How CTW will be ruined.
by
Doppelganger_
December 30, 2014 at 5:12 AM UTC
If CTW is going to be added with the current state of the YAML it will just be a bridge fest of endlessly high sky bridging and just overwhelming defenders with water or other means. Another equally game- ruining possibility is that people will just bridge endlessly out to one side bridge forward and bridge in. Also with no-shift bridging it people can bridge even faster to get to wool rooms.
What needs to happen.
In the YAML an easier to restrict sky bridging and a way to restrict bridging out to the right and left before CTW is out.
This also can achieved, if you make no build regions around and above the map. As long the plug-in doesn't supports this, you'll need these non-build regions. Other than that good suggestion. I'll add this to my map as long it isn't supported plugin sided.
This also can achieved, if you make no build regions around and above the map. As long the plug-in doesn't supports this, you'll need these non-build regions. Other than that good suggestion. I'll add this to my map as long it isn't supported plugin sided.
That's one of the reasons I said an easier way because this way is very unwieldy and quite difficult.
I've actually been wanting this for a while now, nothing has been done to implement it though. Hopefully your suggestion will be a reminder. Is this just for CTW or all Nebula game modes?
I've actually been wanting this for a while now, nothing has been done to implement it though. Hopefully your suggestion will be a reminder. Is this just for CTW or all Nebula game modes?
Just into to YAML so it can be used wherever necessary
I disagree. Restricting gameplay only worsens the situation. As the current YAML module stands, we allow limitless skybridging; giving freedom to players. Do you really want players restricted to certain areas to bridge? It just adds a whole different aspect to the gameplay; encouraging players to skybridge.
For the Yaml you just could define everything as a non-build region and inside you'll make a build region with a higher priority. Only 2 more simple regions. It wouldn't be so much work, unless you have to do it at every nebula map.
I get your point but I haven't seen this way used in any DTM map I just want to remind map makers of how this will ruin CTW and to remember to implement it in their maps. But it would be nice if there was a simple a way to do so.
I disagree. Restricting gameplay only worsens the situation. As the current YAML module stands, we allow limitless skybridging; giving freedom to players. Do you really want players restricted to certain areas to bridge? It just adds a whole different aspect to the gameplay; encouraging players to skybridge.
Yes but limitless sky bridging every match does not allow for other strategies and de motivates the minority of people who defend. No matter how high you build a wall or a pit a sky bridge will always get over it. Skybriding every match gets boring and stale quickly as it is almost always just a race to get the highest sky bridge up..
Yes but limitless sky bridging every match does not allow for other strategies and de motivates the minority of people who defend. No matter how high you build a wall or a pit a sky bridge will always get over it. Skybriding every match gets boring and stale quickly as it is almost always just a race to get the highest sky bridge up..
So you're saying we should removed an aspect of the gameplay?
Actually, how does it "de-motivate" defenders? It would instead, encourage it...
So you're saying we should removed an aspect of the gameplay?
Actually, how does it "de-motivate" defenders? It would instead, encourage it...
No I'm not saying to remove it. I'm saying to limit it so it's not as over powered and people will try other strategies.
Also it demotivates defenders because they know no matter how high they build a wall a person can get over it. So what's the point of defending if your attempts will be futile.
No I'm not saying to remove it. I'm saying to limit it so it's not as over powered and people will try other strategies.
Also it demotivates defenders because they know no matter how high they build a wall a person can get over it. So what's the point of defending if your attempts will be futile.
Incredibly high skybridging isn't really that useful for CTW. You gotta remember, once you get the wool you have to get back up to your skybridge, which is a hard thing to do with defenders shooting at you.
No I'm not saying to remove it. I'm saying to limit it so it's not as over powered and people will try other strategies.
Also it demotivates defenders because they know no matter how high they build a wall a person can get over it. So what's the point of defending if your attempts will be futile.
I agree with you on this one. Also there should be block placing restrictions when placing blocks in the void because the people will just wallrun and it will be too easy to get captures. The best height limit in my opinion would be 20-30 blocks because that's not too high or low.
