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The Nature of Capture the Flag

Discussion in 'Capture the Flag' started by logicalpencils, Nov 22, 2015.

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  1. 915

    915 CTF Developer

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    I see one inherent problem with funneling an entire team—archers. If you've played CTF for any length of time, you have probably seen people talk about "stupid archers", "broken headshots", or something like that. As an archer, all you'd have to do is get a good view of the funneling area and start firing away. So funneling might not be the best idea. Just a thought.
     
  2. ASAP_Quan

    ASAP_Quan Active Member

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    The reason you dont rush through the middle is cuz u dont wanna get "hurt" because you want as much health as possible when you steal the flag. And either work on your reactions or stop complaining about ninja capping. Anyway, most maps are hard to ninja cap with.

    P.S: @Billhelm best ninja capper evaaaaa
     
    • Agree Agree x 2
  3. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    Ninja being able to avoid everyone at mid isn't very fair, but it shouldn't be changed unless they make it easier for ninja to get out the flag room. Its unlikely that a ninja will get out of the flagroom if the defence is attentive.
     
    • Agree Agree x 1
  4. Plautius

    Plautius Well-Known Member

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    i wont bother replying to all of your other stuffs, but to make it short

    RANDOMKILLING IS USELESS xDDDDDDDdddddddddDDdsadfwkrzgbqwoprheb
     
    • Agree Agree x 1
  5. Male__123

    Male__123 Well-Known Member

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    I was going to add something but people said this already so..
    Yes
    Yes
    No
    Yes
    No
    No
    And
    Yes
     
  6. Lung

    Lung Well-Known Member

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    Here is a nerf: Once you land after throwing a pearl, it takes 5 seconds for you to receive another pearl. The opposing team could catch up and kill the ninja.
     
  7. Bill_D

    Bill_D Active Member

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    I think that ninja capping can seem a bit unfair, and the mechanic behind it might be a bit silly, but I think u are making it sound easier to ninja cap than it really is.

    The first issue is getting the flag. Getting the flag generally means that you have to turn invisible and appear next to the flag. A somewhat attentive defense should easily be able to kill the ninja, as ninjas can't take the hits like a heavy or chemist or soldier can. If you just run straight into the flag, and steal the flag, as ninja, the defense must be a bunch of spastics.

    The next issue is getting out with the flag. One way ninjas try to cap is by 'ghost capping'. I am unsure the of the exact definition of 'ghosting', but for the purpose of the discussion I'll regard it as where a ninja tosses a pearl outside the flagroom, then runs in the flagroom invisible, and then appears by the flag. As soon as he has the flag, the pearl lands and he is on his way home. I think this can be made harder, by redesigning flagrooms, but I also think that people overstate how easy it is. Against a reasonable defense, ninjas require near perfect timing in order to steal the flag, make it out, and survive the 3.5 hearts damage received from pearl+flag poison. On some maps this is easy, however for the most part, it is actually reasonably hard, provided there is reasonable defense. The alternative method of ninja capping is standing by the flag and then pearling, which could be fixed by redesigning flagrooms.

    Now, onto getting across the map and capping. I don't think this can be completely solved by redesigning maps. I think that this can never be completely solved, but it can be made easier to recov off of the ninja. One idea, is perhaps either ninjas cannot pearl once they have the flag, there is a cooldown for pearling once they have the flag (similar to the medic cooldown), or perhaps they cannot take sponges with the flag. The reason why I don't think that changing maps will solve this particular issue, is because I fear that redesigning an entire map to prevent this, would change the entire dynamic of the gameplay.

    In conclusion, I think that once ninjas are away and healed, or away and have reasonable health, recovery options become far too limited. I don't believe that this issue will ever be completely solved, however I think that it can be reduced to the point where recovery isn't near hopeless. In saying that, whilst it is pretty easy once the ninja is out, getting out and putting yourself in the position of quickly capping is not by any means easy (and is made out to be easier than it really is), unless the defense are useless; and if they are useless, then the ninja deserves to cap.
     
    • Agree Agree x 2
  8. logicalpencils

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    GUYS, THIS POST IS NOT ABOUT NINJA-CAPPING!

    I was simply using it as an example to illustrate the actual problem I'm presenting: the metagame is broken and repetitive.

    Indeed, as the system currently stands, and being an Archer main myself, Archers present a problem to funneling. This kind of goes with my point: the whole metagame has been screwed up by map and class designs to the point that fixing the metagame is impossible without completely altering or rebalancing the classes and maps. People already have pretty good proposals for this, so I won't put in any personal ideas for this.
     
  9. ASAP_Quan

    ASAP_Quan Active Member

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    Dude, look at your stats. You have played a total of 8 minutes^ You can't say you main a class if you have played 8 minutes...
     
  10. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    logicalpencils used to play back in 2011, back when people were nice and didn't try to call everyone out for everything, kinda like what you just did ^^
     
  11. ASAP_Quan

    ASAP_Quan Active Member

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    Sorry, didnt wanna be harsh :frowning:

    Didnt know about that, sorry @logicalpencils u have me respect :smile:
     
  12. Fig_Newtonz

    Fig_Newtonz Active Member

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    All you did here was state a problem, which is pretty pointless if you don't propose a solution for the problem; It kind of just seems like qqing to me. In order for me to understand this it would be nice to know what you had in mind to fix this, even though I dont think its a problem, there is still no easy way to fix it.
     
  13. logicalpencils

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    Well, thank you for asking.

    Although I don't agree with *everything* this post suggests, I find it much better than the current structure; it is also very well written.

    It didn't mention much on the map side of things, so I would simply add that the map/player ratio needs to be better -- most maps have too much open space.
     
  14. ASAP_Quan

    ASAP_Quan Active Member

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    wat "qqing"?
     
  15. Ducksfan101

    Ducksfan101 Well-Known Member

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    Ninja is useful when nubs decide to go dwarf and other classes that make defense stacked, especially on a defense op map. On smaller servers, when there are like 10-15 per team, sometimes there is no defense. With that said, it's basically making yourself look bad if you go ninja on these small servers. Which brings up another point. If people cap on such small servers, why are they allowed in stats; people are farming stats to make themselves "look good" and it's becoming noticeable now.
     
  16. logicalpencils

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    Well, that's more to my point: classes shouldn't be *useful in certain unfair situations*, they should be *useful*.
     
  17. obikenobi21

    obikenobi21 Delta Force Jedi

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    I dun understand the point, any class can do this, it's just that ninja does it the most effectively.
     
  18. logicalpencils

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    The point is not specifically about Ninjas being a sucky class -- its about how the metagame has been screwed up by map and class designs; they are made to encourage gameplay that is neither dynamic nor very original.
     
  19. obikenobi21

    obikenobi21 Delta Force Jedi

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    I dun get that part either. The "not very original" part is reflected in basically every aspect of the gamemode, so I mean that's not changing. What I don't really get is the "not dynamic." What's not dynamic about it? I mean, a game that is centered around Capturing the Flag is only about capturing the flag. So? That's the entire point.
     
  20. logicalpencils

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    What I mean is that the process of stealing and recovering the flag is almost always either much too easy or much too hard. This is because the game mechanics imply that players should either just rush the enemy flag or camp their own. Whether capturing is easy or hard is simply determined by how many people decide to camp instead of rush on each team.

    Now, the obvious and logical incentive to rush as quickly as possible to the flag is not inherently bad. It can be controlled, and it is supposed to be controlled -- by map flow and class mechanics -- so that the teams have more meaningful conflicts between each other. Otherwise most inter-player interactions become useless (and its why "randies" is even a term) and teamwork becomes a rarity.
     
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