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CTF Eula Changes

Discussion in 'Capture the Flag' started by Quarrelt, Jun 22, 2016.

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  1. pandanielxd

    pandanielxd its panda daniel

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    Could you stop saying the same stuff? @Quarrelt
     
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  2. Doctor_Noah

    Doctor_Noah Well-Known Member

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    okay sorry just having an openyin
     
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  3. pookeythekid

    pookeythekid Well-Known Member

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    If you don't want to read all of this, I'd ask that you go and read the very bottom of this post for my main point.

    In its current state, necro is agreed not worth the full price of a class (whatever it will come out to once it's probably tweaked), but it will be buffed eventually if CTF is alive long enough for that to happen. At that point, it will (hopefully) be worth its full price, and then people who paid the lower price will get a discounted necro, which isn't fair to those who pay the later full price.

    2016-03-23_23.57.47.png
    Not accusing @TheZombieKat of anything, but it's happened before... c:

    No, I'm pretty sure it wouldn't be.

    I went way too long making calculations and estimating numbers and whatnot to prove this wrong, thinking that the current numbers weren't so bad. Once I started realizing the average kills and captures (actually didn't look at recovs but those are probably the same), the numbers got pretty scary.

    Lemme put this into perspective. Warning: this contains detail. (@Quarrelt)
    Flag capturing earns the most credits at 50 per capture. @Ducksfan101 currently leads our all-time leaderboards at 3,152 captures (at the time this is being typed; he may be at work with more as we speak :stuck_out_tongue:), and he has played 8,504 games. This brings him to 0.37 caps per game, very roughly 1 capture in every 3 games. If Ducks--currently the most frequent capper in the game (according to 30-day and all-time leaderboards)--were to earn his credits solely with capping, he would have to play 1,800 games to meet the necessary 600 caps. With each game lasting a rough average of 15 minutes, that's 27,000 minutes, or 18.75 straight days of playing. Let's say someone like me had such capping skill as Ducks, but only my average playing time (during the school year), which is Friday nights and weekends--three days in a week. A well-invested gamer might spend about six hours a day (free/weekend day, that is) playing their favorite game, and this is being generous considering some people have lives. 18.75 days / 6 hours = 75 weekend days that it would take to accomplish the requisite caps for enough credits to purchase one class.

    (Here's your tl;dr section for capping portion)
    With some proportions, you can solve that with 3/7 days available to play, when you have played for 75 available days, you will have played on and off for 175 days, which is nearly six months. So to wrap up some perspective for ya: with the capping skill of our leaderboard-leading capper, the very consistent time of a little- to no-life weekend gamer, and a pure focus on capping, it takes 6 months to be able to purchase a class. Definitely longer under most other circumstances.

    Of course there are often at least a few kills involved when playing offense. I'll use myself as a baseline here (alas, even Ducks gets fewer kills per game than I do, albeit that's because I've played less offense and more archer). I earn myself an average of 2.54 kills per game. While this may seem laughable as it did to me, I found it to be above the average (successful) capper, so I'm being generous with numbers here.

    Assuming a purely offensive player does not make recoveries or recovery kills, that's exactly 2 credits per kill. 2.54 kills per game with 2 credits per kill equals 5.08 credits per game from kills alone. With capping alone, Ducks would earn (0.37 caps per game * 50 credits per cap) 18.5 credits per game, coming out to 23.58 credits per game. 30,000 credits per class / 23.58 credits/game = 1,272 games. With 15-minute average games, that's 19,080 minutes, 13.25 straight days, 53 weekend days, or finally 4 months.

    Yay, grossly over-detailed statistics!
    Massive tl;dr:
    With a capping skill of leaderboard-topping @Ducksfan101, an average number of kills per game like my own (which is higher but not horribly different from Ducks's), playing for 6 hours a day on Friday, Saturday, and Sunday every single week:
    It takes at least 4 months to earn 30,000 credits to purchase one class.
     
