First off, my apologies for misunderstanding your wording in your previous post. I think maybe you were rushed and couldn't word it the way you intended.
Second,
+REP. Excellent reply.
You've thoroughly analyzed the topic, and took the time to explain your reasoning behind each point. Mad respect to you, GIT.
Unfortunatly, I've got to "spread some love" before I can +Rep you, so I owe you one.
Like I said in the OP, this is up for discussion. Nothing is set in stone.
I'm just tired of seeing the PK Arena hardly being used, especially since it has potential if some work were put into it.
I put this on the forums to receive input, and when I pulled your post up on my cellphone during my Sign Language class, I couldn't wait to get home and reply to it.
I haven't been this excited about a forum post in a while.
Leggo.
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That's why if there's ever going to be events like this. They get to chose 3 guns that everyone choses but can only be used in the arena (like laser tag). The guns should look something like this
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I never thought about that. Giving players the option to select only a few guns to be only used within PK Arena would make it 100% fair from the get-go.
This would do two things:
- Make it fair.
- Attract people to PK Arena; because players will finally have somewhere to go where they won't have to worry about being at a mechanical disadvantage because of their gun.
Another option would be to have a 'base' gun to be used only in PK Arena, and players can set the stat variables themselves at the beginning of the match.
They would first select what type of gun they want (shotgun, handgun, rifle)
The stat variables would be: Freeze, Rate of Fire, Spread, Clip Size, Reload freeze.
They'd be given a certain amount of points(depending on the gun type), and it would be up to them how they wish to distribute them.
Since some stats have a significantly more diverse effect than others(Freeze has about 3x more impact on a gun than Spread), Freeze would cost about 3x the points that Spread would.
(I'd have to work out some limitations per gun type, and do some extensive testing on this to accurately define how much weight each stat should have, so I'm not going to throw out digits yet; it's only an idea right now.)
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Since no one has given a full explanation of how guns worked. I made a conclusion a while back saying that the closer the freeze rate is to the ROF = how much time you can move between shots. Please correct if I am wrong.
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Freeze is the amount of seconds that firing the gun impedes your movement. Lower freeze means less seconds, means less of a speed impediment.
It's literal script is "freezeplayer x;", where x is the seconds.
Rate of Fire is the amout of time lapsed between shots, also in seconds. Lower RoF means less seconds between shots, which means more shots per second, and a higher RoF.
It's literal script is "timeout x;" where x is the seconds.
For example, let's say you've got a gun that has a
Freeze of 0.5 and a
Rate of Fire of 1
If you fired your gun, you would only be frozen for half a second, but you wouldn't be able to fire it again for 1 second(half a second after you're able to move again).
This is what it was when I was Era's first Gun Admin in 2007.
Freeze and RoF were two separate entities that could be altered without effecting one-another.
Somehow, when they emulated the gun script to iEra, something went severely wrong.
On iEra, if the Rate of Fire is lower than the Freeze, the Rate of Fire will be whatever the Freeze is.
Again- the script completely ignores the RoF if it is lower than the Freeze, and just sets it to whatever your freeze is.
It's for this reason that I refused to put out a Gatling Gun until this was fixed.
I couldn't release a gun with high RoF without giving it a rediculously low freeze. This would be the exact opposite of my check-and-balance that I usually employ when setting a gun's stats. A higher rate of fire(more bullets-per-second) should be countered by a higher freeze(more vulnerability while firing).
It really puts a damper on trying to make guns vary from one-another.
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I can not stand the whole warp back to lobby and not be able to play again until next round. I am more a fan of kill limits.
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No, you'd be able to go in; just like the current PK Arena.
You can keep dying and going back in as long as the round is going.
Taking a death just means that you'd lose a point in your score, and you'd have to walk back in.
At the start of the round, your score is 0. For every kill, you gain 1 point. for every death, you lose 1 point.
After 15 minutes, the person with the highest score (Kills - Deaths = Score) wins.
Then 30 seconds may lapse so that players can vote on an arena, switch their guns, etc. before the next round starts.
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I say the arena should hold a max of 60 players. The 60 player map would be large, if theres less than 30 players then you down grade to a smaller map and if theres less that 15 players you go to an even smaller map.
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I'd be more inclined to say less players would be better aswell; less lag, less chaos.
I'm just afraid that too many people would miss boat on it.
As for the size of the map pending on the amount of players, I agree.
That way if you have 10 players, they won't have to walk around a large gmap to find the fight, and they won't have the option of sandbagging.
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its not an event. This needs to be set up like zones showdown. This being it is an event that occurs every 5 minutes and it notifies everyone. Zone has over 10x less players and I have never ever seen showdown empty.
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I stated in the OP that it should be this way- perhaps you missed it.
I absolutely love the way Showdown is.
There's no staff intervention, and it's a constant PKing event.
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The reward: Not good enough, 1st place should be 1ec 2nd 650, 3rd 300. This would actually encourage players to play since anything that gives out EC everyone will pounce for it and join.
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With the frequency this will be going on(every 15 minutes), I can't help but feel like we'd be just handing out ECs if 1 EC was the prize.
Perhaps another approach: "PK Tokens".
1st Place = 10 Tokens
2nd Place = 5 Tokens
3rd Place = 3 Tokens
PK Tokens can be traded in for Event Coins: 30 tokens = 1 EC (Three 1st place wins)
This way cash isn't even a factor, and it people would be gaining credit towards getting an EC as long as they placed within the top three.
These tokens could also go towards cosmetic upgrades in PK Arena, such as skins for their PK Arena guns.
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scoring. I hate the whole kill-death thing. I would have not a huge issue with it if my gun system was implemented since there balanced in t2k (get down to that matters the most). But if anygun was allowed hell no, that crap needs to go over to total kills because I can get more kills than a typical bar skrub with a sak than he can with a BAR. Era MUST if they want to get more players and a higher income, learn to make sure that every player has an = chance at winning weapons wise. Because lets face it. Even if you got mad skills like me in era. The odds are so much stacked against you if you use a low tier gun. No one enjoys losing or being mauled by kids who spent 80$ to buy a no skill gun and claim they are so MLG and you being harassed.
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You share the same disgust in the Pay2Win mentality as I do. +respect
Again- I agree with you on having set weapons in PK Arena.
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Boosters: easy fix, write a script that says if you kill the same person 2 times in a row within 20 seconds then you are kicked out
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I could foresee this 20-second kick thing being exploited.
I could keep b-lining you, intentionally running into your bullets as you shoot at other people; having you kill me over and over again until you get kicked for killing me twice within 20 seconds.
Perhaps if somebody kills the same person twice within 40 seconds, they won't gain a kill the 2nd time.
The person dying, however, will gain a death both times, because they're clearly trying to rig the system.
I say 40 seconds because, boosting couldn't be justified; they wouldn't really gain from it.
They'd be able to get more kills if they actually participated in fighting.
Additionally, they'd to compete with other people trying to kill their 'mule', as well as dodging bullets from other people shooting at them.
Unless they hired two mules to help them boost, in which they'd alternate between killing mules.
But again, they'd have to compete with other people attacking the mules.