03-07-2014
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(Ragga)
Join Date: May 2012
Posts: 283
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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.
This would do two things:
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.)
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.
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.
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.
I absolutely love the way Showdown is. There's no staff intervention, and it's a constant PKing event.
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.
Again- I agree with you on having set weapons in PK Arena.
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. |
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03-07-2014
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Registered User
Join Date: Mar 2012
Posts: 2,912
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My apologies but I don't really play iEra, so correct me wherever i'm wrong but I enjoyed reading this thread and thought I'd share my input. So, from what I've read, some players argue that you should only be able to use a particular gun (M4?) in the arena however those that have purchased better weapons such as the BAR have the right to use them. So why not just create two types of lobbies for the arena? 'Ranked' (PK Arena based on skill) VS 'Friendly' (PK Arena where all guns can be used) You would be satisfying all the players, and iEra certainly has the playercount to make this possible, so yeah. |
03-07-2014
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(Ragga)
Join Date: May 2012
Posts: 283
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I think they've been afraid to overtly segregate the BAR because they wouldn't want to upset BAR players. Before, the BAR was the only gun of its class. They didn't want the 'BAR-Enabled Spars' to turn into ghost towns, causing the BAR sparrers to have wasted 90 USD. Now we have more Top-Tier Guns, and everybody and their brother has one. It's not really discriminating against a single gun anymore. Plus there's enough people with these guns to provide enough competition for one-another to make the 'Ghost Town' theory a null concern. I've actually been giving it some thought lately; the more I think about it, the more I think it wouldn't be a bad idea, that should have been done sooner. Even If it were added based on popular demand, and the 'Tier-4 Enabled Gun' spars turn into ghost towns, it's really not something Tier-4 Gun users could hold against staff members, because it's the players' choice to not use the Spars. If they lack competition, they're going to have to suck it up and use a real gun. I wouldn't use the name 'Ranked' and 'Friendly though, because 'Friendly' suggests that stats wouldn't be recorded. In fact, I wouldn't even give the arena a label, or any indication that any gun was disabled in it. I would just add a new spar arena to the GMAP that has Tier-4 Guns disabled, and let the players figure it out. |
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03-07-2014
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Registered User
Join Date: Oct 2012
Location: VISALIA, CALIFORNIA
Posts: 36
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All These Ideas Are Great But I'd Like To Know If This Idea/Plan Will Be Put Into Place Within The Pk Arena Because I Do Agree With Meph About The Pk Arena Not Being Used Often It's Rare When There Are Challenges Within The Pk Arena And Seeing As The Spar Complex Is Always Being Used Why Can't We Make Pking More Enjoyable For All Players Who Dislike It Due To these Reasons. I'm Positive Your Ideas Will Help Encourage More People To Pk With These Ideas Put Into Place.
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03-07-2014
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(☞゚∀゚)☞ dank meme ☚(゚ヮ゚☚)
Join Date: Oct 2012
Location: Utah
Posts: 5,261
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Mules are useless. With the limit being 20 seconds if you kill the first mule then the second, you still have to wait to go back to the first mule. |
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03-07-2014
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(Ragga)
Join Date: May 2012
Posts: 283
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Oh boy, this is exciting- Nobody ever goes tat for tat with me on these forums. This is how ideas are made, man.
http://i1.ytimg.com/vi/3X41pILFZ-I/hqdefault.jpg (Unsupported image host)
Remember: The more points they put into one stat, the less they'll have to put into the others. If they focus their points into RoF or Freeze, they won't deal much damage, they'll have a very low clip size, and they'll have a huge reload freeze. So they'll have to reload frequently, and they'll be highly vulnerable when reloading. Also, there would be a cap on all variables, so no stat could be absurdly high.
Yeah- it was fun. I never knew they brought that to iEra.
This was going on in 2004 when Event Coins were introduced to Era. People go wild because EC are valuable. The only way to obtain them is by winning events, or by doing some kind of exclusive task administered by Staff Members. EC aren't as easy to obtain as the Gralat-- people actually have to put in effort to obtain them. This required effort dictates the EC's value. Additionally, it's the currency required to purchase Event Items. This creates a harmonious balance: Event Items keep their value as long as Event Coins remain scarce. As the only set of items on iEra that have real worth, it is imperative that Event Items to keep their value and remain exclusive. The exclusivity of Event Items justifies their stats as well. The fact that the Katana is harder to obtain justifies the fact that it deals more damage and is faster than a Starter Knife. Events Items are exclusive because the EC has scarcity. The harder an item is to obtain, the more scarcity it has. What you're suggesting would make the EC less scarce, and therefore lower its value. It's simple economics: more EC into the economy will allow consumers to buy more Events Items. This increase in the demand will result in higher prices on the Events Items, in order for the Events Items to keep their value. I do think that more event coins should be rewarded for PKing activities such as the one suggested in this thread. However, rewarding 1 every 15 minutes is 92 Event Coins into the server per day, after a 30 second intermission between matches is considered. And this is in addition to the ones ETs are handing out. The "PK Token" idea I suggested earlier almost cuts that number in half: Additionally, this method is more evenly distributed between the top three winners. 55 EC automatically being hosted daily is still pretty hefty. |
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03-07-2014
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Leg hair. AND RICE!
Join Date: Feb 2012
Location: Do you really wish to know o.o
Posts: 2,803
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If only Graal natively supported instanced maps. It'd be so much easier to handle shoving in as many players as it takes to please said players and yet still retain a manageable groups of players for the server to handle in the same area.
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03-10-2014
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(☞゚∀゚)☞ dank meme ☚(゚ヮ゚☚)
Join Date: Oct 2012
Location: Utah
Posts: 5,261
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im too lazy to split up the quotes.
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03-10-2014
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(Ragga)
Join Date: May 2012
Posts: 283
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I'd also venture off to say they should have the ability to save stats for use in future games, so that they could load them up similar to the way outfits are loaded in the tailor system. Most people will eventually find something that works for them and stick with it.
There are no 'stat upgrades'. Such a thing would defeat my goal of making it fair. The only reward for winning is the PK tokens mentioned. The upgrades I was referring to were merely cosmetic upgrades; such as new skins. Everybody -- from the player who plays their first time to a player who is playing for their nine-hundredth time-- has the same amount of points to allocate into their stats as they see fit. Points cannot be purchased with PK Tokens. Everybody has the same amount. This was an issue with Laser Tag back in 2004 PC Era: As players got more kills, they could upgrade to the next level gun, which did more damage. Level 1 did 0.5, Level 2 did 1, and level 3 did 1.5. This meant that experienced players who got the level 3 gun could kill opponents in 7 hits, while players who only had the level 1 gun had to land 20 hits to kill the same opponent. New players were already at a disadvantage because they couldn't fight as well. This made it even harder for them to contend. I wouldn't dream of recreating this-- you know me better than that GIT :3 lol. I still owe you that +REP, but evidently I still have to "spread more love around." |
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03-11-2014
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(☞゚∀゚)☞ dank meme ☚(゚ヮ゚☚)
Join Date: Oct 2012
Location: Utah
Posts: 5,261
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OH okay then. However its not really nessacary, all the guns in era play out the same way in a certain catagory. The run n gun low freeze low damage high rof assaulting low freeze slow-mid rof and 8-9 damage and the Gunners that are assault guns with a higher freeze and high rof. I would suppose this could work out |