protecting primary on Torlan where the orb carrier can’t be shot from a distance by sniper, the node can’t be shot to prevent respawns at the primary, so any amount of death matching only respawns the enemy back at the node with full health and ammo, and due to the high concentration of enemy players fast attacks such as with a manta are never effective, there are simply too many people to kill. There is no way to effect a comeback once the primary becomes protected.

    Change of Default: As a quick fix to the current orb marketing failure, the default mode for Warfare could be changed to having no orbs in the game, and a mutator available to turn them on, opposite to the current provision.

    All of the games I played in Onslaught where players chat “very good game” at the end were longer, hard fought games where teams are nearly balanced and hard death-matching is required to slowly move a front. The standard game for Warfare is very fast, and if it involves movement, the movement is due to orb deliveries where most players are left out of the action. I myself always seem to be travelling to the foremost vulnerable node only to find that the moment I get there it has become locked, so that the whole game isn’t so much hard fought as driving around hoping to find a place to play. It is far from interesting, and a great reduction in game-play from Onslaught. If the idea of adding an orb to Onslaught is to improve stalemates, then it should be tweaked to become a defensive weapon, not the sole game focus as is the case with CTF. Maps with multiple primary nodes, as with Dawn in Onslaught, never really showed the stalemate problem, so rather than an orb as an anti-stalemate change, providing only multiple primary, web connected maps such as Dusk would actually work.

    Having played around a hundred Warfare games now, I have yet to play a good game, due in all cases to the orb. Please remove it or tweak it in the default game setup.

    #2
    Mate, before spewing all that rubbish, try playing a pickup at least. Two days in a row now we've had 2 servers filled simultaneously, our first month we played over 100 games and it's rising faster every day. There is also a 5v5 cup announced, as well as 14 v 14 America vs Europe. In march Warfare is featured at i33 as part of the iPower series. Oh, and two games tonight lasted around the one hour mark, despite round limits being on 10minutes till overtime.


    gg

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      #3
      Why not bump the old thread (or is it closed?)... really don't see the point in starting the whole **** again. I certainly won't post pages of my opinion again. Hf in here and get happy with whatever mutator or mod. :/

      Comment


        #4
        Originally posted by Rob.JW View Post
        Mate, before spewing all that rubbish, try playing a pickup at least. Two days in a row now we've had 2 servers filled simultaneously, our first month we played over 100 games and it's rising faster every day. There is also a 5v5 cup announced, as well as 14 v 14 America vs Europe. In march Warfare is featured at i33 as part of the iPower series. Oh, and two games tonight lasted around the one hour mark, despite round limits being on 10minutes till overtime.


        gg
        I play pickup now and again, normally with great disappointment. There are usually two servers in the list that are at or near capacity, but that compares to UT2k3, which was poorly embraced, and which had around 50 to 100 servers at or near capacity at this stage. I'm a programmer/manager myself (computer controlled robotics) and know well that there are a few people at Epic searching for a way to save their careers. I'm just lending them a helping hand.

        Comment


          #5
          You play pickups...under what name? Considering as i run the pickups and haven't seen you once...

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            #6
            The mutator that fixes orbs has a great solution; the rate of orb spawning decreases as you capture more nodes. I think this is a great solution, and should be implemented in a patch. It keeps the orb lovers happy, while making them less annoying overall, and still allows for awesome comebacks-- which is the only good thing about orbs imho.

            The orb should only do 100% HP change in the orb. If its at 50% of the other team, orb makes it 50% to your team. If its full health, orb kills it.

            The only aspect I really like is the shielding, as it can be used to stop some annoying distance spamming.

            Comment


              #7
              Originally posted by Neon View Post
              Tweak Orb mutator

              Dunno if anyone has done it, here's a Tweak Orb mutator to reduce the Orb's spawn rate, and nature.
              Check out this thread for download & info
              10 characters

              Comment


                #8
                Sigh. Mumbled response... fights overwhelming deja vu...

                Comment


                  #9
                  Hey, I've seen this guy in action. Don't listen to Helfdane, he spends 90% of the match complaining about everybody hacking and will even insult his teammates.

                  Also, he doesn't play in any pickups, I don't believe they'd go over too well considering his attitude.

                  My suggestion: check the attitude and hack accusations, and you might have the better players more willing to balance out the teams, then you'll see some gg's.

                  Comment


                    #10
                    I do have to agree with the protection timeout. It wouldn't seem like a significant change if it was something like-- 15 seconds full shield-- 15 seconds half shield-- and then after that just healing.

                    Comment


                      #11
                      Originally posted by Trepænima View Post
                      Hey, I've seen this guy in action. Don't listen to Helfdane, he spends 90% of the match complaining about everybody hacking and will even insult his teammates.

                      Also, he doesn't play in any pickups, I don't believe they'd go over too well considering his attitude.

                      My suggestion: check the attitude and hack accusations, and you might have the better players more willing to balance out the teams, then you'll see some gg's.
                      Do you hack? I rarely accuse players of hacking, just when it's really obvious and destroying the game. What name do you play under? If you were hacking and I outed you, I appologize. It's always nice to turn your hax off when you can see it's destroying a game.

                      Comment


                        #12
                        Originally posted by Rob.JW View Post
                        You play pickups...under what name? Considering as i run the pickups and haven't seen you once...
                        Hmmm, I was using the usual sport usage. I'm more accustomed to sports I guess. I play on public servers/drop in games (i.e. not on a fixed team/clan). Is that different from "pick up games" as the term is used for video games?

                        I play on public servers as Helfdane.

                        Comment


                          #13
                          Pick Ups are played on a specific server that is arranged over IRC. It is a password protected server (not open to all and sundry) and normally is 5 v 5. The standard on these servers varies greatly from most publics because everyone knows what they are supposed to be doing. If I were you, I would maybe spec one or two pick-up matches so that you can understand that its not the orb that screws up gameplay, its ppl who do not know how to use or counter it (by for example, aggresively defending key nodes).

                          Your main topic has already been done to the death in another thread. You are better off posting there rather than kicking off the same old discussion in a new thread.

                          Comment


                            #14
                            Comeback would simply be next to impossible in most WAR maps without the orb. There is no way on earth to get in a node protected by 12-16 players and land enough shots (like shoot it for a minute) to get it destroyed, while the entire enemy team is spawmming at you. Orb stops stalemates and keeps the pace of the game up, which is a huge improvement from ONS, which was endless deathmatch around prime nodes.

                            Orb is destructive if your team (or you) have no clue how to defend nodes. Of course you will lose your prime, if your whole team attacks forward and leaves the node unprotected. Clearly you are playing like this as well.

                            And for the love of god, do NOT call public servers "pickups". Huh! This subject about orb has already been done to death. Orb is not going to go away, live with it.

                            Comment


                              #15
                              The orb allows linear maps to play with far higher playercount. Downtown would be 12 or even 10 players max without the orb so the change of default setting would be gamebreaking.

                              I used to be an orb hater, but now I've come around a bit.

                              I'd be all for seeing what a half strength orb would play like. It would have to be a different colour as not to confuse players. It might work better, it might not. It would have to be coded, and we'd just have to see.

                              If the orb becomes a half strength orb, then the defending function of the orb then becomes it's prime function. So if it is made half strength, a protection timeout would also have to be implemented.

                              But my personal point of view is that as you increase the number of nodes and the size and complexity of the maps, the orb becomes less powerful. Bigger maps is what we really need.

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