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Why CTF is designed for small games

Discussion in 'Capture the Flag' started by pookeythekid, Dec 29, 2015.

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Is CTF best off in smaller games?

  1. Yes

    12 vote(s)
    80.0%
  2. No

    3 vote(s)
    20.0%
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  1. pookeythekid

    pookeythekid Well-Known Member

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    Honestly, it seems to me that this is such an obvious point that I'm surprised I have only seen myself mention it on these forums. So here I am sharing this idea with the world (of CTFers who actually read forums).

    Now, before I begin, allow me to put the very small idea of the topic into a very large-titled spoiler for all you people out there who absolutely despise reading informational posts.

    The Idea of This Thread in a Sentence!
    CTF is broken with its classes designed for big games, and the game is better off with fewer players.


    The general idea is that official team matches are usually small numbers of people for a reason: that's the way the game is designed to be played. Furthermore, class limits are enforced to balance the game as much as possible.

    Want to hear my actual opinion?
    It's not that CTF in its current state was built and detailed to be played in small matches. Of course, the very concept of instant kills is ridiculous no matter what the game size is, and anyway the classes' abilities are designed to be able to be played in large games. But that's for a very clear reason: the average game in CTF is quite large, especially when you have 93/50 people playing! Of course, CTF isn't changing to work specifically for small games anytime soon with its current popularity**; this whole post is merely to explain to people just why CTF is broken, since it seems to me that so many are so lost in their view of the unbalance of the game that they blame it entirely on class abilities.

    Classes can be tweaked and reworked to better fit small games without removing them entirely (maybe except engineer, dwarf, and arguably assassin), but no matter how you slice it, creating a balanced Capture the Flag game with large numbers of people is incredibly difficult, if not impossible with the varying skills of individuals and unpredictable metagame, etc.

    **This could actually be fixed if the server size limits were lowered and enforced, as well as if a bunch more CTF servers were opened to allow for many more small games at once; perhaps one server could allow larger games to take in the excess of those who couldn't fit in other servers.

    I won't go into detail describing bit by bit how the connections in CTF are unbalanced and potential fixes for them, but rather I'll do this class by class in short/medium descriptions. Allow me to list off some classes which are covered by the usual official CTF match rules:
    • Ninja
    • Chemist
    • Pyro
    • Archer
    • Assassin
    • Medic
    • Engineer
    • Necro
    • Dwarf
    Huh, come to think of it, that's a lot of classes. CTF is generally broken, anyway--but allow me to explain how the official-match restrictions on these classes are mainly due to large games! (tl;dr's for each section! :grinning:)

    Ninja tl;dr: Ninjas can ruin the fun of small games without enough players to oppose their quick capping.

    For ninja, the mandatory rule in official matches forbids "ghost capping," i.e. throwing the pearl, going to the enemy flag, and picking up the flag before your pearl lands, then teleporting out. Some matches also forbid throwing the pearl until you have the flag, and some even ban ninja capturing entirely. Why? Because ninja capturing is a stealthy, quick way to go, and in large games it's a great way to avoid the mass of opposing players. In small games, there is no mass of players to stand a chance of stopping the ninja, which ends games very quickly and ruins the fun.

    Chemist tl;dr: Chemist needs more potions for more people in a game, but in small games it is absolutely unnecessary.

    Match rules are greatly against potion spamming from chemists. Though I would argue the primary reason is that it forces a skill requirement for the (broken) class in skilled matches, the secondary reason is that extra-heavy usage of potions are much less necessary in small games than in large ones. In big games, the flag room can be packed, and a good deal of knockback--I mean, damage potions is required to get in and out alive. In smaller games, more distance in a flag room can be covered without encountering players. Hence, a chemist has lots of healing and damage potions to help it deal with large games and large amounts of people to fight.

    Pyro tl;dr: You should read this one, it's not that long.

    In large games, five pyros in a flag room can be quite annoying. Though in small games, only one pyro is necessary while every other player can be allocated to other useful aspects of defense, midfield, and offense. The idea of a powerful class being a staple part of defense makes absolute sense, but pyro's absurd power comes from its need to compensate for the massive flow of players into the flag room in large games.

    Archer tl;dr: A lot of archers is annoying, but the way roles balances out in small matches leaves archers in small numbers.

    Similarly to pyro, a very powerful class is necessary to cover a wide expanse of midfield when there are not enough players to help it do that. Also, small recovery teams can use some help getting their flag back, and sniping from a distance discourages camping in one place with the flag (on well-designed maps). With large games, a thousand archers raining down instant-kill arrows can wreck the game, but when just one or two archers are responsible for an entire map (while everyone else attacks or defends), things get much more balanced.

    Assassin tl;dr: See pyro.

    Assassin is similar to pyro in that only one is necessary (usually 2 is the maximum in match rules). I've heard that assassin is just a bandage class, which makes sense because it's actually a bit difficult to argue its validity in large or small matches. Basically, it's a combination of ninja (speed) and archer (very fast kills), so of course it's better off in small numbers and small games than in large numbers in large games.

    Medic tl;dr: Supply & demand, larger games need more medics, smaller games need fewer medics.