Incredibly high skybridging isn't really that useful for CTW. You gotta remember, once you get the wool you have to get back up to your skybridge, which is a hard thing to do with defenders shooting at you.
not if you already have 15 people in the wool room because of the skybridge....
I am horrible at YAML, but I am pretty sure you can set regions.
Im pretty sure that is XML. While placing blocks outside the map is good for attackers, deffenders can simply build a higher and wider deffence? Best of both worlds
It differentiates the gameplay here from that at vercast. U-bridging is not a term in overcast, because their plugin allows map makers to add limits around the map. Extremely high sky bridging has the same fate too, most map makers choose not to allow it.
This server is not Overcast. Can you stop trying to make it like it.
I Think That CTW Will Be A Good Popularity Booster For Avicus Loads Of People Play CTW In Many Other Servers Its Normally The Best Gamemode Ive Seen In A Long Time Im All For CTW I Think Its Gonna Be Great The Only Bad Thing About CTW Is The Maps But I Trust The Map Makers On This Server They Always Make The Best Maps Its Really Wrong Of You To Say That CTW WIll Be Ruined But I Guess We All Have Opinions - Jess:)
Im pretty sure that is XML. While placing blocks outside the map is good for attackers, deffenders can simply build a higher and wider deffence? Best of both worlds
I Think That CTW Will Be A Good Popularity Booster For Avicus Loads Of People Play CTW In Many Other Servers Its Normally The Best Gamemode Ive Seen In A Long Time Im All For CTW I Think Its Gonna Be Great The Only Bad Thing About CTW Is The Maps But I Trust The Map Makers On This Server They Always Make The Best Maps Its Really Wrong Of You To Say That CTW WIll Be Ruined But I Guess We All Have Opinions - Jess:)
Did you read the Original Post?
I also had the controversial title so the thread would get some traffic
It differentiates the gameplay here from that at vercast. U-bridging is not a term in overcast, because their plugin allows map makers to add limits around the map. Extremely high sky bridging has the same fate too, most map makers choose not to allow it.
This server is not Overcast. Can you stop trying to make it like it.
Just because I am suggesting one thing that Overcast has doesn't mean this server will be Overcast.
Even if gameplay is similar to overcast there are many other factors that will differentiate from that server (maps, administration, community, the feel of pvp etc.).
Also I suggested this idea because pretty much every single nebula match today is a race to see who can get the quickest sky bridge up and the other team has no choice, no way of defending but to try and either:
Build a bridge of their own and connect it up to the opposing teams sky bridge and the map descends into a fight for the sky bridge (which takes away from the feel of the map
Get one or two people to counterrush
This after a while becomes stale and repetitive. I'm merely trying to better this network and if it means it becomes a little bit more similar to Overcast. Then so be it. I would rather have that then boring and stale gameplay.
It differentiates the gameplay here from that at vercast. U-bridging is not a term in overcast, because their plugin allows map makers to add limits around the map. Extremely high sky bridging has the same fate too, most map makers choose not to allow it.
This server is not Overcast. Can you stop trying to make it like it.
I will say overcast did get it right. It's tried and true over there so are we going to discard a possibly game enhancing build restriction just because they did it first?
I highly agree, these bridges would ruin CTW and the style of it. CTW matches tend to last long and with endless skybridges and bridges off to the side, CTW will be too clustered and it would ruin the game mode imo and a few others agree with me on this.
I will say overcast did get it right. It's tried and true over there so are we going to discard a possibly game enhancing build restriction just because they did it first?
Just because I am suggesting one thing that Overcast has doesn't mean this server will be Overcast.
Even if gameplay is similar to overcast there are many other factors that will differentiate from that server (maps, administration, community, the feel of pvp etc.).
Also I suggested this idea because pretty much every single nebula match today is a race to see who can get the quickest sky bridge up and the other team has no choice, no way of defending but to try and either:
Build a bridge of their own and connect it up to the opposing teams sky bridge and the map descends into a fight for the sky bridge (which takes away from the feel of the map
Get one or two people to counterrush
This after a while becomes stale and repetitive. I'm merely trying to better this network and if it means it becomes a little bit more similar to Overcast. Then so be it. I would rather have that then boring and stale gameplay.
