Ns In Public Games... What Happened!

livenomadiclivenomadic Join Date: 2004-07-11 Member: 29859Members
I've played NS on and off for a really long time... always 25+ people large public games.

A 6 months ago Aliens was only a tiny bit harder to win than marines in a public game... over the course of a day it was about 60% marine victories.

I have played all week and out of 50 the aliens have won ONE!!!!.... A SINGLE GAME....

I know NS is "made for smaller games" and all that... but it just seems so stupid that aliens loose that much in big games....
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Comments

  • wallerwaller Join Date: 2004-04-28 Member: 28281Members
    So what exacly is your point?

    It's beacuse of the alien res system....
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    edited July 2004
    <span style='color:white'>Be nice.</span>
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    aliens res system isnt as bad as everyone makes it seem. I play on 29 player servers and the wins are virtually even!
  • SlinkSlink Join Date: 2003-07-01 Member: 17829Members
    edited July 2004
    It's NOT just the alien resourse system. It's how NS is balanced.

    Let's think about it for a sec. Take your average game with six people per side. In midgame, where rounds get decided, it comes down to one fade versus around four marines. ONE player, against FOUR. But that's how NS is currently balanced. One fade against a much more numerous opponent.

    So let's extrapolate that. Make it a game with 10 people on each side. Now you've probably got two fades active, and around eight marines being useful. You say, what's the problem, sounds like the same odds. Well, only somewhat. Because marines are ranged, it's a LOT easier for them to focus fire on the first fade that flies through the door, and rip it to shreds. It's a lot harder for both fades to focus their attacks on one rine. They've got seven other targets to get in the way or distract them. But let's assume they take down 2 marines before they have to fly out. Now they're down to six marines. 75% of the firepower they had just a moment before, but still quite formidable. Compare that to one fade, against four marines. Easy enough to take out 2 of the 4 marines, before you have to leave and regen. 50% of the firepower they had, and the rest are skulkbait. Never mind that this is a pub, and you'll be doing well to actually have both fades attack at the same time. GG marines...

    Now, let's take that the OTHER direction. Make it a game with 3 people on each side. The fade has, assuming the comm jumps out to fight aswell, three people to worry about. Throw in the fact that the fade will come much earlier, and you'll soon realize that the marine team is screwed. And don't even THINK about how hard it is to take down an Onos with three LMG's...

    The moral of the story is this. Yes, the alien resourse system is screwy. But a much larger factor is simply HOW NS is balanced. Yes, you could probably fix it by changing the resource system, but the problem of balance with lifeforms and combat still persists. If you wanted to actually FIX the balance problems in NS, it might be useful to take a look at how that could be changed, instead of simply looking at one aspect of a multi-faceted problem.
  • PetcoPetco Join Date: 2003-07-27 Member: 18478Members, Constellation
    Don't forget about the respawn time on aliens. Servers with 25 and up = fun. Yesterday on a certain server with 28 max players. In ns_eclipse the aliens ran to the 2 other hive locations while a few gorges stayed to get some res. Well the marines were at both hive locations and later killed all the aliens and it was aliens lost in the first 2 mins. Ok it seems that aliens on big games have a respawn problem and res problem. Only time aliens do really good is half of the alien team are gorges. Ns_eclipse is really marines only win map anyway though.
  • SiDSquishySiDSquishy Join Date: 2003-10-15 Member: 21704Members
    On pubs mostly its just which team gets the decent players
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    This game is the hardest game to balance ever. You have the factor of it being a Real Time Strategy game, except that some fighters work better than others, and a FPS which could be easily balance by giving each side the equal equipment, BUT the Kharaa and Marines are far, far different. I give the team props for keeping a game like this balanced.
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    the rez system is not great but it was workable because the skulks were a bit better. total hp was not based on the number of hives and skulks had a bit more hp.