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    #23 pookeythekid, Jun 24, 2016
    Last edited: Jun 24, 2016
  4. Hitchens

    Hitchens Well-Known Member

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    30 000 creds is the same as in war.. but its a lot easier to earn creds there.
     
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  5. Ninsanity

    Ninsanity Yoshi Legend and Medic Main

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    I can see how people are upset about the amount of credits it takes to get a class, and how much for each stat it takes to get that:

    Kills: 15000
    Steals: 6000
    Recovery: 3000
    Recovery Kill: 1500
    Captures: 600

    And so people have been ranting @pookeythekid about how long it would take for an average player to get that class by looking at each individual stat. However, there is a problem with this: the average player doesn't ONLY get captures, doesn't ONLY kill, doesn't ONLY recovery, but a combination of all of those, and so if you were to average yourself and get the same amount you would need, it would look like this:

    Kills: 5000
    Steals: 1200
    Recovery: 600
    Recovery Kills: 300
    Captures: 120

    Now that looks a little bit more reasonable to me and not as outrageous as others have been putting it. I'm going to take pookeys example of ducks and now apply his overall 30 day stats for ctf:

    Kills: 3603
    Steals (on avg 2x as captures): 972
    Recoveries: 372
    (Assumed same as Recoveries) Recov Kills: 372
    Captures: 486

    That adds up to 47526, which is a class and halfway to another one! Of course, thats ducks and not everyone does what ducks does: some play defensively more, some can't play as often, some play more @19lara97 , etc. But even then, if we take a person that is more defensive and plays less often, lets say our good friend @Hugmaster , then we can see someone who plays less (2 days in a month):

    Kills: 3930
    Steals: 216
    Recovs: 331
    Recov kills: 331
    Captures: 108

    Which adds up to 24270, which is pretty close to a class, and that's within a month. So this system is not totally unreasonable as some put it, it just takes time, which btw is the point. The reason it will take a little more than a month for your average player is to A: not give everyone classes quickly, and B: Make money by giving players the ability to buy boosters, which is what brawl wants. So I think this system is perfectly fair, maybe a little bit over the top, but still reasonable.
     
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  6. ACE_BLUE2

    ACE_BLUE2 Sup'

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    At this point it should just be a free class :/
     
  7. Quarrelt

    Quarrelt Genetic co-leader | team!

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    We didn't just pick random numbers but we also didn't do that much math for several reasons.

    For starters, we needed to find a way to balance between regular players and new players. Plus, there will most likely be boosters activayed multiple times during the months. We also wanted to reward people for staying with the game. There's also already 4 free classes and many people most likely won't want/need all the classes.

    Finally, as I mentioned in the OP, numbers ARE subject to change. So if it turns out it takes too long to obtain a class we may change it. However, remember, these numbers aren't heavily catered to those who don't play regularly, unfortunately. So if you only play once or twice a week, yes it will take a long time for you to get a class than someone who plays once every day.
     
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  8. pandanielxd

    pandanielxd its panda daniel

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    Could you answer my questions, please? =3
     
  9. Quarrelt

    Quarrelt Genetic co-leader | team!

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    @Daniellll, I don't know about gifting or how to see credits - although you'll probably be able to see them in the GUI or on your profile page or something.

    Obvious farming will result in the credits earned not being saved. But we put in restrictions so hopefully that won't be too much of an issue. And no, each server has separate credit earnings.
     
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  10. Deppuccino

    Deppuccino Well-Known Member

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    I don't actually see how classes taking too long to get is a problem. Most regs already have all the classes (or at least the classes they want/need/like), and the randees are usually perfectly fine with just playing free classes.
     
  11. EmperorTrump45

    EmperorTrump45 Dank Memer

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    I like the changes (especially the credit booster), but I have a slight critique on the credits that I haven't really seen anyone else on this thread mention. That is, why does each premium cost the same number of credits? Not every premium is as good as the other, so why should it take the same amount of kills/captures/recoveries (etc) to 'purchase' any one of them?
     