It makes up a core part of nebula and makes the gameplay more unique.
Can you explain how it detracts from the gameplay?
Please refer to back to my replies to Fluey and Detty on pages 2 and 4 respectively. Also I have a question to ask you. Can you explain how it doesn't detract from gameplay?
Please refer to back to my replies to Fluey and Detty on pages 2 and 4 respectively. Also I have a question to ask you. Can you explain how it doesn't detract from gameplay?
Well I've read through the discussion. I would think it's just another challenge for defending. Doesn't it make it exceedingly easy if there are limited paths (like 2-3 at most?) to retrieve the wool?
I'm not trying to defend either side, I'm just bringing up what seems logical to me. I have never played a game of CTW so I am just getting any idea of how it functions.
Well I've read through the discussion. I would think it's just another challenge for defending. Doesn't it make it exceedingly easy if there are limited paths (like 2-3 at most?) to retrieve the wool?
I'm not trying to defend either side, I'm just bringing up what seems logical to me. I have never played a game of CTW so I am just getting any idea of how it functions.
From my expierence, there is only one path to the wool. Otherwise if it is more then that , as you stated, it is too easy to capture.
IMO a limit has to be somewhere, I'm taking it that wool rooms have protection for attackers, eg. you can't sit in your own wool or build there, like OCN. All you have to do is bridge 200 in the air and just water drop into wool room and because defenders can't go into own wool room, they cant do much. Sure they can shoot you but you'll just fall into your own water. Also in regards to sides, this can go either way but i reckon it should be limited so each team isnt trying to outflank each other 100 blocks wide of the map. Just what I think, Nathan
IMO a limit has to be somewhere, I'm taking it that wool rooms have protection for attackers, eg. you can't sit in your own wool or build there, like OCN. All you have to do is bridge 200 in the air and just water drop into wool room and because defenders can't go into own wool room, they cant do much. Sure they can shoot you but you'll just fall into your own water. Also in regards to sides, this can go either way but i reckon it should be limited so each team isnt trying to outflank each other 100 blocks wide of the map. Just what I think, Nathan
I agree with you, there needs to be a limit on how far you can build. I don't think you should be able to place blocks against the side of the map.
I haven't played much CTW; only in scrimmages and a few times on OCN. However, sneaking along the edge of a map is, in my opinion, a really useful tactic for tight situations, at least in DTM. It isn't that hard to defend against...just place buttons along the side..., but players should be able to build at least one block into the void. I agree that players shouldn't be able to build massive, 200 block high skybridges, or 100 blocks out into the void, but we should at least have some way to sneak besides tunneling. Again, I don't have much CTW experience, but this is based on my past experience in DTM.
YA as people previosly stated, CTW is a special case. CTW needs to be limited in order for better gameplay. I mean, if someone can bridge from one enemy wool room to another with out restrictions, it would pretty much suck. What makes CTW good is that it is challenging. ITs like capture the flag. Capture the flag would be ruined if there was no limits right?
Well I've read through the discussion. I would think it's just another challenge for defending. Doesn't it make it exceedingly easy if there are limited paths (like 2-3 at most?) to retrieve the wool?
I'm not trying to defend either side, I'm just bringing up what seems logical to me. I have never played a game of CTW so I am just getting any idea of how it functions.
There's a difference between in extra challenge for defenders and an exercise in futility.
In CTW with 200 block high sky bridges you can't shoot people off and as Nath said you can just bridge to the wool and just water down. Also we must also consider the fact that defenders have the least motivation to do what they do.
They very rarely get appreciation.
What they do is very boring and menial but a necessity (digging pits, building walls and generally just digging stuff out).
You don't get the same thrill as you do when you rush when you are defending.
So do defenders really need another challenge, as to counter an impossibly high sky bridge where if they shoot people they will simply respawn come back and keep continuing.
Hypothetically if there are 15 defenders versus 10 attackers on a sky bridge even if the defenders shoot them off they can just keep coming and coming, so the attackers win 9 times out of 10. Like Zombies in Call of Duty.
I understand defenders do what they do by choice but do they really need another challenge?
