April 20, 2024, 02:03:38 am

Poll

What frame rate & limit you think is best for Vice War?

30 FPS locked; 20 FPS min
7 (26.9%)
Up to 60 FPS; 20 FPS min
5 (19.2%)
30 FPS locked; 30 FPS min
2 (7.7%)
Up to 60 FPS; 30 FPS min
12 (46.2%)

Total Members Voted: 26

Author Topic: Improving Future Vice Wars  (Read 16031 times)

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aXXo

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Re: Improving Future Vice Wars
« Reply #15 on: January 01, 2016, 12:53:25 am »
I'd only find this acceptable if we were able to pick up ammo from dead bodies. As previously stated, money was a big issue in this VW.
No.

A guy buys 1000 M60s and dies. He respawns with 1000 M60s and 1000 M60s are also up for grabs from his dead body?  :-\
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Sora_Blue

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Re: Improving Future Vice Wars
« Reply #16 on: January 01, 2016, 12:57:19 am »
I'd only find this acceptable if we were able to pick up ammo from dead bodies. As previously stated, money was a big issue in this VW.
No.

A guy buys 1000 M60s and dies. He respawns with 1000 M60s and 1000 M60s are also up for grabs from his dead body?  :-\
No need for 1000 M60 pickup, just make it so like it was in 0.3, I believe those pickups gave either 50 or 100 bullets.
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Kessu

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Re: Improving Future Vice Wars
« Reply #17 on: January 01, 2016, 03:56:01 am »
Or take argo's system where only one can pick up the briefcase  ::)
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GangstaRas

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Re: Improving Future Vice Wars
« Reply #18 on: January 01, 2016, 03:21:46 pm »
The problem I find with Vicewars is, that the competition does not last for 24 hours. The outcome of the event is usually laid out in a few hours. This was the first time when the winner was not obvious until 12 hour mark. That was due to the Russians joining late. Had they been all playing since the beginning, the event would have wrapped up in 4 hours.
We need a formula that makes the event competitive as long as possible. Both teams should have a belief that they can still nick the match or make a comeback.

If you ask me the problem was the point system, it was too weak and there were no antagonizing effects capturing bases. The Blues displayed that it was far better to just go out and rack up kills than to truly pay attention to the bases for points; capturing bases only turned a tool to gather Reds where they wanted them to be rather than something to truly invest time in protecting; if they had it, then it was just bonus points but not a main goal. It's for that reason I believe that the Fuel Station got the least amount of attention despite doubling the points you get from Control Centre. Also recall that the original idea of the Fuel Station was to stop an opposing team from getting points from the Control Centre, not to inhibit their doubled rate.

Based on the statistics, Red lost with 5899 and Blue won with 8480. 1719 of Red's points were objectives and 1414 of Blue's points were from objectives. If we multiplied all the objective points by 5 (which means all point rates from bases are equivalently multiplied by 5) and add this to the number of points each team got from kills and other miscellaneous deaths, the difference in points of Red to Blue shrinks from 30.4% to 9.6%, from 2581 to 1361 points. Still a lot of points but now the reality of the game has shifted from racking up kills (1 1 points) to maintaining bases giving you up to 20 points every 2 minutes (Fuel Station and Control Centre combo) or 40 points (original 8 points allowed to accumulate) at Delivery Bay.

Mix this now with the widespread team money being earned individually from certain bases you see fit and you probably will have the continual war you desire
« Last Edit: January 01, 2016, 03:33:41 pm by GangstaRas »
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Sora_Blue

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Re: Improving Future Vice Wars
« Reply #19 on: January 01, 2016, 03:34:57 pm »
The problem I find with Vicewars is, that the competition does not last for 24 hours. The outcome of the event is usually laid out in a few hours. This was the first time when the winner was not obvious until 12 hour mark. That was due to the Russians joining late. Had they been all playing since the beginning, the event would have wrapped up in 4 hours.
We need a formula that makes the event competitive as long as possible. Both teams should have a belief that they can still nick the match or make a comeback.

If you ask me the problem was the point system, it was too weak and there were no antagonizing effects capturing bases. The Blues displayed that it was far better to just go out and rack up kills than to truly pay attention to the bases for points; capturing bases only turned a tool to gather Reds where they wanted them to be rather than something to truly invest time in protecting; if they had it, then it was just bonus points but not a main goal. It's for that reason I believe that the Fuel Station got the least amount of attention despite doubling the points you get from Control Centre. Also recall that the original idea of the Fuel Station was to stop an opposing team from getting points from the Control Centre, not to inhibit their doubled rate.

Based on the statistics, Red lost with 5899 and Blue won with 8480. 1719 of Red's points were objectives and 1414 of Blue's points were from objectives. If we multiplied all the objective points by 5 (which means all point rates from bases are equivalently multiplied by 5) and add this to the number of points each team got from kills and other miscellaneous deaths, the difference in points of Red to Blue shrinks from 30.4% to 9.6%, from 2581 to 1361 points. Still a lot of points but now the reality of the game has shifted from racking up kills (1 1 points) to maintaining bases giving you up to 20 points every 2 minutes (Fuel Station and Control Centre combo) or 40 points (original 8 points allowed to accumulate) at Delivery Bay.

Mix this now with the widespread team money being earned individually from certain bases you see fit and you probably will have the continual war you desire
ganstrag
yes
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aXXo

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Re: Improving Future Vice Wars
« Reply #20 on: January 01, 2016, 04:13:31 pm »
Or take argo's system where only one can pick up the briefcase  ::)
In case of a briefcase, you can't choose which weapons to skip. Individual weapon drops are better.
Anyway, the amount of ammo dropped should also be subtracted from the ammo stock of the dead player, so that it is not duplicated on respawn.



