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Post by Anon O. Mous on Oct 7, 2017 17:30:32 GMT -5
I'm really getting tired of the [firetruck]ing status bar. The last match that I was in ended in less than 3:30 because the status bar was heavily in the red team's favor. The fact that we lost only poured salt on the wound. How can a machine decide the outcome of a battle when there is over 6 1/2 minutes left?
The status bar has been the bane of my War Robots playing experience. I cannot tell you how many battles have been lost even though the blue team had more beacons and more robots remaining. A whole lot more than battles that have been won, I can tell you that.
My opinion for the game to judge the winner:
a) No opposing robots remaining b) If both teams have robots on the field of battle at the end of a set time period (for example: 10 minutes) the winner would be determined by beacon count. c) If both teams have the same number of beacons when time runs out (which could happen if one or more beacons is white instead of red or blue), the team with the most surviving robots wins. d) If, in the unlikely event that both teams have the same number of beacons and the same number of robots on the field when time runs out, the total of health remaining of each team's remaining robots will decide the winner.
Hopefully it wouldn't come down to splitting hairs, but I suppose it's inevitable.
I don't see why the above conditions wouldn't work in any version of War Robots, be it Domination or Beacon Rush. Death Match would only require a and d.
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Post by Danny Linguini on Oct 7, 2017 18:30:46 GMT -5
You're basically talking about Team Death Match. No beacons, just last team standing wins. It's coming.
But be warned, it sucks. I played a few games on the TS (and hated every second of it) and couldn't wait to get back to beacons and status bars, as bad as everything else is right now. YMMV.
Beacons and territory control are among the few remaining things I still like about this game.
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Post by Anon O. Mous on Oct 7, 2017 18:37:25 GMT -5
You're basically talking about Team Death Match. No beacons, just last team standing wins. It's coming. But be warned, it sucks. I played a few games on the TS (and hated every second of it) and couldn't wait to get back to beacons and status bars, as bad as everything else is right now. YMMV. Beacons and territory control are among the few remaining things I still like about this game. I'm talking about Death Match, yes, but WITH beacons. Beacon count would strongly balance the outcome of a match. The Death Match that we're seeing on the test server this weekend (and every other one that I've seen) doesn't have beacons. In my version, highest beacon count would determine the winner if both teams survived the ten minute time limit.
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Post by nerdatron on Oct 9, 2017 16:06:58 GMT -5
I'm really getting tired of the [firetruck]ing status bar. The last match that I was in ended in less than 3:30 because the status bar was heavily in the red team's favor. The fact that we lost only poured salt on the wound. How can a machine decide the outcome of a battle when there is over 6 1/2 minutes left? The status bar has been the bane of my War Robots playing experience. I cannot tell you how many battles have been lost even though the blue team had more beacons and more robots remaining. A whole lot more than battles that have been won, I can tell you that. My opinion for the game to judge the winner: a) No opposing robots remaining b) If both teams have robots on the field of battle at the end of a set time period (for example: 10 minutes) the winner would be determined by beacon count. c) If both teams have the same number of beacons when time runs out (which could happen if one or more beacons is white instead of red or blue), the team with the most surviving robots wins. d) If, in the unlikely event that both teams have the same number of beacons and the same number of robots on the field when time runs out, the total of health remaining of each team's remaining robots will decide the winner. Hopefully it wouldn't come down to splitting hairs, but I suppose it's inevitable. I don't see why the above conditions wouldn't work in any version of War Robots, be it Domination or Beacon Rush. Death Match would only require a and d. The problem with this is that people would just camp ( or play TDM style ) until the last minute or so, then spawn small bots and run around grabbing beacons so that they had more than the other team right at the end. The other 9 minutes would be irrelevant considering most games don't end from one team running out of bots. The point is "domination", controlling the most area throughout the duration of the match. You win by controlling area. Unless you allow the enemy to get four beacons for a long period of time, most games will go the full duration ( assuming your team isn't super aggressive and burns through their bots ). Without the beacon bars, it isn't "domination" at all, simply who can grab most beacons at the very end. Beacon Rush shouldn't have beacon bars at all IMO, and should just be called TDM. Thats basically all it is anyway, and how most people play it.
