Inconsistent capture bar resets

Discussion in 'Bug Reports' started by D.D.D. Destroyer, Feb 18, 2014.

  1. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

    Messages:
    9,509
    Likes Received:
    111
    Trophy Points:
    0
    If you are capturing a flag and an enemy run into the capture zone, the progress bar disappears and says "Blocked...". Once the enemy is removed, the timer starts back up from 0.

    If you are capturing a flag and walk outside the capture zone, the timer doesn't reset. Once you walk back in, it'll continue from the point it stopped at.

    If you are capturing a flag, walk outside the capture zone, and an enemy comes inside the capture zone, the timer doesn't get reset for said enemy and goes on from the point you left it at.

    I'm not sure if this is a bug or not, but it sure throws off the balance on some maps *cough* nuclear *cough* and is really hard for people to figure out. Can this be standardised?
     
  2. Sgt.Security

    Sgt.Security Member

    Messages:
    3,137
    Likes Received:
    140
    Trophy Points:
    0
    This happens on escort.
    I didn't realize it's weird though.
     
  3. Z100000M

    Z100000M Vithered Weteran

    Messages:
    9,120
    Likes Received:
    70
    Trophy Points:
    0
    Its been pissing me off since forever.
    I though its a feature, retarded for sure, but noone seemed to have an issue with it except for me.
     
  4. Señor_Awesome

    Señor_Awesome Member

    Messages:
    1,511
    Likes Received:
    58
    Trophy Points:
    0
    I always thought it was a feature, too. Especially since it is practically the only reason you can capture the last flag on escort (due to it not resetting between times when you are not on the flag but enemy is)
     
  5. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

    Messages:
    9,509
    Likes Received:
    111
    Trophy Points:
    0
    If you can deny the enemy from touching it when you're on it....
     
  6. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

    Messages:
    4,251
    Likes Received:
    10
    Trophy Points:
    0
    I'd entirely forgotten about how much I hated this. If anyone can think of a way to do it that's both agreeable and consistent, I'd be happy to change it.

    The way I'd think of doing it is pause if an enemy on point XOR (That's right bitches, exclusive or) no one on the point, reset if enemy on point AND no friendlies on the point, increase if friendlies on point AND no enemies on point. I'm pretty certain that's as Boolean simplified as it's going to get.
     
  7. ViroMan

    ViroMan Black Hole (*sniff*) Bully

    Messages:
    8,382
    Likes Received:
    4
    Trophy Points:
    0
    I would rather the counter always resets if you leave it and pauses if an enemy shows up and you can deal with them while staying on the point. Bonus points for the counter counting backwards if there are more enemy then you have supporting you.

    Also... instead of saying blocked... how about protected. Blocked can be used for if the flag flat out can not be captured due to progression mechanics.
     
    Last edited: Feb 18, 2014
  8. Lazybum

    Lazybum :D Staff Member Moderator

    Messages:
    4,827
    Likes Received:
    190
    Trophy Points:
    0
    Sorry if this sounds dumb, but why can't it be like in tf2? I actually thought it worked like that. Where it counts down from whatever the enemy was at, instead of resetting to 0 and counting up. A tug-of-war thing.

    I like that, like in RO2.
     
  9. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    bar only locks at 100% and moves to whoever has more players in the area. if a flag didnt reach 100% and no or equal players in the area slowly decay to 0.

    fixed

    next
     
    Last edited: Feb 18, 2014
  10. ViroMan

    ViroMan Black Hole (*sniff*) Bully

    Messages:
    8,382
    Likes Received:
    4
    Trophy Points:
    0
    ohh I like that idea lazy

    A flag can be 3 states kind of thing right now so have a tug of war type of thing on it where you can make it count either way. Possibly count faster if you have more ppl on it if that is enabled by the mapper.

    How about a moving bar instead of a counter. So much better.
    Show red/gray/blue background with a bar that moves either way.
     
  11. Sgt.Security

    Sgt.Security Member

    Messages:
    3,137
    Likes Received:
    140
    Trophy Points:
    0
    I agree with TF2 design.

    Current design is full of loopholes, if you know you can't cap it, just die before you actually neutralize the flag.
    I always wanted to /ban 10080 those who die after neutralizing the flag, with 10 enemies around them.
     
  12. wealthysoup

    wealthysoup Lead Tester

    Messages:
    1,857
    Likes Received:
    0
    Trophy Points:
    0
    These posts after candles are a perfect example of "feature creep".

    I would agree with the guys that said about a TF2 style push/pull method. But failing that the suggestion by candles is a MASSIVE improvement over what we already have
     
  13. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

    Messages:
    9,509
    Likes Received:
    111
    Trophy Points:
    0
    I'd rather have it start over every time it's interrupted by whatever reason.
     
  14. Z100000M

    Z100000M Vithered Weteran

    Messages:
    9,120
    Likes Received:
    70
    Trophy Points:
    0
    Makes any flag that takes more than 3 secs to cap a giant pain in the ass.
     
  15. ImSpartacus

    ImSpartacus nerf spec plz

    Messages:
    8,598
    Likes Received:
    7
    Trophy Points:
    0
    This sounds like the fairest, most consistent way to handle it.

    DDD was chatting with me after he made this thread and explicitly said that he expected you to be fully aware of this exploit. :headshot:
     
  16. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

    Messages:
    4,251
    Likes Received:
    10
    Trophy Points:
    0
    That's why I decided to state it. It's small, simple and easy to grasp with little implementation time needed. For the record, I actually did consider a TF2 style method, but rejected it as too complex.
     
  17. complete_

    complete_ lamer

    Messages:
    6,438
    Likes Received:
    144
    Trophy Points:
    0
    i feel decreasing cap time if more people are on the flag is going to break alot of maps like tropic vendetta where the whole point is to spend awhile capping the flag
     
  18. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

    Messages:
    9,509
    Likes Received:
    111
    Trophy Points:
    0
    Bullshit. Complete bullshit. There are surely times where you unintentionally step out of the capture zone, but you definitely could stay on it in most cases.
     
  19. Sgt.Security

    Sgt.Security Member

    Messages:
    3,137
    Likes Received:
    140
    Trophy Points:
    0
    I thought the same, but usually when you get to touch the flag, you should already have the area locked down.

    Might be bad for ninjas but meh.
     
  20. Z100000M

    Z100000M Vithered Weteran

    Messages:
    9,120
    Likes Received:
    70
    Trophy Points:
    0
    I meant respawning assholes running into the zone, fucking up 30 seconds of team effort.
     

Share This Page