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#31
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You don't pair up with newbies, obviously, and pick other people of appropriate skill level. Also, in this case we can see that there is a considerable reward for performing well, giving you better standing in your empire, even if newbies end up costing you territory.
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#32
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Quote:
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"Do not come between a Nazgul and his prey..." Feel free to check out my soundcloud: http://soundcloud.com/dylan-lang |
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#33
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About JT11's first post.
I hope you do realize that this means that there will be about 5 people playing constantly and killing out every new player that tries to start playing himself? After all, why would you wait for these people to get big, if you can kill them when they are just beginning and have no mean of protecting themselves against you? This would render the game's multyplayer game unplayable. I's like an MMORPG. If you would not have safe zones, not being attacked offline, only being able to attack people of your own level, ..., how would you get any new players? They would just get killed by the players already on, and have no chance of survival whatsoever. |
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#34
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Yeah especially clans would form huge, powerful empires and smash weaker players collectively.
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#35
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Yeah hopefully Rverie will moniter this.
__________________
"Do not come between a Nazgul and his prey..." Feel free to check out my soundcloud: http://soundcloud.com/dylan-lang |
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#36
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How do you mean, monitor this? They don't need to monitor anything, they need to prevent that from happening, it's not illegal or against the rules or something to do such thing, it's actually a very good tactic.
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#37
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Allow me to dispel all of your concerns gentlemen. There will be no noob killing. We have a "level" system in place (and your level is calculated on sum of resource cost of all your assets)
So we will allow, 6 noobs at level 1, to take on 2 level 3 players. (+- 2 lvls) Or team 1) lvl3, lvl6, lvl 5, to take on team 2) lvl 9, lvl 6. Quote:
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#38
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Score-systems can be very cool, but they don't always tell the whole story or rate performance well. A guy who harvests 10000 gold, but only uses 5000 of it was a fool who squandered his resource advantage, but most score systems will rate him highly.
Equally, a guy who loses 1000 troops, but kills only 200, might still have played well. I've seen people who act as fodder for their teams, buying time for their allies to win the game with trumps by launching continual attacks to keep the enemy pinned down. The way this should be done, I think, is to estimate an "expected" outcome of the match, and then compare the actual outcome with the expectation. If a team performs better, then you can give them their valour bonus. If they perform worse, then nothing happens (losing is penalty enough, IMO). The most important thing is that all parties involved on a single team should be evaluated together. The fact is that some people will take one (or more) for the team; this can adversely impact their score, even though their performance may have been admirable in covering for their allies. If the team wins overall, then everyone should take equal credit.
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#39
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Of course that also means the players that played poorly, if their team wins, will get more credit than deserved.
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#40
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Yeah to me that's a way to welcome in noobs and to encourage them to get better.
__________________
"Do not come between a Nazgul and his prey..." Feel free to check out my soundcloud: http://soundcloud.com/dylan-lang |
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