    btw the smaller hit box on the skulk does not make it harder to hit. we all aimed at the modle before and still do, therfore all our shots land in the same area as before.
  • PetcoPetco Join Date: 2003-07-27 Member: 18478Members, Constellation
    Getting res from kills and giving the res to all other alien teams. How does that sound? It would be like you get 2-3 res yourself and the alien team gets 1 res. This might work in small and big games. Or maybe not this idea but just thinking. And the respawn system for aliens should be something admins can set maybe. Max is 2 per hive and lowest is 1 per hive. 1-2 numbers can only work and stuff like 1.5 won't work. Maybe a how long till respawn thing too. max is 5 sec default is 3 sec? and then lowest is 2 sec. Maybe for res they could do that to aliens too. Default/min 1 res gain per rt and split to every single alien team or max 2 res gain per rt split to every single alien.
    Couldn't be hard to put server settings like this would it?
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    Ns is made to be played 6 vs 6 and when played as such I find is very close to being a very balanced game, when played 13 Vs 13 yes thats going to screw things up a bit, so if you don't want to deal with it then play in normal sized servers
  • MarrMarr Join Date: 2002-12-11 Member: 10582Members
    I've listed some reasons why marines win big games more often, in order of importance. Hrm, are there any others?

    1. Painfully slow res flow for aliens in large games.
    2. Permanent upgrades for marines means larger teams become more cost-efficient.
    3. Marines can shorten their spawn time by building more IPs. Aliens are stuck with a long spawn queue.
    4. Marines can focus their firepower more easily.
    5. The bigger the team, the less painful the loss of a player to the command chair. (A dedicated commander hurts in a 4v4, but in a 12v12, no biggie)

    There's nothing that can be done about 4 and 5; that's just the way the game works. But maybe 1, 2, and 3 can be worked on somehow.
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    Say what you want about small games but I find the big servers and big games to be way more fun...lots of aliens and rines duking it out (12vs12 to 16vs16 or so) in an epic-stylish way (which is very common on large games if the aliens are lucky enough and establishing themselves....which happens very seldom) appeal me more, and makes NS look more like NS to me than some 6 vs 6 tiny skirmish game...
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--QuoteBegin-Avenger-X+Jul 12 2004, 06:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Avenger-X @ Jul 12 2004, 06:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ns is made to be played 6 vs 6 and when played as such I find is very close to being a very balanced game, when played 13 Vs 13 yes thats going to screw things up a bit, so if you don't want to deal with it then play in normal sized servers <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I personally hate arguments like those. What you are suggesting is to kill pub-play and only let the superelites live on with their imaginary balanced 6v6? If the game is unbalanced at ANY ANY size then it needs to be fixed eventually, ignoring it is NOT going to make things better, it's a freaking rediculess way to handle a problem. Threads like these will only do good (until they get locked) so the devs can see how big of a problem certain things are.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    Well...There is a server plugin somewhere that "simulates" res flow as fast, or slow as you want. Say, you're playing in a 12v12 server, and this server runs a plugin like this being set on 8v8. You'll get res as fast as 8v8... Of course, it isnt always fair. Aliens get more resources than theyre supposed to. But on the other hand, res flow on 12v12 isnt fair either.
  • Malibu_StaceyMalibu_Stacey Join Date: 2003-04-06 Member: 15243Members
    Yes because more plugins is just what public servers need.

    <!--QuoteBegin-Homer Simpson+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Homer Simpson)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Oh, by the way, I was being sarcastic.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Avenger-X+Jul 12 2004, 06:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Avenger-X @ Jul 12 2004, 06:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ns is made to be played 6 vs 6 and when played as such I find is very close to being a very balanced game, when played 13 Vs 13 yes thats going to screw things up a bit, so if you don't want to deal with it then play in normal sized servers <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I personally hate arguments like those. What you are suggesting is to kill pub-play and only let the superelites live on with their imaginary balanced 6v6? If the game is unbalanced at ANY ANY size then it needs to be fixed eventually, ignoring it is NOT going to make things better, it's a freaking rediculess way to handle a problem. Threads like these will only do good (until they get locked) so the devs can see how big of a problem certain things are.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Well, let's see:

    The facts are in the past the game was balanced for 6 v 6 play, (so what the quoted person above said is true. Currently the game is balanced for 6 v6) Since the most recent release, there were a couple of decent threads on this forum as well as the PT's have been talking about how to do some work on balancing the game for large games.

    The problem isn't only the alien res-flow.. It's also the ability of marines to cover the map with fire due to the differences between classes. It's also the ability of 1 arms lab upgrade affecting 12 marines where each aliens have to spend up to 6 res to get 3 abilities. It's the financial aspect of 1 upgrade for marines costing 20 and helping all marines indefinetly. etc etc etc..

    The facts are, balancing 12 v 12 as well as for 6 v 6 is a lot more complicated than increasing the res flow.

