Tickets - can it be a multiple of the number of players?

Discussion in 'Feedback' started by JustGoFly, Apr 27, 2015.

  1. JustGoFly

    JustGoFly Member

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    Might there be a mod to modify the tickets based on the number of players in the game at any moment? (Forget about dynamic - make it static based on TOTAL nf+be+spec * static multiplier * map multiplier where map multiplier missing = 1.0)

    Right now with 40 players, Money hardly gets to Tanks before it's over. Money is a tank battle game, but with 20+ players on each team we are whipping through all the tickets so quickly the match ends fast.

    On small games tickets are meaningless, but maybe they should be used for their intended purpose of keeping maps from lasting for hours.

    (Removed DYNAMIC in later posts) Dynamic means - as a player joins the ticket count increases. Some discussion would be needed to come up with the proper formula. Since it shouldn't be unbalanced. Maybe the NF team gets ticket count of BE players * <some number> and vice versa. So if it's 10 vs 14, the team with 10 players is not penalized with lower ticket count. Or you take total num of players * <some number> and make that each teams ticket count.

    But before the formula - is this viable ? That answer can only come from the person planning on implementing it.

    And does the community desire this ?
     
    Last edited: Apr 30, 2015
  2. 101010

    101010 Member

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    What about having tickets set way lower but you gain them over time ? Maybe every 15 mins.
    That way there is no dragging games out when people can't spawn. You have a
    set time where you would want to finish off the enemy team before they get more tickets.

    Then we could have settings for reinforcement multiplier to set how many tickets multiplied by number of players = +tickets every 15 mins.

    Also an option for diminishing reinforcements so that number of players divided by times tickets increased = +tickets.

    Then set a max ticket value so teams can't gain too many tickets.
     
  3. Trainzack

    Trainzack Member

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    I'm okay with it. I think that making the number of tickets depend on the total amount of people on both teams is a good idea, because I think this will help the spiral of
    Team Starts Loosing > People Ragequit > Less People > Team Loses More

    Edit:
    As others have pointed out, tickets are supposed to end games, and I don't think that increasing ticket values, unless even if the amount decreases over time, will help with that.

    Also:
    You guys, to the best of my knowledge, are not French.
     
    Last edited: Apr 27, 2015
  4. complete_

    complete_ lamer

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    you cant account for players joining/leaving
     
  5. JustGoFly

    JustGoFly Member

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    The root of the issue is that Tickets are hurting the gameplay on full servers. Money sucks now. If it can't be dynamic - can it be a multiple of the total number of people in game + spec as a starting point ? If 48 people are online - shouldn't it be a longer game? If only 10 play, then it is a really long game which may encourage more spec players to join just to end the game.

    As it is - a static ticket number per map is not working.
     
  6. Candles

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

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    Money has 400 tickets per side.
     
  7. JustGoFly

    JustGoFly Member

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    Those tickets go quickly with 20v20 shortly after you get heavies. Money is not the style of map that encourages squad push's, and effective use of revive engineers.

    Also 400 is too much for 5v5. So the static implementation of tickets are not what was intended. Escort has to many tickets.

    Is it really 400 per side? Damn felt like 200.
     
  8. 101010

    101010 Member

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    Basically setting them really low at the start would make it so the overly stacked games would end a lot faster.
    Now - you start with around 300 tickets. Some games will drag on for ever like this.

    Tickets increase over time - say your team starts with 50 tickets.
    If it's overly stacked or just one of them rounds teams are even but your just getting crushed. Your team gets 2.5 respawns for that first 15 mins. Then a slight increase after 15 mins. It would be over faster then if you had 300 tickets. But it gives the chance / hope of at least respawning when tickets are out and the map just will not end.

    But say it was a good round and things are even and both teams go back and forth. It might extend rounds longer but it would be more of a - Ok the other team has 0 tickets and 5 mins before they get more tickets. Rush the CV before they can spawn.

    It would move us away from the now one push we are low on tickets. To lets plan our attacks to finish this before they can spawn.

