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?
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.
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)
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.
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.
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.
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
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.
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.
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
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.
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.
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
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.
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.