    The number of medics in a match is restricted due to its ability to heal any number of players. It's a Supply & Demand principle: with more players in larger matches, more medics are needed to heal them; with fewer players in smaller matches, not only are fewer medics needed, but too many medics would end up with players being healed too often and lives would last too long. Medic's ability to infinitely heal is designed to compensate for large games, though it could be changed to better fit smaller games.

    Engineer tl;dr: You should read this one, too; not very long.

    Engineer turrets are awful substitutes for damage-dealing players, though I believe it's the teleporters that make engineer any kind of a class. However, for the same reason as described with ninja, rapid transportation is only necessary in large games, and ruins small games.

    Necro tl;dr: Necro shouldn't even be banned in matches, actually xD

    I'm not sure why necro is even banned in CTF's current state. Zombies don't do anything and it could at least serve as a severely nerfed heavy in the game if someone wanted to have fun.

    Dwarf tl;dr: It's entirely a large-game class, it makes no sense to add it to a formula of impenetrable defense for a small offense.

    Dwarf is a class that simply makes no sense in small games. With pyros, assassins, and even potentially buffed heavies defending, a small offense stands little chance against such a defense with a dwarf added to the mix. The idea of a very powerful class which does nothing but sit at the flag and kill people is of course meant for large games, where the number of attacking players can get a little overwhelming.


    @LordChaos_92 @Admiral_Munson
    Ik you two know how to read and respond to CTF things.
     
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  2. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    I don't think every game should be a 8v8 or 10v10 like maybe a 20v20.
     
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  3. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    First and foremost, regardless of whether or not this rings true, big games at the moment are difficult to play in because the servers cannot handle the number of people it says it can. From checking on several Fridays, a 50 player game can easily have it's speed reduced by 50%, which can make it difficult if not impossible to play for some players. This applies to any 50 player game, and so this isn't just a "one day a week" problem. This is going to impede the gameplay of every class in very large matches. Those servers really should either be reduced in size (which would imply that brawl agrees with you that the games were designed to be smaller) or given more power so that it can actually handle the players it says it can, but I digress.

    I think you do bring up a very important point here. A big game works very differently to a small game. Given I know most about it, I can safely say that archer would be useful in very different ways in big and small games. Big games, archer can stall many players offensively with the headshots, arguably where it's the most useful. In smaller games they become somewhat more of a long ranged assassin, targeting specific players of interest (eg. flag carriers). Given that they change role fairly noticeably depending on the player numbers, I would say that the other classes would also likely be affected by such changes in player numbers, and with that change in role combined with the tools they have to perform that role, it's no surprise that classes become more or less powerful depending on the number of people playing. With all this given, it could be argued for either case that CTF was designed for big or small games given most classes perform different roles better to different extents in different sized games.

    My personal opinion is that ctf should just have better servers. It makes economic sense rather than having the whole system based on smaller matches. It's debatable on your argument on whether or not the game would be better off having smaller games (for example, less lag, which would be the case). However, in terms of pure economics, brawl is a business, something which wants to make the biggest amount of profit possible. That means it has to do 2 things: sell lots of the the product it makes (in this case the classes) and to reduce the costs as much as possible (servers and staffing). With this in mind, brawl would do better by improving the servers somewhat to encourage big games. Despite them costing a bit more, you'd have 50 player games instead of say 30, where there are an extra 20 people per server per match who could potentially stay and buy MVP, so that brawl can continue to run. Even if gameplay may be better in smaller games, I doubt brawl would follow that path because unless the cost cutting gains them more profit than the additional revenue from the player base, there's no real reason for them to do so. In short, even if it's better for gameplay, I don't think smaller games will happen!

    Given that my post is dragging on a bit, I'll end with this:
    Totally agree, in fact I would say it is impossible to make a balanced capture the flag game. There are infinite numbers of variables from the skill curve of classes, to how many of each class there are on the enemy team. The Game Theorists even came up with a theory stating players on the red team have a natural advantage due to their team colour instilling a more aggressive playstyle of all things! The fact is, despite the balancing people attempt, there are going to be people in the game that have the ability to make a particular class overpowered, and if that player has enough influence, people are going to want a particular class nerfed because of it. The number of particular classes also affects the view. Archers are complained about for headshots, yet because it's a free class you'd expect to be headshot more than you'd be assassinated because everyone can play it! This doesn't mean that there isn't something wrong with a class, but it can mean that the problem is exaggerated, and that can mean attempts to balance can go too far the other way. CTF ends up being an incredibly delicate balancing act which is simply impossible to get perfect for everyone. With that said, there is currently room for the game we have to become vastly more balanced, and I think that's why there are so many rework threads. The game is simply impossible to balance, but that doesn't mean it shouldn't be attempted
     
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  4. Zaex_Warrior

    Zaex_Warrior Active Member

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    I agree wholeheartedly with like all of this.
    I'm not very good at this but I'm going to try to collect my thoughts.

    Ninja, for one, has caps that are generally used for their stealth and instant gratification. Regardless of whether they get the capture or not, one to three ninjas usually have to be dispatched to recover if the carrier makes it out at all, and in smaller games, that becomes a higher percentage of the standing defense; all in all leaving the flag more vulnerable. Just thought I'd add that.