    Let's face it Empires players are assholes. Even when all that the enemy team only has is a few people left alive. They will not end it. With adding a chance for some of the enemy team to respawn it might motivate people to end maps sooner.
    Other times you get them commanders like Freak. I have seen CV chases go on for at least a half hour with him walling in heavy tanks.
    So as is things don't end by tickets so it be nice if after 15 mins people would be able to spawn.


    Remember these are pub games with lots of newer players that can't keep up with the vets. We could still keep the older ways for pugs and scrims( if that ever happens again).

    Gaining tickets would help teach new people to manage tickets better and kind of force them to revive / wait for revives.
     
  9. Candles

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

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    It's 400 on the official version. VIPER runs the previous version, with only 200 per side. That version was balanced for lower player counts, and has fewer tickets accordingly. Really, that version of Money shouldn't be played with 20v20 in the first place. 16 is already pushing it; 6 to 12 or so per side is about right.
     
  10. Z100000M

    Z100000M Vithered Weteran

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    Every time someone uses money in an argument an unknown force of nature kills (n+1)^2 kittens
     
  11. ImSpartacus

    ImSpartacus nerf spec plz

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    And my only regret in life is that I can't use them fast enough.
     
  12. Trainzack

    Trainzack Member

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    JGF confirmed for Canadian.
     
  13. Metruption

    Metruption Member

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    what a hoser, eh ?
     
  14. Señor_Awesome

    Señor_Awesome Member

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    JGF is totally from New York.

    I don't think a single person has an issue with this suggestion... everybody knows there's something wrong with the current ticket system. Maybe this would help?

    The main problem I personally have with the ticket system is it doesn't always serve it's purpose in a way that I feel is beneficial. To me, that purpose is to prevent one-sided rounds from being extended too long - it should rarely be used as a primary win condition (except on infantry maps). Others might disagree with me on that point, but in my experience pretty much every commander map game that goes to tickets has done so after passing the point of minimal fun five minutes beforehand.

    Included: plot of fun over time of average game from my viewpoint.
    Obviously, there are exceptions, but this is all opinion anyways.

    [​IMG]
     
  15. Trainzack

    Trainzack Member

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    I agree with this graph.
     
  16. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    I don't, it's not steep enough at the start.

    I agree with the point it was trying to make, at least to an extent. Some games that go super long are actually extremely enjoyable for me.
     
  17. Ikalx

    Ikalx Member

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    Used to be able to have some good games when out of tickets. Not really any more. Tbh I think sudden death is a bad idea too, or perhaps just badly implemented. Yeah it's over quickly but it means that what good side there was to being out of tickets is pretty much gone now.
     
  18. Paradox

    Paradox I am a gigantic asshole who loses people's hard wo

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    This is actually a good idea coming from JGF for once.
    Super heavy support for this. Like fuck I really want this cause I only see positives
     
  19. Sgt.Security

    Sgt.Security Member

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    First saying, I support this suggestion.
    In fact, this is definitely on my top 5 list of "Why the fuck isn't this shit implemented in the past 10 years?"

    But I have something against senor's image.
    If both teams are out of ticket then the game would normally end within 5 minutes, unless we are playing district.
    If one team is out of ticket then the other team is having fun.

    You know, losing isn't always fun, regardless of the game.
    The point is, do people feel frustrated? Or just not happy?
     
  20. Señor_Awesome

    Señor_Awesome Member

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    See, this is my problem with it. In maps where tickets do matter, half the time it isn't "my team is out of tickets, so we have lost", it is "my team is out of tickets, so let's sit here until the other team runs out of tickets as well". A good example of where I would say this happens frequently is crossroads.

    Also, that's meant to be about five minutes at the end of the graph there. I'm saying that those five minutes are absolutely mind-numbingly boring.
    A bunch of pussy-footing around trying to not lose tickets for your team (if you are on the winning side) or sitting behind a wall with a bunch of other dick gobblers is not in my opinion good gameplay.

    Same goes for if both run out at the same time. The wait for sudden death can be very tedious. Though some of what I've said is a different point altogether from JGF's suggestion, which is undeniably better than our current fixed system.
     

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