If you ask me the problem was the point system, it was too weak and there were no antagonizing effects capturing bases. The Blues displayed that it was far better to just go out and rack up kills than to truly pay attention to the bases for points; capturing bases only turned a tool to gather Reds where they wanted them to be rather than something to truly invest time in protecting; if they had it, then it was just bonus points but not a main goal. It's for that reason I believe that the Fuel Station got the least amount of attention despite doubling the points you get from Control Centre. Also recall that the original idea of the Fuel Station was to stop an opposing team from getting points from the Control Centre, not to inhibit their doubled rate.

Based on the statistics, Red lost with 5899 and Blue won with 8480. 1719 of Red's points were objectives and 1414 of Blue's points were from objectives. If we multiplied all the objective points by 5 (which means all point rates from bases are equivalently multiplied by 5) and add this to the number of points each team got from kills and other miscellaneous deaths, the difference in points of Red to Blue shrinks from 30.4% to 9.6%, from 2581 to 1361 points. Still a lot of points but now the reality of the game has shifted from racking up kills (1 1 points) to maintaining bases giving you up to 20 points every 2 minutes (Fuel Station and Control Centre combo) or 40 points (original 8 points allowed to accumulate) at Delivery Bay.

Mix this now with the widespread team money being earned individually from certain bases you see fit and you probably will have the continual war you desire but the focus
But then a team which is getting the most kills and also controls the bases would build up a much bigger lead in terms of both points and finances. That makes a comeback impossible.

How about - Kills give no points, only cash. Points are only generated by bases.
Or, the other way around - Kills give points, but no cash. Cash is earned through bases only.
Basically, I want to remove all sources of cash+points. So, that the emphasis on both bases and kills is equivalent.
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GangstaRas

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Re: Improving Future Vice Wars
« Reply #21 on: January 01, 2016, 06:07:14 pm »
But then a team which is getting the most kills and also controls the bases would build up a much bigger lead in terms of both points and finances. That makes a comeback impossible.

aXXo it is this fear of comeback that made our comeback impossible lol. On kills, we were outclassed therefore our only chance of winning was to capture bases and earn points through that as much as we could, but because of that perpetuated comeback point, we nerfed the amount of points to earn from bases beforehand to equal what we assumed would be a reasonable rate of deaths for 24 hours. I now see that we really didn't give that point rate enough thought and research. I mean look at it, the game had throughout the hours at least 20 people fighting, just 4 kills per team in 2 minutes already makes controlling the Control Centre + Fuel Station absolutely worthless. We created a serious imbalance there

« Last Edit: January 01, 2016, 06:09:09 pm by GangstaRas »
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Milko

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Re: Improving Future Vice Wars
« Reply #22 on: January 02, 2016, 08:37:39 am »
i agree w ganstrag yes nd 30 fps is a must nd there must be pizza boys yes

and please don't add custom textures as those from vw5 caused extreme fps lag for many players nd fercho fps was 12 top kek nd most reds fps too so they kept us busy trying to hit them nd eaf  m60 us ez pz no fair thanks for implementing

yes
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GangstaRas

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Re: Improving Future Vice Wars
« Reply #23 on: January 02, 2016, 12:49:30 pm »

and please don't add custom textures as those from vw5 caused extreme fps lag

Which reminds me, Fercho and Wilson, anyone hear who knows their fps tanks looking at a molotov tell me your system specifications
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krystianoo

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Re: Improving Future Vice Wars
« Reply #24 on: January 02, 2016, 01:36:08 pm »
Quote
How about - Kills give no points, only cash. Points are only generated by bases.
sounds good..
without this the bases may as well be removed, their point generation compared to the points gained by the kills is ultra-low.
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4KUM45

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Re: Improving Future Vice Wars
« Reply #25 on: January 02, 2016, 08:18:00 pm »
minimum fps 30 thanks
yes
30 FPS can hinder or distract from game. 60 FPS looks good smooth and fluid and low FPS looks bad choppy and laggy. This is because in games frames are generated prefectly and interactively controlled.
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GangstaRas

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Re: Improving Future Vice Wars
« Reply #26 on: January 02, 2016, 11:47:37 pm »
Added a poll to see what people think is best in terms of keeping the war alive for the losing team. Take into consideration factors such as limited unshared money individually, consequences of total domination of the winning team and opportunities and disadvantages each option would create before you answer. 
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stormeus

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Re: Improving Future Vice Wars
« Reply #27 on: January 03, 2016, 06:02:18 am »
minimum fps 30 thanks
yes
30 FPS can hinder or distract from game. 60 FPS looks good smooth and fluid and low FPS looks bad choppy and laggy. This is because in games frames are generated prefectly and interactively controlled.

60+ FPS in VC also causes discrepancies in physics calculations that allow you to scale inclined surfaces at warp speed, but only after a certain FPS threshold.
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<krystianoo> stormeus do good job
<krystianoo> with recent update
<krystianoo> if not agree; jeb yourself in head
<Avenger> yesterday you said death to stormeus
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<karan> he called him fake prophet too
<krystianoo> sure fake prophet
<krystianoo> but with recent updates real

Kelvin

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Re: Improving Future Vice Wars
« Reply #28 on: January 03, 2016, 08:45:20 am »
30 is recommended frame rate. There should be a reason.
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krystianoo

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Re: Improving Future Vice Wars
« Reply #29 on: January 03, 2016, 09:58:17 am »
There is a reason 60 fps is an option and if you want to play the game the way Rockstar intended, go play singleplayer.
Nobody complained about desync due to framerates higher than 30 which is a fact; the minimum should be 25. How  do you want to operate kicks on minimum 30? Everyone gets FPS drops, and when you have 30 30 30 and a drop to 20 for a second (example), the average will drop to somewhere around 27.5 and bam, you get kicked.
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