    So we are aware of how badly the large game needs to be addressed.
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    <!--QuoteBegin-[SiD]Squishy+Jul 12 2004, 01:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([SiD]Squishy @ Jul 12 2004, 01:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> On pubs mostly its just which team gets the decent players <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    yep, doesnt matter if it was the old 1.04 res system , if one team has better players they are going to win.
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    Its pretty much impossible to keep a 12 player server full. The higher the player numbers are the easier it gets to keep that server full. Thats why when you look for a server its rare to see 12 player servers with anyone on them, most of the servers are 16 or above. The game needs to be balanced for what most people are playing.
  • livenomadiclivenomadic Join Date: 2004-07-11 Member: 29859Members
    edited July 2004
    To everyone to chimes the "then dont play in big pub games then" bell I just have to say something.

    Honestly, you want to know why NS is growing SO slowly for being a great game?

    Its simple... new players join "average" sized pub games 10v10 and then play a COMPLETLEY unbalanced game...

    Nice way to draw in more people... <span style='color:white'>Be nice.</span>
  • IceBaronIceBaron Join Date: 2003-02-25 Member: 13954Members
    The BUS will fix it all. The BUS is the answer to all our problems...can't get a girlfriend, just wait until the BUS comes out! Get no respect, BUS can fix it. Ran out of toilet paper? Just use the BUS!
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    I think people are stilll thinking that the fix is as simple as making one small change.

    It's not...

    There are several areas each with it's own complexities to be adjusted. (including the maps)

    We know there's a problem, we are working on finding solutions. Each solution is going to take time to build, test and implement....

    We can't force server admins to set the game at a rate that's balanced. So I'm not sure what people want Flay et all to do? If people keep playing on servers that are 12 v 12 even with the knowledge that it's unbalanced we can't help that. All we can do is work to fix the issue.

    If you are tired of the issue occuring play on a 6v6 or 7v7 server.

    As for new players joining a 10 v 10 server, you are right. But because server admins (and I'm not picking on them, they have the right to want a balanced large game as much as the next guy) keep servers that large running while there's a problem.. The dev team, the PT's hell even the old Vet's can't do anything about that experience.

    B5 will be chock full of bug fixes and perhaps some other stuff, so work is moving forward, however changes for large games are fundemental and will take more time.
  • PreciousPrecious Join Date: 2003-03-18 Member: 14652Members
    Fix the bugs first!!!! Having bugs in the game makes it harder to balance. Example... Its realy hard to kill marines with the current kick back from bites. When this is fixed it will help the aliens more. Bites not registering seem to be another problem.

    I bet in the next release when these bugs get fixed it will solve some of the balance issues. You do not balance the game around the bugs.
  • InquisitiveIdiotInquisitiveIdiot Join Date: 2003-10-21 Member: 21854Members
    edited July 2004
    Zunni, thanks for replying. Feedback on these forums is rare enough that it should be encouraged even when we disagree with it.

    That said, I disagree with you.

    As I see it, the imbalance inherent in large (> 10v10) games stems from three things:<ul><li>The pittance that is alien res flow when split between 10 players.</li><li>The permanent upgrades gained by the marines.</li><li>The increasing effeciveness of mutiple ranged weapons.</li></ul>All of these should come as no suprise. However, only #3 poses any real problem to large game balance and it, in my experience, affects game outcomes less than having one exceptional player in the game.

    To fix the alien res flow problem, the answer should be glaringly obvious: scale alien res. That simple.

    As far as the upgrades are concerned, a permanent, free alien upgrade is already in place: hp and armor upgrades per hive. Simply scale those to match increasing alien effectiveness to increasing marine effectiveness, and viola! We have balance.

    But whatever you do, do it quick. BUS system or no, a lot of pub players are quickly becoming disenchanted with the balance of the games they play without knowing that 20 payer games were never the intended norm for NS.
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    Yeah that knock back really ruins the aliens chances when they get shot by marines camping at the end of a long corridor outside their hive. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> Just joking argh don't flame me. (this bug is fixed for beta 5 btw)

    Yes it takes time to implement these changes, and also bug fixes change the balance too. The dev team work hard to release updates as fast as they can, but at the rate of releases there is for NS is there ever hope of it being balanced?