    Part of the problem with large matches despite the lag is the simple math.
    If the game is 25v25, 4% of the players is carrying a flag. If the game is 5v5, an entire 20% of the team is now capping. Assuming (and this would be bad strategy anyway) the other team has 4 players recovering, a good player can easily capture. This doesn't exactly translate, as 5v5 and 25v25 are very near the closed ends of the spectrum, but it's an interesting point I'd like to make about the flow of the game.
    This seems fairly easily fixed, because if both sides five players on offense, it matches the one person (25%) in a 5v5. This way, the game inherits the same flow (not necessarily same feel) as a smaller game, and can even add some level of strategy--having five people capture when only one can hold the flag requires a bit of coordination, and so does the defense required to deal with such an organized threat.

    All I have to say for now, though I'll probably come back and add stuff.
     
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  5. kriztmas

    kriztmas Well-Known Member

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    • Agree Agree x 1
  6. Sir_Inge

    Sir_Inge Well-Known Member

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    Strongly disagree. Small matches can be one sided. Large matches, however, promote teamwork and strategy to take a well guarded flag. 20 v 20 is ideal.
     
  7. ContagiousBubble

    ContagiousBubble Active Member

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    I don't think large matches promote teamwork because in a 40 v 40.. Half of the players are ones where I've never seen before while the other half are 'actual' ctf players. So, basically, it's only a 20v20 with a huge flood in chat, and excessive amount of lag. No teamwork shown
     
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  8. Sir_Inge

    Sir_Inge Well-Known Member

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    40v40 is SUPER RARE
     
  9. pookeythekid

    pookeythekid Well-Known Member

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    @Sir_Inge I see your meaning, but I'd like to address the fact that teamwork is hardly ever used in a regular CTF game unless people are in a Skype call or etc., since chatting in-game is a very inefficient way to communicate in a fast-paced task like capturing a flag. And anyway, the sheer number of flag captures in the history of CTF that involved zero teamwork casts quite a looming shadow over the very idea of teamwork in a regular game. In official matches, teamwork and organization makes sense because the higher concentration of skilled players presents more of a challenge to each individual, which means it's far more difficult to get things done alone.

    This thread was not at all to encourage more teamwork in regular games, though. The idea behind this is to make games much more manageable, to reduce the chaos that can rage about in a single game (i.e 50-60+ players). Say one team in a large game has a large number of archers; by decreasing the total number of players in that game, while the percentage of archers will remain about the same, the total number of archers will also go down. The same applies to chemists, assassins, etc., until you're left with, in my opinion, a less chaotic and more playable game.

    I will mention, though, that the idea of lag (@LordChaos_92) didn't even occur to me while I made the post, but it is also a major factor in large games. I agree with Chaos in that Brawl should allocate more resources to CTF servers so that their supposed recommended-max-players can still be playable for most people.

    However (I'm now responding directly to you, Chaos), I believe that if Brawl ends up deciding that smaller games are better, they could both buff their servers and spread out the games. Although the player count should remain about the same, the added virtual servers and the additional Minecraft world-rendering and such would put more stress on the CTF branch of the Brawl network. As a matter of fact, CTF would just be best off if Brawl buffed their servers no matter what.
     
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  10. Risabu

    Risabu Active Member

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    Ctf at its core is about killing people and the game wont be fun to play if you don't have enough people to kill.
     
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  11. Ducksfan101

    Ducksfan101 Well-Known Member

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    This is why stats are an issue.
     
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  12. ContagiousBubble

    ContagiousBubble Active Member

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    Not as of now, and I was exaggerating, just a little :stuck_out_tongue: actually not that much.
     
  13. pookeythekid

    pookeythekid Well-Known Member

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    I'm not exactly accusing you of bias, but that's especially true through the eyes of an archer. But you know what's also not fun, is when a thousand people are also killing you. It's especially unfriendly to newbies.
     
  14. Risabu

    Risabu Active Member

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    The idea of newbie friendliness is completely separate from the idea being discussed as class imbalances probably affect these things more than the player count. If there are more people killing you, theres also more people you have an opportunity to kill
     
  15. pookeythekid

    pookeythekid Well-Known Member

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    Actually I do believe the skill of newbies has a fair relationship with the player count. When a new person comes in and has no idea what they're doing, then decides to stride out into the midfield, they get mobbed by archer arrows, pyros, assassins, engineers, all that fun stuff. There would be a much smaller chance of that happening with fewer players crowding the server.

    I'm only using this as an example: not everyone decides to type /archer and go find an unreachable perch to snipe from without getting killed.
     
  16. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Preach it pookey.
     
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    #16 EmperorTrump45, Dec 30, 2015
    Last edited: Dec 31, 2015
  17. Risabu

    Risabu Active Member

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    Hell with it to.

    I understand what you're saying, and What you're saying definitely has merit. I just don't think it has that much of an effect compared to the actual class imbalances in the game which should be fixed to make things more friendly.
     
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    #17 Risabu, Dec 30, 2015
    Last edited: Dec 31, 2015
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