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Balancing notes #13

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Restioson opened this issue Dec 5, 2020 · 17 comments
Open

Balancing notes #13

Restioson opened this issue Dec 5, 2020 · 17 comments

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@Restioson
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@CodersInABarrel
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My opinions

Attackers get to get back into combat to fast (Spawn them farther away)

The lack of a front line really kills defenders (idk what to do about this, maybe make a cap order)

Being able to hop over walls (What's the point :P)

idk ill add more if i think abt it

@CodersInABarrel
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maybe give the attackers worse weapons?
But less defenders.

@AmphithereMajesticon
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The attackers need mining fatigue so they don't get to instantly break through the wooden defenses of the defenders with stone axes. The name of the game for defenders is to just delay the attackers but when it takes a few seconds for a single person to break through a wooden barrier, let alone 2-3, they aren't that useful. I don't think that mining fatigue slows weapon attacks although that could be a game feature i'm unaware of.

Constructors also need a bit of a buff. I think giving them an iron helmet and possibly boots would make them last a little bit longer. The constructors need the ability to place where they want. There are certain areas were one can't build a full wall which makes all the other blocks useless since the attackers can just go through the gap.

I don't think the timer should be shortened down 15 minutes. With the two games that were played, both of them got around to 13 minutes in before the game lost. If the defenders get buffed, they might just start winning all the time. The 20 minutes is 100% fine in my opinion

@Restioson
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About constructors, while they can place wood and such the original intent of the class is to repair gates and brace them. It's somewhat secondary for them to build walls although it's definitely something the gamemode should support imo.

I don't think that mining fatigue slows weapon attacks although that could be a game feature i'm unaware of.

I think that it does? Therefore, I'm not sure what other solution there could be to making constructors better. Maybe they could place cobblestone instead or something, and then give people wooden pickaxes + mining fatigue when holding them?

The constructors need the ability to place where they want. There are certain areas were one can't build a full wall which makes all the other blocks useless since the attackers can just go through the gap.

We can remove some of the no_build regions. These were added as we were concerned that you could teamgrief by spamming wood everywhere.

@CodersInABarrel
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one thing I noticed is that there is no way to really defend any of the castle gates the keep one I think is blocked by the fast that the attackers are under the wall a bit, so archers can't hit 'em, but the outside walls there is no way (that i know of) to hit them either

@Restioson
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There definitely needs to be a way to get over the wall while they are there, and a way to stand on the wall and fire at attackers

@AmphithereMajesticon
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As of right now, there is no real reason to go outside the castle as defenders and fight other than you want to. 2-4 guys just stay in one of the castle towers and suddenly it becomes real hard to get up there due to axe/sword crits or falling down the stairs, probably a combo of both. I would hazard a guess that the tater farm is an even better spot to camp due to the storage chest at the bottom of it along with the big wide gap so if someone falls, they take some decent dmg.

Moving on from that with my original topic, there is no real reason to defend all the other areas like the mine or bridge or etc. I think that some of these areas should provide effects to the defenders team when held by them. Defenders are powerful people at the start but if the attackers are smart and work together, they can take them out and claim areas. This might work even better if the other suggestions for defenders to be outnumbered by the attackers.

Constructors place stone when the mine is in control. I don't think the previously built defenses that were made out of cobble should be turned to wood if the mine is taken under control due to how far away it currently is to the castle. As I mentioned in a previous suggestion, the attackers really cut through wood fast. If the attackers were to have basic wooden pickaxes, it would make the defenders have much better things. Possibly the mine grants a weapon upgrade so stone goes to iron and iron to diamond. This might be a bit too strong, especially in axe case although mine is so much closer to attackers than defenders.
When Tater Windmill is in control, the defenders should get a med-high amount of saturation when spawning in or a tater head which pretty much acts as a golden apple. I think the latter might be a bit op but since the tater farm is so far away and if recapture is of, would make it kinda hard.
Docks could give all defenders a fishing rod and water bucket with a random fish (excluding puffer) as their thing. I'm not sure about the water bucket though.
I don't know the name of this gate but it isn't the inner castle gate nor meadow gate. There is a blacksmith located to this so while this is held by defenders, all swords gain sharp 1 and chest+helm get prot 1. No tier upgrade unlike for mine as this will be much harder to take.