I haven't played much CTW; only in scrimmages and a few times on OCN. However, sneaking along the edge of a map is, in my opinion, a really useful tactic for tight situations, at least in DTM. It isn't that hard to defend against...just place buttons along the side..., but players should be able to build at least one block into the void. I agree that players shouldn't be able to build massive, 200 block high skybridges, or 100 blocks out into the void, but we should at least have some way to sneak besides tunneling. Again, I don't have much CTW experience, but this is based on my past experience in DTM.
I'm talking about the ridiculously high sky bridges and wide U-bridges but your points are very legitimate and should be taken into consideration in CTW maps.
YA as people previosly stated, CTW is a special case. CTW needs to be limited in order for better gameplay. I mean, if someone can bridge from one enemy wool room to another with out restrictions, it would pretty much suck. What makes CTW good is that it is challenging. ITs like capture the flag. Capture the flag would be ruined if there was no limits right?
I haven't played much CTW; only in scrimmages and a few times on OCN. However, sneaking along the edge of a map is, in my opinion, a really useful tactic for tight situations, at least in DTM. It isn't that hard to defend against...just place buttons along the side..., but players should be able to build at least one block into the void. I agree that players shouldn't be able to build massive, 200 block high skybridges, or 100 blocks out into the void, but we should at least have some way to sneak besides tunneling. Again, I don't have much CTW experience, but this is based on my past experience in DTM.
I don't agree with you here, you said players should be able to build out one block, I disagree. This is not the point of a CTW, CTW are on the main paths, not on the side of them. In that case what's the point of having paths? Feel free to 'argue' with me about this ;).
I don't agree with you here, you said players should be able to build out one block, I disagree. This is not the point of a CTW, CTW are on the main paths, not on the side of them. In that case what's the point of having paths? Feel free to 'argue' with me about this ;).
I would think added one block out should only be implemented in certain maps or under certain of the way the map plays and should only be implemented after thorough testing.
I would think added one block out should only be implemented in certain maps or under certain of the way the map plays and should only be implemented after thorough testing.
In that case, you would need to make the map in a way that discourages building along the side if the map, otherwise it becomes to easy.
I don't agree with you here, you said players should be able to build out one block, I disagree. This is not the point of a CTW, CTW are on the main paths, not on the side of them. In that case what's the point of having paths? Feel free to 'argue' with me about this ;).
"In that case what 's the point of having paths?"
You could ask the same for DTM, or any other gamemode. Sure, you could sneak slowly along the edge, but if someone were to rush on the main path successfully, they'd beat you. Also, of course you wouldn't be able to build anywhere. But there are some useful tactics, like clutching to the side to prevent a death, then speeding off the enemy. You probably wouldn't be able to sneak too close to the wool room like that though. You have some good points there.
You could ask the same for DTM, or any other gamemode. Sure, you could sneak slowly along the edge, but if someone were to rush on the main path successfully, they'd beat you. Also, of course you wouldn't be able to build anywhere. But there are some useful tactics, like clutching to the side to prevent a death, then speeding off the enemy. You probably wouldn't be able to sneak too close to the wool room like that though. You have some good points there.
If find it game breaking actually, because you can spend 30 minutes setting up an awesome defence only for it too be beaten by someone rushing along the sides. Also, if you can't build a long the side, how can you clutch? ;)
If find it game breaking actually, because you can spend 30 minutes setting up an awesome defence only for it too be beaten by someone rushing along the sides. Also, if you can't build a long the side, how can you clutch? ;)
Let's take rendezvous 3, for example. You would probably be able to clutch on the front side of the map, but not anywhere beyond the iron/spawn. That way you have a way of sneaking through the front lines/midfielders, but still have to get through the defense.
Thinking of a compromise... How about noone can place blocks on the side of the walls near the wool room but you can if it's not near the wool room and noone can place blocks way above the wool room either (with a height limit) so 1. If someone is building on the side of the map then they're gonna have to come up eventually where players can see them going to the wool room and 2. Lower Skybridges, but they can't directly be under the wool room
Thinking of a compromise... How about noone can place blocks on the side of the walls near the wool room but you can if it's not near the wool room and noone can place blocks way above the wool room either (with a height limit) so 1. If someone is building on the side of the map then they're gonna have to come up eventually where players can see them going to the wool room and 2. Lower Skybridges, but they can't directly be under the wool room
The first one I'd exactly what I said. The second one, if you minecart down, you can actually travel a relatively far distance midair if you do it right.
