1. The number of items lost when dying is reduced if a player has a low (kills - deaths) number in a round. If this number is 0 or less, the chances of losing kick and speed are reduced by 50%. When (kills - deaths) is high enough, the chances of losing items are the same as before. It'll help weak players and players who entered a round recently and haven't made enough kills.
2. Most bots were dumbed down (made weaker), now they have different visible ranks indicating their strength.
These change should make the game easier and more enjoyable for inexperienced players. They will keep more items after dying (speed and kick is especially important for survival) and will have easier time on servers with bots. On the other had, these change will help strong players who rarely die much less.
Right now these changes are active on ID, EU, RU and US servers.
The numbers are not final. Are the changes too big and need to be tuned down?
Please, share your feedback!
Comments
2. Ok... Can you do something to make fake guests have different visible ranks indicating their strength? The top 3 medalists were guests in one round today. Lame.
@Excuse_Me I think an inadvertent result of altering the chances of losing kick is that now you've got a big increase in players that are suiciding.
It's a pretty weak tactic, and tends to screw up gameplay for others.
Further, it pretty much makes kills meaningless.
How skillful is it, really, to have just as many deaths as kills?
Is there a way that you can adjust scoring to reflect this?
IE, why not factor in deaths, not just kills, in scoring/ranking?
For example:
Player A finishes the round with 20 kills and 4 deaths. Not bad.
But Player B finishes with 21 kills, and 20 deaths.
Obviously, Player A played a better round overall. But Player B is rewarded more than Player A.
This seems pretty upside down to me.
bump
Heck, that'd work.
It would sure discourage this suiciding nonsense that happens EVERY SINGLE ROUND now.
You disagree entirely because nine out of ten rounds, you're suiciding the whole time.
The newer system is geared towards helping newbie players starting off, better players lose more where as not as good players keep more and don't get punished as harshly.
"Hey, I can just blow MYSELF up every time I get someone else, and there's no penalty!"
And I was being facetious with the heart thing.
- the new system doesn't work, i can make a suicide round, ending up even first
- a better system would be: everytime you die, you start from zero, zero being determined by the time on the round
- - at start nothing
- - at middle add some skates or bombs
Also, some other things/reasons why this project is closing soon:
- you dont listen to the community! make a poll and let people add options!
- servers with less then 10 players are empty because everyone knows pluto will spawn too rarely.
- use less servers but make them better! EU-RU-US, period
For final, active users are to record low, now or never to save this.
That's a good idea!
There is less pluto overall, but more pluto per player. While it doesn't spawn each round, when it does, the chance of getting it is higher. A normal player (not a skilled pluto hunter who can take it most of the time) would get more pluto per round on small servers.
Are you guys doing anything or not??? All these balance changes sucks, I've been playing as guest just randomly killing myself and suiciding, seriously. just running around without any regard of bombs.
you die = you don't loose anything
you kill = the others loose
Like seriously, read the chat, THERE MUST be a difference for experienced and non experienced players, if you make it like this, then everyone just go guest and forget about pluto and other things, and then I want to see how you monetize. DO SOMETHING and respect the community!!!!
It also doesn't prevent bombs and power loss now, affects only speed and kicker. That helps survive after a death, but doesn't help killing.
Обычно игроки бросаются на оппонента в формате камикадзе, в двух случаях: из агрессии конкретно к кому-то (мяч там отобрали, т.п.), либо случайно не рассчитав время взрыва бомб. Такие игроки, всегда были и будут вне зависимости от системы.
Игрок который играет серьезно, не будет обкладывать сам себя бомбами.
Конечно, если бонусы вообще не будут слетать при уничтожении, то карту заполонят камикадзе-бомберы.
Можно законтрить конкретно это явление, к примеру:
-если игрок взорвал оппонента, параллельно взорвав себя, то слетают 50% бонусов (..у того кого взорвали, бонусы могут не слетать)
-если игрок взорвал себя, но забрал с собой скажем троих оппонентов, слетают 25% бонусов (..предположим, это было оправданно)
-если игрок взорвал сам себя, но не задел других, слетает 10% бонусов (или вообще не слетают)
-если игрока взорвали другие игроки, слетает 10%-20% бонусов
-т.д.
-закатывание меча за противника, снимало часть бонусов тому кто закатил
Как по мне, прокачка персонажа, скучная составляющая игры... Так как, в это время, очень пассивный геймплей. Бывает больше половины раунда уходит на афк собирание бонусов, особо не участвуя в игровом процессе на это время..
Например, есть 8 бомб, но 2 мошность.. и 3-5 минут просто не можеш собрать..
Или самое "забавное", когда есть все бонусы, но нулевая скорость.. и только где-то появится "ботинок", его забирает другой.. потому что добегает быстрее)
п.с. Для активного геймплея нужно прокачка больше половины...