I think this idea could work. Like youre saying.. Only players with empty slots should be eligile. Lets try it
I think this idea could work. Like youre saying.. Only players with empty slots should be eligile. Lets try it
If you were a beautiful sound in the echos all around, I'd be your harmony.
This could work well especially in lieu of coding the other races. Leading players would think twice about haphazardly buying items that may fall into other team's hands and it would give the losing team an extra push. It would also allow inexperienced players the opportunity to become familiar with items they may otherwise not know to buy.
Then again, it has the potential to make the losing team's attempts all the more futile in supplying the winning team's lower tier players and make the winning team stronger at the expense of the losing team.
Questions: how would the items, after death, be distributed? Must they be retrieved from the corpse, like guns? Would a well equipped teammate be allowed to kill a similarly equipped enemy and have their teammates scavenge and collect? Would you restrict collection to the killer? And would we be able to collect necklaces from voids and helms from athenas, much like we can scavenge dualies/shotguns from magicians and ak-47s/scouts from jacks?
Certainly could give a fun little spin to being an underdog
How is the item decided?
if you have ring + claw and they have helm orb and mask what do you pick up?
way 2 abandon your opinion cause zero disagreed lol...
lol? you serious? fail...
I have no issues with this idea, provided it's properly set up... if the same items are basically just getting moved around from player 2 player via a person dying... the concept of money and it's value in the server will be diluted. something needs 2 be set up where items are only transferable X amount of times after X amount of rounds and have a % chance on if it will even work trying 2 pick up the items.
Maynard - The WCS Guy
Well, first, this seems to require more luck than skill. It requires getting the last hit, on a player with useful items, at a time when they can drop the items. As it seems the assumption is it also gives them right away it also requires that you can survive to put these items to use, given firefights, revives, and other shenanigans. Also, if you include luck based drops, well, there you go.Originally Posted by ZERO
I also don't feel it is as efficient at balancing the game as the cost reduction, because it requires a lot of things. That the winning team is using items, or useful items. Items such as claws are great on human and jack, meh on many races. That people who can use the items get the kills, be it because of kill stealing, the enemy getting away, awp on a stick, or just racial restrictions. Yes, this point could be largely solved by teamwork, but let's face it, if we had teamwork, we wouldn't NEED more balance. On the other hand, cost reduction just requires your team getting stomped, and helps the entire team, which is something else this fails to do.
I'm wondering what you were thinking about with X. Because, in three rounds of winning, I can afford an ankh and two random other items. Many races only need one or two items, or spawn with guns, so can afford to die every 2 rounds. If X is too large, it can encourage shock troops to dump items after they can replace them. If it's 1 round, the losing team will be supplying the winning team with items. This also can encourage more farming by an main objective sided, dominating team, "don't kill him, next round he drops his items".
However, I do like the idea, I just don't like it as THE "balancing" mechanism. Maybe add in a bounty system for players with kill streaks too, so you get something that will last if you kill the "pro" players. Or give the player the money equivalent, or a percentage, of the items the dead person was holding, or split it between the team/alive part of the team. This idea would solve a number of problems. Janky or class based builds (sock + claws on a spiderman), helping the full item'd players who kill the dominating players, not losing items just as you get them.
However, from the programming standpoint, go for whatever will work :P
(joke)If items are really the problem, just restrict the number of items each player on the winning team can hold or let the losers keep items on death (/joke)
Based upon what Zero said, either this shouldn't happen except in a very close game, because you'll need to survive a bit with the item for it to transfer, which normally doesn't happen for the losing team or, like you said, it'll be percentage based. Players don't normally survive round in a row (with a few exceptions such as mr. I don't actually have to do the objective) unless they are on the winning team, so as long as the number of rounds are long enough, unless there is a very odd perfect sequence, item trading won't happen very often.Originally Posted by maynard
It was done due to a few things:
I) I never thought anything like that would be implemented.
II) Didn't quite work out some of the mechanics that Zero suggested - which would make it work okay.
III) Not like my opinion means anything anyways
(In other words - it wasn't because Zero disagreed - it was because I'm blind, dumb and couldn't properly see how this could make the server better. If someone would have suggested the same thing, I'm fairly confident I'd have changed my opinion to that as well)
"They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard."Our subject isn't cool, but he thinks it anyway - he may not have a clue, and he may not have style, but everything he lacks, well, he makes up in denial!Someone ever tries to kill you, you try to kill 'em right back.
1- Zero, how would you go about restricted items on a race? Would you allow for example a vaga of picking up a helm or claw from a random leading enemy?
Or would it just look for items that are compatible?
2- Does loot drop from people who have been ALIVE for many rounds? or have been on the WINNING TEAM for many rounds? big difference. Or perhaps, imo, it should drop only from the top 3 players on the other team? Making everyone want to target the big guns rather than worrying about the backseat riders on the other team?
What if loot drops if a player has killed X people in X rounds minimum? They get flagged by the loot system, when Then when they die, they drop loot for the killer.
3- Bane brought up an interesting point, who gets the loot? the killer? or anyone near the body's radius? Or whoever did most damage to that player? or both? Because kill stealing is not something we want to promote in wcs like in gg...
Suggestion:
I would suggest that if the looting system triggered on a pro's death, a tiny 25ft white ward or smthn would appear on the victim's dead body and stay active for 5 secs only. First to get in it gets a random compatible item from him. And if another teammate walked in it before it disappeared, they get 1 random item of the REMAINING lower tier items that the player held on him when they died? This way, it would favor the player who was near the enemy rather than someone 100 ft away, seeing as they had more of a risk factor, without completely denying the partner with another loot.
Also, I would suggest that the loot system only procs at the death of the top 3 out of 20 of the WINNING team's players. Making them a primary target.
I see it many times where the loosing team focuses on a few lame players on the winning team, and call it a day... but this way, it might favor ppl working together to take out the big badies first to get stronger.
I'd assume it'd be whatever happens when you switch to a race while holding a restricted item (can't remember what it is, but I remember it happens).Originally Posted by CYBER
hehOriginally Posted by CYBER