The first one I'd exactly what I said. The second one, if you minecart down, you can actually travel a relatively far distance midair if you do it right.
it's a compromise some people are gonna get what they want, some not and hm i didn't think of that :c tbh we should just keep it the way it was like in mczone
IMO a limit has to be somewhere, I'm taking it that wool rooms have protection for attackers, eg. you can't sit in your own wool or build there, like OCN. All you have to do is bridge 200 in the air and just water drop into wool room and because defenders can't go into own wool room, they cant do much. Sure they can shoot you but you'll just fall into your own water. Also in regards to sides, this can go either way but i reckon it should be limited so each team isnt trying to outflank each other 100 blocks wide of the map. Just what I think, Nathan
With wool, you have to get back out as well. Pillaging back up to your bridge doesn't help because you'll get shot off, so your only option is to charge through their defenses.
There's a difference between in extra challenge for defenders and an exercise in futility.
In CTW with 200 block high sky bridges you can't shoot people off and as Nath said you can just bridge to the wool and just water down. Also we must also consider the fact that defenders have the least motivation to do what they do.
They very rarely get appreciation.
What they do is very boring and menial but a necessity (digging pits, building walls and generally just digging stuff out).
You don't get the same thrill as you do when you rush when you are defending.
So do defenders really need another challenge, as to counter an impossibly high sky bridge where if they shoot people they will simply respawn come back and keep continuing.
Hypothetically if there are 15 defenders versus 10 attackers on a sky bridge even if the defenders shoot them off they can just keep coming and coming, so the attackers win 9 times out of 10. Like Zombies in Call of Duty.
I understand defenders do what they do by choice but do they really need another challenge?
"you can just bridge to the wool and just water down"
You seem to be forgetting the other part of CTW, which is the part where you return the wool to your bass.
YA as people previosly stated, CTW is a special case. CTW needs to be limited in order for better gameplay. I mean, if someone can bridge from one enemy wool room to another with out restrictions, it would pretty much suck. What makes CTW good is that it is challenging. ITs like capture the flag. Capture the flag would be ruined if there was no limits right?
Then perhaps don't put wool rooms right next to each other. It adds new things for map makers to explore rather than just making the usual two lane CTW, where the wool rooms are next to each other, separated by fancy coding, they have to implement ways to have a similar effect using just the map, which differentiates gameplay in perhaps an interesting and fun way and distances us from the gameplay from the only other server offering a similar gamemode, OCN.
Pillaring up. You can just build a wall around you as you are pillaring up.
That doesn't work if something is defended to a basic extent.
And even once you get it with 5 or more people getting all it is is a matter of charging through the defences together or tunnelling back.
If you have 5 or more people actually working as an offensive team, a skybridge is redundant.
They don't have to work together. They all just have to scatter around. Esp. with wool room gear. And even if they fail they can just come back again because of the skybridge. Rinse and repeat.
They don't have to work together. They all just have to scatter around. Esp. with wool room gear. And even if they fail they can just come back again because of the skybridge. Rinse and repeat.
^ If they manage to kill even 1 defender it still takes away more than if they killed 3 attackers
because it takes longer for defenders to get back due to equipment having to be crafted and defences re-set-up
Ivycode, I have a question. Could you please check out my friend's ban appeal, we really want to play together and he misses the avicus alot. His name is mineblocker213
IvyCode is not in charge of ban appeals. The Sr staff are. If you do not receive a response soon, resend the email
You guys all failed to mention a point, yes you do have to return the wool to their base but when players create 180 block high bridges it is a real pain to try shooting them off, most of the time the bridge wouldn't even render let alone an arrow covering the distance.
It just needs to be reduced to the point where we can defend but keep the tactic.
If we are trying to restrict this. Then how are the defenders going to learn new defending tatics? Its a bit absurd to do this. We need to let loose. There always a balance.