  12. pookeythekid

    pookeythekid Well-Known Member

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    @ningeek212 To be fair, I did factor in both average caps per game and average kills per game when I came out to 4 months. :stuck_out_tongue:

    But, although you said this already, I'd like to reiterate that Ducks plays almost every day (@Ducksfan101 correct me if I'm wrong, don't wanna call u a no-life <3), while people like me can only play on weekends and maybe one weekday for most of the year. If I play 4/7 days in a week, while Ducks usually plays 6-7 days in a week, he'll earn classes at a rate at least one-third faster than me, and that's assuming we do the same things with the same amount of skill.

    I do appreciate how you went the extra mile to factor in recoveries, though. It didn't occur to me till later that playing recovery/defense probably earns more credits over time than capping. +2 imo c:

    While it's pretty obvious that pyro is better than necro (currently), it's probably too complicated of a judgement for Brawl to decide which is clearly better between, for example, mage and chemist. Plus, it gives that feeling of intelligent gambling when you're purchasing your once-every-two-months class while not knowing for absolutely sure which one you should get.

    First, I've fully acknowledged that numbers are subject to change since I read it in the OP; just makin' that clear before I type the rest of this.

    While neither of us accounted for boosters, both my and @ningeek212's science-y calculations still come out to a fairly large chunk of time for people who can't play very often (although I cannot fathom how @Hugmaster can get those stats in two days out of a month o.o).

    Nin's numbers and the reminder of boosters makes things seem much less extreme, but I'm still thinking that the numbers should probably change if/when it turns out that only the every-single-day players are able to purchase any classes after two months.

    Wow, my posts are way too long.
     
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  13. Ducksfan101

    Ducksfan101 Well-Known Member

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    And the fact that I have all the classes already (thx @Xelasi)
     
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  14. Claod

    Claod Well-Known Member

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    Lucky duck.
     
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  15. Raging_

    Raging_ Well-Known Member

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    you know what this reminds me of? that one time mcpvp did it but then they shut down XD!
     
  16. pandanielxd

    pandanielxd its panda daniel

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    Can there be a tab at the stats for credits?
     
  17. AriesRam10

    AriesRam10 Old MCPVP'er

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    I'm fine with the numbers.. I mean, I did buy all the classes. But I was also content to buy them. And would be content to buy any future ones.

    I guess at the very least it should take a month of good play to get a class. But I'm fine with 6. I mean why would Brawl want to give away free stuff? And if anything 6 months is better the never, and the EULA (last time I checked wasn't specific in those regards) so their just needs to be away. So as far as Brawl is aware they could literally make it so you had to log 120 years on their server to get one free class and still be EULA complaint.

    I like a long time to get a class. It makes it a lot more rewarding and everyone isn't running around with free stuff.. Then again I did buy all the classes and maybe im just being an asshole, but I would rather have no way to earn free classes (At this point). Oh well haha

    (My numbers are from the post previous to mine)
     
  18. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    How about if your team wins, you get 1.5x the amount of credits. Gifting would be a cool idea as well.
     
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  19. pookeythekid

    pookeythekid Well-Known Member

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    The problem is, if you buy one class and realize it's a mistake, either CTF might be dead by the time you would be able to acquire a new class, or you'd just get bored of playing and "quit" CTF. Who knows what lies 6 months down the road in the direction we're headed right now. (Not being pessimistic and assuming a negative direction, I'm just saying we're going in some kind of direction that's different from before.)
     
  20. AriesRam10

    AriesRam10 Old MCPVP'er

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    I dont see how that's a problem at all though. I mean, its still a class that you have that you couldn't have gotten without paying before. Even if its not a good class, its still a class, that you own, that was free. I could also say that's your own fault for buying that class. But personal responsibility dosent go over well :c
     
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