All in all, at the start of the game, defenders would get high tier weapons with enchants, a "save me" food, better regen, better armor, and better building things. If the attackers want to win, they have to go in groups to take their key areas to continually weaken them till they can be attacked. This change would probably require an increase in game length although a lot of things would have to be fine-tuned with something like this.

@Restioson
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As of right now, there is no real reason to go outside the castle as defenders and fight other than you want to.

I believe we tried this strategy and lost really quickly because the reason you go outside is to stall for time. If you stay indoors you can't stall as much.

the defenders should get a med-high amount of saturation

I don't think it's possible for the server to set saturation... cc @Gegy?

Thank you for the suggestions on point effects - it's something we've had planned for a bit but not had many practical ideas of the actual effects we want each point to have. We'll definitely take that into consideration. The only concern could be that the attackers might snowball with time so it will need careful balancing.Another idea we had was of being able to upgrade points to provide different buffs.

@mounderfod
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Constructor Armor is too nerfed, but IMO the blocks they place should decay over time as otherwise it becomes far too overpowered in long games.

@jaskarth
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The crux of the issue here I think is that the attackers have a chance to work together and take over sites as a team, while defenders must be spread out in order to defend against the attackers. Since that's the core issue, we can work to mitigate that. I think that we should make attackers respawn further away from points, and make the defenders more powerful by allowing them to pick where they spawn in the beginning, allowing them to hold control over sites. Unique kits on both sides may help, defenders should have more armor and better weapons to encourage teamwork on the attackers' side.

@ghost
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ghost commented Jan 4, 2021

I think to balance the classes out, constructors should get an iron axe, and iron chestplate and boots.

Soldier should get iron sword, iron chestplate and dia boots.

Archer should have infinity bow, iron chestplate + speed.

@Restioson
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Help book explaining how to play the game

@Restioson
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constructors should get an iron axe

This is incredibly overpowered. Constructor would essentially become better than a soldier. With an iron axe, it's 2 axe crits to kill someone.

@EcoBuilder13
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Constructors can repair the gate faster than it can be broken down making it harder to get into the castle. Also the tnt for blowing up the gates is way to weak. It does almost no damage to the gates.

@Restioson
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Restioson commented Jan 26, 2021

1 TNT is 15 damage on the gate. This means a gate can be brought down from threshold health with 4 TNT (assuming it has not been braced fully, in which case it would require 7 tnt), or what is currently the kit of 2 demolitioners every 2 minutes. The amount of TNT given to each demolitioner per unit time and the amount that they have per life will probably be increased soon though which should make the gates easier to break down conventionally. The intention behind the gates being repairable is that it is genuinely possible with a team of 2-3 constructors working frantically to stop the gate from being bashed in, but it is also possible with demolitioners and bashers to open it. Then, the attackers have the other option of towering over the walls and getting in that way too

@EcoBuilder13
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@Restioson Then there might be a bug. I was playing a game of siege the other day and one person could keep the gate fully repaired with multiple bashers and a demolitionist. constantly attacking. Not even 30 seconds after detonating the tnt the gate was back up to 100% health. The constructer just keep running up to the gate and right clicking it once then leaveing which gave it a duration of constant repair while we were attacking. Also we tried getting over the walls but they built tall wooden walls surrounding the castle and were always there to keep us from breaking though it. It just seems that it is too easy to keep the attackers out.

@Restioson
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Restioson commented Jan 26, 2021

In future the demolitioner should be able to lay maybe 3-4 tnt at a time which would help greatly in bashing it down. Also, the wooden wall can also be exploded by demolitioners.

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