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Post by Danny Linguini on Oct 9, 2017 18:56:05 GMT -5
I'm really getting tired of the [firetruck]ing status bar. The last match that I was in ended in less than 3:30 because the status bar was heavily in the red team's favor. The fact that we lost only poured salt on the wound. How can a machine decide the outcome of a battle when there is over 6 1/2 minutes left? The status bar has been the bane of my War Robots playing experience. I cannot tell you how many battles have been lost even though the blue team had more beacons and more robots remaining. A whole lot more than battles that have been won, I can tell you that. My opinion for the game to judge the winner: a) No opposing robots remaining b) If both teams have robots on the field of battle at the end of a set time period (for example: 10 minutes) the winner would be determined by beacon count. c) If both teams have the same number of beacons when time runs out (which could happen if one or more beacons is white instead of red or blue), the team with the most surviving robots wins. d) If, in the unlikely event that both teams have the same number of beacons and the same number of robots on the field when time runs out, the total of health remaining of each team's remaining robots will decide the winner. Hopefully it wouldn't come down to splitting hairs, but I suppose it's inevitable. I don't see why the above conditions wouldn't work in any version of War Robots, be it Domination or Beacon Rush. Death Match would only require a and d. The problem with this is that people would just camp ( or play TDM style ) until the last minute or so, then spawn small bots and run around grabbing beacons so that they had more than the other team right at the end. The other 9 minutes would be irrelevant considering most games don't end from one team running out of bots. The point is "domination", controlling the most area throughout the duration of the match. You win by controlling area. Unless you allow the enemy to get four beacons for a long period of time, most games will go the full duration ( assuming your team isn't super aggressive and burns through their bots ). Without the beacon bars, it isn't "domination" at all, simply who can grab most beacons at the very end. Beacon Rush shouldn't have beacon bars at all IMO, and should just be called TDM. Thats basically all it is anyway, and how most people play it. 'Zactly. One of the few things I actually agree with in this game -- once I understood how it works. I can't imagine how many questions/gripes Pix gets on thus single thing. I could not for the life of me understand how my team could be way ahead in bots and beacons and lose before 10 minutes were up, and obviously had zero clue what those blue and red bars were at the top of the screen. Obviously communication with the player population has never been Pix's strong suit.
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Post by FlashAhAhh on Oct 9, 2017 19:19:05 GMT -5
I'm really getting tired of the [firetruck]ing status bar. The last match that I was in ended in less than 3:30 because the status bar was heavily in the red team's favor. The fact that we lost only poured salt on the wound. How can a machine decide the outcome of a battle when there is over 6 1/2 minutes left? The status bar has been the bane of my War Robots playing experience. I cannot tell you how many battles have been lost even though the blue team had more beacons and more robots remaining. A whole lot more than battles that have been won, I can tell you that. My opinion for the game to judge the winner: a) No opposing robots remaining b) If both teams have robots on the field of battle at the end of a set time period (for example: 10 minutes) the winner would be determined by beacon count. c) If both teams have the same number of beacons when time runs out (which could happen if one or more beacons is white instead of red or blue), the team with the most surviving robots wins. d) If, in the unlikely event that both teams have the same number of beacons and the same number of robots on the field when time runs out, the total of health remaining of each team's remaining robots will decide the winner. Hopefully it wouldn't come down to splitting hairs, but I suppose it's inevitable. I don't see why the above conditions wouldn't work in any version of War Robots, be it Domination or Beacon Rush. Death Match would only require a and d. Are you serious? This would be a camperfest! The beacon bar makes perfect sense!
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Post by stokr on Oct 9, 2017 20:58:08 GMT -5
'Zactly. One of the few things I actually agree with in this game -- once I understood how it works. I can't imagine how many questions/gripes Pix gets on thus single thing. I could not for the life of me understand how my team could be way ahead in bots and beacons and lose before 10 minutes were up, and obviously had zero clue what those blue and red bars were at the top of the screen. Obviously communication with the player population has never been Pix's strong suit. They really need to find a better way to assure new players understand that control of the beacons equates to territorial control and who controls the most, the longest wins. I wonder...while this sounds cheesy to me...what if there were, like a matching hue shift across markers on walls/objects/signs/whatever throughout a section of the map when/as beacons turn. Imagine then, noob or otherwise, walking through territory with markers around you reflecting a beacon changes. The very nature of beacon control would be unavoidable. Another thought, there's that new map that's been on test. Boat, or something...anyway, I really like its beacon layout. There's no mistaking the territorial association. Maybe make that the new first map players run through for 3 levels, or something. ...or both? Just a couple thoughts.
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Post by WilsonK on Oct 9, 2017 22:41:20 GMT -5
I get where you're coming from Anon O. Mous. Do you experience all this because you're playing BR? Don't be surprised that if you play BR both teams have an equal chance of winning/losing REAL fast. Your opinions for the game to judge the winner is basically similar to the upcoming Team Deathmatch. No beacons, end of the timer which team has more bots remaining if not is which team mechs out first. Just relax, and try again. Cheers, [ ?] WilsonK.
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