If we are trying to restrict this. Then how are the defenders going to learn new defending tatics? Its a bit absurd to do this. We need to let loose. There always a balance.
Give examples "New defending tactics." Unlike rushing there's very little to be discovered
Also tell me how it's absurd when defending against 200 block high skybridging and 100 block wide u-bridges is an exercise in futility.
Give examples "New defending tactics." Unlike rushing there's very little to be discovered
Also tell me how it's absurd when defending against 200 block high skybridging and 100 block wide u-bridges is an exercise in futility.
Given the fact that we want to be original, we don't want to do this. CTW are great. People need to learn how to defend against skybridgers. I have seen plenty of high sky bridges fail. Finding new tatics are easy for a small percentage of our player. But it acts as a ripple. Give it a try. There is always a positive to balance out the negatives.
Given the fact that we want to be original, we don't want to do this. CTW are great. People need to learn how to defend against skybridgers. I have seen plenty of high sky bridges fail. Finding new tatics are easy for a small percentage of our player. But it acts as a ripple. Give it a try. There is always a positive to balance out the negatives.
Explain what this has to do with originality?
I'm going to quote kycraft from this thread also refer to my reply to Detty on page 4.
I will say overcast did get it right. It's tried and true over there so are we going to discard a possibly game enhancing build restriction just because they did it first?
Also just because you have seen many high skybridges fail doesn't mean it is not OP.
You speak of finding new tactics in defending yet you fail to give me examples.
I also I do not comprehend how you can say there is alway positives to balance out the negatives
I'm going to quote kycraft from this thread also refer to my reply to Detty on page 4.
I will say overcast did get it right. It's tried and true over there so are we going to discard a possibly game enhancing build restriction just because they did it first?
Also just because you have seen many high skybridges fail doesn't mean it is not OP.
You speak of finding new tactics in defending yet you fail to give me examples.
I also I do not comprehend how you can say there is alway positives to balance out the negatives
Who said you were not allowed to balance out the the factors?
Just adding on, just because overcast has this does not mean that Avicus should make it diffferent. I would rather played a game that has already been invented and has better gameplay mechanics then a game that has been invented and has mechanics that ruin gameplay.
I would not say high skybridges are OP but their good and it sorta makes it to easy for CTW. just water drop and go back. Also, for those who say you can just shoot them off the water pillar, what if the person makes a sheild infront of the water pillar and you can shoot at them anymore? Any ways, again there needs to be restrictions or CTW wont be CTW.
Just adding on, just because overcast has this does not mean that Avicus should make it diffferent. I would rather played a game that has already been invented and has better gameplay mechanics then a game that has been invented and has mechanics that ruin gameplay.
I would not say high skybridges are OP but their good and it sorta makes it to easy for CTW. just water drop and go back. Also, for those who say you can just shoot them off the water pillar, what if the person makes a sheild infront of the water pillar and you can shoot at them anymore? Any ways, again there needs to be restrictions or CTW wont be CTW.
I'm going to quote kycraft from this thread also refer to my reply to Detty on page 4.
I will say overcast did get it right. It's tried and true over there so are we going to discard a possibly game enhancing build restriction just because they did it first?
Also just because you have seen many high skybridges fail doesn't mean it is not OP.
You speak of finding new tactics in defending yet you fail to give me examples.
I also I do not comprehend how you can say there is alway positives to balance out the negatives
"I will say overcast did get it right. It's tried and true over there so are we going to discard a possibly game enhancing build restriction just because they did it first? "
"I will say overcast did get it right. It's tried and true over there so are we going to discard a possibly game enhancing build restriction just because they did it first? "
In my opinion, what Luxe is saying is right. There has to be restrictions to how far you can build up because if you can skybridge, CTW will be too easy. CTW is a difficult game which is why I enjoy this gamemode. Nebula, is too easy because many people sky bridge and the monuments are gone. That is my opinion, simple as. Also, on the edge of the map, I want a one block gap where you can place a block. This is because when someone knocks me off, I want to Block Place as I find that very unique in Nebula. That is all I want to say. Peace Out.
You talk about balancing but having no void regions would make the gameplay more unbalanced then the current Nebula
Yeah I really didn't understand what he said .
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