    I'd like to see a separate dev member who works solely on the balance and releases versions very regularly, monthly or faster if possible. I believe the only true way to find balance is with lots and lots of testing. Everyone has great ideas on how to balance the game, but until you've tested it, it means nothing.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Aside from the snide remarks I removed, I'd like to congratulate everyone posting on keeping this both differentiated and intelligent.
  • PetcoPetco Join Date: 2003-07-27 Member: 18478Members, Constellation
    I always play on big servers since 1.04. Small servers are kind of quiet. Big servers you see like 10 HA on one side and 4 onoses and 4 fades and 2 lerks on the other.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Its not the res system its the shtupid public aliens.
    We got dc first, **** the 2nd hive, **** the rts, dont rebuild lost rts or place hives as long as you have your dcs and can go fade or onos.
  • ScyllaScylla Join Date: 2003-08-05 Member: 18942Members
    As a server operator of a larger server (10vs10) i can see the issue. If i play as marine and have a adequate comm you can archive an easy win esp. if you have some higher skilled rines.
    As alien even with a good team of people knowing the game its difficult to archive a win. Somethimes it's very difficult to prevent a good reloc (like eclipse keyhole) if its not a very alien like area (like caged dbl res).

    So rines with a good comm can own the map at start. You have to fight hard against the map control of rines at the start and hope getting the 2nd hive up soon. Under 4 mins is very good on a 10vs10 pub. If we play a 6vs6 or 7vs7 game im easily able to setup the 2nd hive under 3 mins if i have a good day. And the second hive is <b>the</b> general update for aliens with 2nd hive weapons and a chamber of their choice. Esp. leap upgrades skulks extremly in their fighting ability.
    Also Fade are comming in later and have to fight against more upgraded and more rines.

    Theres a different playing style based on the count of players. in 10vs10 on my server its usual to electrify the rt's as so powerful because fades are comming later in game as in a 6vs6.

    I know it very very difficult to balance this game but imho its a must as most players enjoy playing on a larger server and have more intense action and a larger chance for an epic game. The usual player is the "customer" of the mod and it's the base of the community. Support em.

    I dont like some argument like "it difficult to balance" or "ns ia made for 6vs6". I think it's an issue so it should get fixed. So i would like to see that the dev team tries to get over this hurdle and tries to balance the game based on the count of players. It dont have to be perfect but it will be better than it's currently.

    So my please is: support the pub player.

    Anyways tnx to the dev team making the imho best mod i have ever seen. Thats why i'm as non-clanned player have a own server.

    PS. sry for my bad english <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • kababkabab Join Date: 2003-12-15 Member: 24384Members, Constellation
    A made a rather direct thread about this in the constilation forum where many good solutions came up..... <b>BUT NOT ONE DEV MADE A COMMENT OR ACKOWNLEDGED THERE WAS A PROBLEM SO STOP WASTING YOUR TIME WITH THIS THREAD THE DEV'S DON'T CARE</b>
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    edited July 2004
    <!--QuoteBegin-Zunni+Jul 12 2004, 01:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zunni @ Jul 12 2004, 01:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, let's see:

    The facts are in the past the game was balanced for 6 v 6 play, (so what the quoted person above said is true. Currently the game is balanced for 6 v6) Since the most recent release, there were a couple of decent threads on this forum as well as the PT's have been talking about how to do some work on balancing the game for large games.

    The problem isn't only the alien res-flow.. It's also the ability of marines to cover the map with fire due to the differences between classes. It's also the ability of 1 arms lab upgrade affecting 12 marines where each aliens have to spend up to 6 res to get 3 abilities. It's the financial aspect of 1 upgrade for marines costing 20 and helping all marines indefinetly. etc etc etc..

    The facts are, balancing 12 v 12 as well as for 6 v 6 is a lot more complicated than increasing the res flow.

    So we are aware of how badly the large game needs to be addressed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I didn't state if it was true or not, I just said the argument of "don't play on odd sized servers" is a very bad one.

    Now back to something else. The problem with 12 players servers is that once it's full you might get some fun almost balanced games. However when it's not you would experience Alien total dominance. This is bad, as I see it the "corridor of balance" if you might call it is WAY too narrow. It's however good to finally see a reply that confirms that the devs are working on it.

    Edit: Just something for you alien players who are on large servers. Try getting MCs first. It benefits a large team far greater than dcs. Think about it, instead of only greatly benefitting 1-3 reswhoring fades you can greatly benefit the whole team (yes fades too).
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