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Savage: XR is a new patch for Savage, created by the Newerth.com staff. The XR1.1 Client is out now! Download it now!
189834 Posts in 10996 Topics by 18306 Members
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1  Savage XR / Re-balancing Suggestions / Re: Read 1st :: Post here your 2nd generation re-balancing suggestions on: March 09, 2019, 12:41:45 am
I just got an idea while brainstorming concepts for a RTS game.

In savage, sometimes games are stale and hard to win. Here's an idea which gives commander a hugely rewarding but also potentially dangeorus tool to get their team to push harder.

TLDR for ur lazy asses:
It's quite simple : The commander of both teams can enable a temporary state which negatively/postively  affects their own main-base, and  while active -  providing faster/slower respawn for their own team. It can be used in defensive contexts, aswell as offensive contexts. Optional effects (subject to discussion), instead  affecting respawn time  can be other options, such as increased/decreased gold income, increased/decreased buff pool generation, more/less effective mining etc.


Behold, the great wall of explanatory texts:

Since the  base systems for both teams are assyemtrical, we need two asymetrical systems. Both commanders can toogle this state for their sh/lair.
 

For humans:
1. Healing Stronghold with 0,5 % of max HP per time unit (a time unit could be every 5th second for example)
2. Neutral (no healing to stronghold- default state)
3. Decaying (decaying the hp with 0,5 %  of max possible HP per y seconds), basically reverse healing. The damage bypasses shielding.

For beasts:
1. Damage mitigation -  25 % of damage directly to lair is evenly shared to all buildings nearby the lair. The less buildings, the more damage to each building. If no other buildings are nearby, the damage is just reduced by 15 % on the lair. And yes, this can kill tech structures.
2. Neutral (no damage mitigation from lair- default state)
3. Damage Centralization - All damage beast structures take (mapwise) are dealth to lair aswell. Turned off automatically once lair HP reaches 30 % of it's max size.


Some constraints:
For humans:
- SH cannot go below 20 %  hp when decaying, and the state is changed to neutral once it reaches 20 %.
- The healing also automatically stop once the SH reaches 100 %, and state is changed to neutral.

For beasts:
Damage mitigation for beast lasts 2 minutes, but can be turned of sooner.
- Damage Centralization stop once lair reaches 30 % hp, and is switched to neutral state automatically then.

For both races:

- Neutral is default state.
- Once a swap to neutral happends, it cannot go back to the former state the next 5 minutes ( a 5 minute cooldown)
- Both races start with 5 minute cooldown on both their non-neutral states.


Changes needed:

UI changes:
- The swapping of the state could to be either inside their respective home biuldings (lair/sh) or in the UI on top menu, next to taxation etc. for the commander.
- If quicker/slower respawn are enabled, it shows up a tiny icon next to the spawn button in the loadout menu for players.

Logic changes:

- The voice message "our lair/stronghold is under attack" + ping on map would need to be modified to check if decay/damage centralization) is enabled for both races.
- Passive healing for structures needs to be disabled and removed, or atleast for the SH ( I believe shielded buildings are healing really slow?)

======================================

Now, what do these states do ?  They affect the respawn time, a core mechanic to alter a team fighting capabilities, both in defensive and offensive contexts.


* Healing/damage mitigation --> 5 more seconds to respawn time for team while in effect. Considered the defensive option.
* Neutral  --> no change in respawn time. Everything is as we know it today.
* Decaying/damage centralization --> 5 seconds less respawn time for team while in effect.  Considered the offensive option.


Discussion:
I believe respawn time might be a unpopular opinion , in particular with "increased" respawn time. Another aspect  it could affect is gold income, such that the offensive option gives more gold income for example (gold is crucial to strong siege pushes), and less gold income with the defensive option. Buff pools is another option which can be affected - 50 % slower buff pool generation for example. Only your mind is the limit.

And finally, the most important part of this suggestion:
Spoiler (Mouse-Over to read)
What are your thoughts?
2  Savage XR / General Savage XR Discussion / Re: INFO: How melee works. on: February 01, 2019, 11:45:28 am
Missing pictures still Sad
3  Savage XR / General Savage XR Discussion / Re: newerth.com stat panel improvement on: December 26, 2018, 11:28:30 am
I also believe that stat-tracking individual win-rate as beasts and humans could be a useful distinction to show (they are after all, not symmetrical races)

For example one could argue a player with higher win-rate as humans is a better ranged player than melee fighter. 

However this change would require some tweaking in the backend database, and would require tweaking what is sent to the database etc., and I'm not sure its worth it.
4  Savage XR / General Savage XR Discussion / newerth.com stat panel improvement on: December 25, 2018, 02:26:09 pm
Simple suggestion to improve the stat panel on newerth.com (and possibly in-game aswell):

Add a new stat variable in the stat panel: Average gold-usage per life.

No need to change anything backend in the database. Simply divide goldspent on times killed.

I find this stat to be related to player skill and would be quite useful to see.



edit: money earned per life would also be really interesting! In theory, one could even calculate money earned on average per kill aswell (but it wont tell you anything about the players skill due to savage's lottery loot system on enemy kill)


5  Announcements / Main Page News / Re: Savage XR 1.4 on: June 19, 2018, 06:52:55 pm
Great job. Havent playtested this patch yet, but will do soon enough.

You're right, staying in comm is important in early game but later there's nothing more to do than marking.
Not to go completely off-topic, but:
If the game is progressing towards a stalemate, I think any commander should stay in comm and try to organize their team on the field, not just solely mark and spam mark enemy siege units.  There's planty of tools available as commander to change your teams performance as the game progresses, and I'm not thinking about buffing, but organization.
6  Savage XR / General Savage XR Discussion / The network architechture of savage on: April 24, 2018, 04:55:31 am
Hi. Recently i've been reading alot about network architechture in multiplayer games.

