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Re: CtF Suggestions
Posted: Tue Jan 13, 2009 5:29 pm
by BlackFoot
could have custom rule sets for different maps
Re: CtF Suggestions
Posted: Tue Jan 13, 2009 7:01 pm
by aXe
i would like to see some traps built into urban as well its hella easy to run from south to north or north to south
Re: CtF Suggestions
Posted: Sat Nov 13, 2010 12:06 pm
by Derrick
Hiding skill has been enabled for all CTF's, as long as you're not carrying the flag.
Wall of Stone, Poison Field, Fire Field, and Energy Field are now also enabled for all CTF's
Re: CtF Suggestions
Posted: Sat Nov 13, 2010 12:23 pm
by Sandro
what about teleport spell and removing free-use on potions?
Re: CtF Suggestions
Posted: Sat Nov 13, 2010 2:58 pm
by Derrick
I now have a mechanism for allowing teleport as long as the flag isn't being carried, but I don't know that allowing the teleport spell in all the ctf arenas is going to work. The idea behind free use is that players that are not so well set up in game have a good shot in the CTF's, and are encouraged to play as well. Possibly it should be considered though to just remove free use from these events, rather that single out more specific items?
Re: CtF Suggestions
Posted: Sat Nov 13, 2010 4:52 pm
by Sandro
I don't see the problem with regs being free use, or bandages, but potions simply allow people to stay at 120 str & full stamina, and it also makes the "walling" strategy (wall of players to block entry) pretty futile.
At the very least I would suggest removing potions from free-use, as explosion & poison pots are already non-free use. If you want to use pots, bring a fair supply and use them strategically, not just mashing your keyboard for all 5 potion types the entire game.
Also, was there a specific reason why the paralyze field wasn't enabled along with the rest?
edit: I like the additions to the CTF Wharf game. The stone gargoyle is a solid base defender, and the sea serpents make good bridge defense without causing additional clog on the bridge. Also they do a pretty damn good job of dropping enemy reflect

Re: CtF Suggestions
Posted: Sat Nov 13, 2010 4:59 pm
by Arkon
I agree with Sandro on potions. Allowing them is fine but I would suggest making them non-free use, at least GStr and Stam pots.
Re: CtF Suggestions
Posted: Sat Nov 13, 2010 5:03 pm
by Psilo
Reagents should stay free-use since you still have to learn to conserve mana to be effective.
Potions need to be non-free use because technically you can't even bring the number of potions people are using in CTF.
With reagents it's different. In CTF people usually use around the amount that you could have been carrying anyway.
There's no penalty for free-use potion spamming, there is a penalty for constantly casting spells.
Re: CtF Suggestions
Posted: Sat Nov 13, 2010 5:09 pm
by Sandro
I have many other ideas for the CTF as well, but it would require opening up more skills in the game regions.
For example, you could allow stealing, but the only object able to be stolen while in the game region would be flags. You could steal an enemy flag from another enemy team (4-team CTF) or you could steal your flag back from an opponent holding it, which would effectively reset it to your base just as double-clicking it does.
Of course the properties for the flag would need to be adjusted for this, with an increased weight so that it wouldn't be a 100% chance to steal, everytime.
I think even stealth would be a nice addition for those who choose to play archers or even the stealth mage in CTF.
Additionally, there should be some sort of "idle timeout" function in place so that the people who multi-client, or those who simply give up and go afk, get removed from the region after <time> elapses without performing any action.
Re: CtF Suggestions
Posted: Sat Nov 13, 2010 5:20 pm
by Derrick
Stealth is now possible with the allowance of the hiding skill.
Would removing the ability to use refresh potions entirely be good compromise on this? Food would still work.
Interesting on the stealing. Makes it quite a different game.
A also would like to address the issue of AFK's however it's a hard thing to address. Today in the Urban CTF I witnessed a player go offscreen and dodge behind some rocks and go AFK for a short time, and then return a few minutes later. I imagine some local crisis needed his attention; sometimes these things are unavoidable. On the other hand a player which just stands there from beginning to end is certainly a problem, and it would be good to have some way to automatically remove them.
I've been unable to spend any time working on events for a long time, and I've tried over the last day to get some of the suggestions that have been made implemented. I can't at this time get into doing any major revisions, but am willing to make some of the more desprately desired changes, and hopefully take some of the staleness out of these games.
Re: CtF Suggestions
Posted: Sat Nov 13, 2010 5:22 pm
by Sandro
I would go both ways, either non free-use on potions or restrict red pots altogether.
I can work with either option but would prefer to wait to see more of an overall response on this.
Re: CtF Suggestions
Posted: Sat Nov 13, 2010 5:41 pm
by Arkon
Ya, either removing stam pots entirely or making them non-free use are both viable options. Though I do wonder if removing them entirely would hamper the dexxers too much? I don't play one in CtF, so I wouldn't know.
Re: CtF Suggestions
Posted: Sat Nov 13, 2010 9:20 pm
by Sandro
food is free use so it wouldn't be any different, just more stamina to refresh than a mage
Re: CtF Suggestions
Posted: Sun Nov 14, 2010 10:26 am
by SirEricKain
Food will only fill your stamina once until you get full (Taking out the getting "full" aspect on the other hand would be fair for everyone and will not force a warrior to have to disarm to drink a potion)... this would only hurt dexxers even further in these events, CTF is supposed to be a fun event for everyone, not further tipping odds in a wizards favor.
Re: CtF Suggestions
Posted: Sun Nov 14, 2010 11:46 am
by Derrick
SirEricKain wrote:CTF is supposed to be a fun event for everyone, not further tipping odds in a wizards favor.
This was my concern with the teleport spell as well.