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Author Topic: Server unpopulated  (Read 1163 times)

Tristen620

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Re: Server unpopulated
« Reply #90 on: January 28, 2012, 01:09:58 am »
Regarding the imbalance issues between high & low level … which honestly SHOULD exist in some small way, I believe I’ve come to a solution, one implemented a little easier and cheaper than multi server level segregation.

First I’ll go over what I believe are the main aggravators in this subject and then cover how to fix them.

1)   The very large gap in character stats between the low and high level characters.
2)   The Starting stats being low and never adjusted inflame the issue noted in #1.
3)   The way that the newbie bonus functions as a whole and to a lesser extent how the KPR nerfing works. (I do know that it is rarely invoked on a character though)
4)   The Need for continual growth in stat points on equipment, higher level & grade equipment must always be higher stats than those rated as worse.
5)   The majority of skills focus on more and more effect instead of changing the way the game is played.

With those five issues noted I believe that the mod could be made more enjoyable at the lower levels and higher levels as well as gain wider acceptance in the CS:S/CS:GO community with relatively few changes.

The first thing I would like to work at here is the large difference between high and low level characters as well as the difficulty of showing continual gains in equipment stats, I believe the solution here would be to increase the starting stats so that they are just about double what they are currently and then reduce the amount of points given as a player levels up.  This will have a large effect on how players enter the game and how well they do (people love doing well, or at least feeling they are on an even playing field).

Secondly I would love to see a HARD cap on stats, this will benefit in two ways, the first is that it is easier to manage and maintain skill balance because you will know what the top tier stats in any given category will be and the second will be that players will have something to work towards and eventually brag about.

Issue #4 can be remedied by using decimals for all stats so that items may be created with bonuses that are maybe only 0.5 points higher than their current item, This alone will not help for #4 though, the modifiers on skills and spells would need to be increased as well as the hard cap be set low so that every point helps and is wanted.

/edit:tristen/ This would be needlessly Complicated
(click to show/hide)
Though I do still think that items need to have their stats cut by 30-50% -nod-

And lastly I would like to touch on #5 my comment about skills and spells, I do know it is difficult to create spells that change the game play instead of just damage, I believe that we could put to use Effects on some instead, like say sinister strike could be changed to have a longer cool down, deal additional damage based on a modifier of some stats and leave an effect on the Rogue that gives the Rogue +10% damage against that victim for the duration of said effect. 
This does a couple things: First it forces the person playing the character to actually aim to get their much needed extra damage by making their future damage more potent and second it helps alleviate the “1-hit” situation that seems to have arisen for higher level characters VS poorly built and equipped players (and low level ones too).

In closing even if this is not doable as a whole or even in part I would like to have the bit about skills and the starting stats to be kept in mind as I believe increasing “fight-time” is important, though for a few higher level classes it could probably stand to be reduced, nobody likes having to empty 2 clips into a Paladin only to have them self heal away all your hard earned damage.

PS. After having played League of Legends a little I have to say that… using decimals for stats would probably be very good especially along with temporary skill effects giving % boosts.
PPS. Sorry for the rambling!




I wrote this post yesterday but wanted to sit on it and see if it made sense the next day, It rambles a little but I still feel some of the points it makes are true, We really should have a higher "minimum" and a lower maximum as well as use decimals for the stats so that an item can add say... "+2.38 Strength" as that would allow smaller increments between item stats and with a lower stat system the modifiers could be adjusted a little so that it's more about how a person plays instead of what their STAT sheet says, after all THAT is why wcs is so damn successful, Any retard can jump on and play, and even buy "itemshop" items but the good ones can still win even at the low level because it's 50% level and character build but also 50% player skill, THIS is what we need to move towards i think because currently it's more like.... 80% character build, 20% skill (depending on class ofc)


Here goes nothing *hits post*
« Last Edit: January 29, 2012, 05:57:30 am by Tristen620 »
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stinkyfax

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Re: Server unpopulated
« Reply #91 on: January 28, 2012, 12:08:10 pm »
(bump above post.)
will read it some other day, sowwy :)

Bigi

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Re: Server unpopulated
« Reply #92 on: January 28, 2012, 07:06:49 pm »
There is nothing wrong with population on server, what is wrong is server's ability to keep on players. I play around 2-3 hours a week and every time im on new pple come and leave cause they simply get raped. 1 month and ud be able to fill up both servers again-.- That is if u do things right.