Im curious about how Savage handles this. I have a theory how it's done, but im not sure.

What I think happends:

1. Server is authorative, meaning it calculates position and rotation of players
2. Each client gets a copy of the game state from the server, and in reality, is in practice only playing against server-managed enemies.
3. When considering latency, each client use prediction to emulate the game while not receiving updates from the server. This means high-pingers will have a harder time overall.
4. When recieving state updates from the server, the current client state is either discarded or kept, depending on if the prediction it applied is correct or not.
5. The server keeps a buffer for earlier states, and the update state it sends out allways have a timestamp.

So, questions:
1. How is conflicts managed regarding life/death ?  If client A says I'm hitting Client B Now, and Client B is saying "This guy is not even close to hitting me",  what determines who is right?


Ps. Great source of reading ( like really easely udnerstandable!) :
https://www.cakesolutions.net/teamblogs/how-does-multiplayer-game-sync-their-state-part-1
7  Savage XR / Re-balancing Suggestions / Re: Read 1st :: Post here your 2nd generation re-balancing suggestions on: April 17, 2018, 04:34:13 pm
Suggestion: re-worked target prioritization for all towers.

if i'm not mistaken, towers currently auto attack the closest enemy target in range, unless it is beein provoked to shoot at something which is atttacking it.


What I'm suggesting is the ability to switch the target prioritization when the tower is not beeing attacked (just when it have a enemy in range). What i want to be able to switch between is  Regular units prioritized first, or siege units.

I believe this will be benefit humans more than beasts overall, and last time i checked, the balance in public games, regardless of map, was slightly in favor of beasts.

Thoughts?
8  Savage XR / Mapping & Modding Forum / Prop suggestion on: April 17, 2018, 04:29:59 pm
Hey. Got a prop idea and think it could be useful in maps.


Its simple:

a door or gate, looking like grimms wall or something. By default, it is locked, and cannot be destroyed.

However, a commander for a team can use resources to buy controll over the gate (and once it's owner is set, it can never change hands). Then the commander can open or close the gate at free will. optionally, maybe even the field players or officers could be able to open/close the door at will.




9  Savage XR / Re-balancing Suggestions / Re: Read 1st :: Post here your 2nd generation re-balancing suggestions on: March 30, 2018, 02:16:37 pm
Suggestion: Players must fullfill certain criterias to be able to selfbuff and be buffed by commander.

The criterias can be multiple, but only one of them has to be met.

Example criterias:

  • Mined 500 stone for the team
  • Donated or earned a gold surplus of 10000 to the team
  • Placed 5 or more sensors
  • Done 5K building damage or more
  • Killed 3 or more enemy siege units
  • Revived 2 or more friendly units
  • Have a accuracy of a certain percent with all ranged weapons (combined accuracy)
  • Have a 2:1 k:D ratio

The purpose is to encourage more teamwork, and less solo-running around with buffs. I understand this will deny commanders and players alike to use buffs in critical situations, but it could be considered overall useful for preventing selfbuffs beeing wasted to non-useful teammembers atleast.

Since the game allready tracks lots of this information for a player during a game, I do believe this could be relatively"easely" to implement, as it only have to check these criterias when requesting buff from the buff pool or when commander attempts to buff you.
10  Savage XR / General Savage XR Discussion / Machine Learning Melee bot? on: March 13, 2018, 04:35:53 pm
Hey!

Just gotten into a bit of AI, with machine learning and reinformenct learning.

I've seen the dota 2 bot wreck the world opposition, aswell as Google AlohaGo Zero wreck the best chess computer with less than 4 hours practice in the game (and it didnt loose a single match of 100 matches against stockfish!)

I've also seen simple stuff as cars learning to drive trough tracks, by trial and error over time (in unity).


My question:
Is there support to implement, and train a melee bot with the ues of machine learning in this game ?




11  Savage XR / Support Forum / Dual monitors - In RTS mode the mouse leave the screen on: February 03, 2018, 10:21:55 pm
The title really says it all.

In most other games, you can select "windowed", "Fullscreen" or "Windowed fullscreen". In this game, there is no such options, and when playing commander, the mouse crossover to the other screen when moving it to the left ( my other monitor is on my left side). Is this fixable with some custom settings in any way ?
12  Savage XR / General Savage XR Discussion / Re: Community Server on: January 31, 2018, 06:13:59 pm
Wrong forum.



try groentjuh's server forum.
13  Savage XR / Mapping & Modding Forum / Re: old maps need remade on: January 28, 2018, 03:56:44 pm
I would like to comment that the purpose of remade maps should be not solely to make them look better, but also to make them more balanced. There is plenty of maps with shitty balance around, only a few goood maps which are balanced (xr_deja for example).
14  Newerth Hosted Competitions / General Discussions / Re: Samurai Wars Competiton? on: December 06, 2017, 08:46:58 pm
I thought we had gotten a new Norwegian savage player  Sad
15  Savage XR / Bug Reports / Persistent message typing while spectator on: December 06, 2017, 08:43:16 pm
Not sure if its a bug or not, but it's been around forever:


Specatate someone in warmup, watch they go in and out of stronghold every now and then.
Try to write a message in chatbox, and then when they go into the stronghold, the chatmessage disaapears because the loadout-menu seem to erase whats allready been written, and you need to write it again.

Ps. I know you can just arrow up/down in some cases, to get what was there before it dissapeared, but its still.. .well, not persistent.
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