Comments (14)
However with solution 4, players are mislead to think that this game they play right now - with fewer than 4 players - is the "original" game mod.
With the sudden change to 4 players and it flipping back to normal - it could be that they wouldn't like what they see anymore and start leaving again.
Or when the server drops from quite a lot of players back to less than 4. You are basically forced to stop playing infclass until more players are ready again
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Solution 1
Introduce new config vars called
- g.Config.m_InfNerfFactorLevel1
- g.Config.m_InfNerfFactorLevel2
They change the parameters of human classes
The affected parameters will be:
- medic shotgun blow back + damage
- hero shotgun damage
- scientist mine damage
- looper laser damage
- engineer wall duration
- soldier bomb damage
- sniper damage
- mercenary reload speed
Nerf factors will be activated on the basis of online players
level 1 = 40 (%), for max 3 players
level 2 = 70 (%) for max 5 players
Nerf factors will be deactivated after >5 players
tweaking factor will be 100 (%) then
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Weakening humans is a good thing when there are not many players, indeed.
However, infclass with many players is different from infclass with few players. With many players, there are roles - defense, support, medic, hero. Zombies win by finding weak parts in that system. Individual players do not survive against zombies. Yes, they can still have fun, but they definitely get infected and lose. Personal skill does not help you if the rest of your team fails.
With few players there are no roles. Everybody plays individually and has fun. Personal skill becomes the main driver of the game. The game basically becomes dm/tdm. And i think we should embrace that by removing abilities that make humans tactically more powerful than zombies:
- flying of mercenary
- mercenary bombs
- insta-kill of engineering walls (maybe they could deal N damage?)
- looper walls
- insta-kill of scientist's mine (maybe they could deal half of normal damage?)
- hero flags
- 3 scientist's mines (maybe leave 1?)
- 2 ninja katana-jumps (1 is enough)
We should not make zombies' life too easy though. Lets not forget that they still can heal each other or that they have full armor when there is only 1 zombie.
The cut-off limit should be 6 players. 6 - nerfed game, 7 - non-nerfed.
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P.S. medic is fine as is, i think :3
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Solution 4:
Make an alternative gamemode that will be activated when there are less than 4 people on. In this gamemode there will be no start zombies, instead humans will fight against ai. This could be bots that look like zombies and try to hammer you, or maybe flying rotating triangles that shoot at you. This way the game could be fun even if there is only 1 player on. But of course this would be hard to program and take a lot of time. Just wanted to put the idea here.
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So solution 1 will be implemented?
I talked with duralakun about nerf factors, they will change in linear order with respect to number of players.
The implementation is still pending, but it is not very hard to code the changes.
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I think solution 4 can be very good, if implemented correctly.
There could be a config var that defines when bots should join. (how many people are on)
For example it could be set to 1. Than only when 1 player is on bots will join and we would have a singleplayer mode. But of course implementing it might be very difficult.
This might help: https://github.com/LordSk/teeworlds/tree/mod/zomb (it is a zombie mod with bots)
This could be implemented together with solution 1.
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Todo:
- parametrise merc bomb
- parametrise hero-flag
- fix engineer wall damage mechanic -> free points for dealt damage
- find a formula for NerfFactor
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Solution 4: (just an idea)
When there are few players, 'Hide and seek' mode is activated - humans spawn as basic class with pistol-only and with 1hp. Zombies will be too powerful then, so if it's possible those pistol-only 1hp humans should behave like Ghost but against zombies.
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With regard to solution 4, I would suggest to implement solutions, which increase the motivation to work together. When player join the game and are nearly alone it is very boring, finding another player on a big map isn't helpful either.
Solution 5:
My suggestion would be zabys from Zomb-mod. However, the mechanic is very hard to understand and would be a copy from another repo. I think it would not be fair to the creators of zomb-mod.
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Initially-infecting 2 humans in a 3-people game looks bad. It quickly becomes boring to be zombie 2/3 of the time and people quit
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Yea if nerfing is introduced there is no reason to increase initial infected count.
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Changing the rules at game time is a bad idea. (If a player put a laser wall then they expect that nobody can go thought). I would suggest to disable some classes (e.g. hero
if there are just a few players.)
An option to change own zombie class would help a lot. A bat
and a slug
would have a good chance to counter a mercenary
.
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Your suggestion about wall is understandable. I probably revert the "parametrize engineer wall" commit.
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Related Issues (20)
- voodoo survival time should depend on armor HOT 3
- Server went into 100% CPU usage mode HOT 6
- Revived hero's next flag very far away
- IsSpectator tag for CPlayer
- info for devs - master_dev branch will be deleted in the future
- ninja hits should not affect humans with hook protection HOT 2
- Kills in the whitehole should not count for new whitehole HOT 1
- Enable mapvoting requirements by default HOT 1
- Nerf turrets
- turrets are missing a description
- looper grenades are not regenerated on hero flag
- InfClass-like mod for Teeworlds 0.7.3+ discussion HOT 8
- How to proceed with development?
- Invulnerability inside spawn HOT 2
- Gather some stats HOT 1
- bam : error : a build step faild HOT 12
- New weapon type: Flame thrower, smoke grenade, contaminated smoke
- Automaticly select language depending on the IP country HOT 2
- infc_k9f_small has no border
- weird white line on k9f_small HOT 3
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