Either its only my impression or im wrong-.- but seems stinky dug himself abit to large a hole and he doesnt bother to get out;P

Tristen620

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Re: Server unpopulated
« Reply #93 on: January 28, 2012, 07:53:37 pm »
(bump above post.)
will read it some other day, sowwy :)

Hah, It's okay, I'm more fishing for player responses and likes on it I think... though it was originally written to be on the Dev board :P
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Re: Server unpopulated
« Reply #94 on: January 28, 2012, 09:11:22 pm »
Buff all the Rogues !!

Then might join :D

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Re: Server unpopulated
« Reply #95 on: January 29, 2012, 09:02:51 am »
fck that man, cat 1hit knife me from front-.- also he regens more with vampiric then i can shoot.

Tristen620

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Re: Server unpopulated
« Reply #96 on: January 29, 2012, 09:39:37 am »
Buff all the Rogues !!

Then might join :D
fck that man, cat 1hit knife me from front-.- also he regens more with vampiric then i can shoot.

This' why I would like to see stat caps and damage AND heal caps, maybe not ones that are even reached but they should still be there as well as the means to reach them... limits are a good thing because once there are limits created you can then balance within them.
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Re: Server unpopulated
« Reply #97 on: January 29, 2012, 10:17:21 am »
What's idea in getting best gear if you won't get benefit from it?
Don't whine about grammar :)


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Re: Server unpopulated
« Reply #98 on: January 29, 2012, 10:23:40 am »
......I got better item then him?????
Rogues run around....hmm im lvl 70 he is 85 i got no chance, i got 60 shop items he has 85 epics-.- 0% chance....ohh awit ill try luck knife him! DAMN!!! 680dmg backstabb crit!!

Tristen620

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Re: Server unpopulated
« Reply #99 on: January 29, 2012, 11:10:58 am »
What's idea in getting best gear if you won't get benefit from it?

By changing the scale at which the items give boost and having stats you can actually work towards capping you will (not saying it would a low cap so no QQ) Actually have bragging rights if you max a stat, but currently you can just pile it all on a stat endlessly (which can and does lead to balance issues.)

Also, if you get the most you can out of a stat, you could work on another stat that you benefit from, it would be a way of capping defense and attack so that it is easier to balance things. (and make gameplay fun)
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Re: Server unpopulated
« Reply #100 on: January 29, 2012, 11:26:55 am »
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Which would make every character same. We could just remove entire talent system since after that this capping started.
Don't whine about grammar :)


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Tristen620

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Re: Server unpopulated
« Reply #101 on: January 29, 2012, 11:52:24 am »
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Which would make every character same. We could just remove entire talent system since after that this capping started.

Your assuming a bit much here, First that the cap will be very low and Second that players will be able to easily max multiple stats, You shouldn't try and see things in a negative light, anyone can find flaws in any system so long as they look with the intent to find them.
I just believe that having a max potential which is achievable with focus in specific gear to achieve it would be a beneficial thing. And as far as talents go I would rather focus on Spells and finding ways to make them modify gameplay instead of just adding damage and Then take into account talents and how they can change spells.
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Re: Server unpopulated
« Reply #102 on: January 29, 2012, 12:45:34 pm »
fck that man, cat 1hit knife me from front-.- also he regens more with vampiric then i can shoot.
I didn't know your tank warrior could only handle a 40 dmg front right stab? You also can fly away and slow be down to 90% speed by spraying at me. The case with rating 1100+ tank warriors is I can NOT regen more health by knifing than they can do to me with the enrage the knifing generates. Against e.g. priests I can. Not the very low lvls tho.

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