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Reviving Lockdown

10 Réponses [Dernière contribution]
ven, 10/28/2011 - 16:15
#6251
Portrait de Vanillateddy
Vanillateddy
pretty good on most.. i like

pretty good on most.. i like the deathmatch idea, and party idea..

i hate when people just kill eachother on my team, they go off and kill everyone but then they dont do anything else and im the only one getting the bases and it takes forever then when my teams defeated they gang up on me the only base catcher and kill me and take back all the bases b4 any of my mates get back out there....

ven, 10/28/2011 - 19:06
#6252
Portrait de Sir-Cazm
Sir-Cazm
Good ideas.

You have my support, I really like the death match idea :D.

ven, 10/28/2011 - 20:16
#6253
Portrait de Twiddle
Twiddle
> Make leaderboards that make

> Make leaderboards that make sense. The current ones just put first whoever plays most. Copy Y!PPs Able -> Ultima code if necessary.

Perhaps the folks on the top play a lot, but I have also played against some of the leaders in T2 lockdown. I can say from experience that they deserve their place on the leaderboards.

> Give matches an individual scoring number based on dmg/caps/defends. So people care about something more than their damage done.

They do show you that stuff. People care more about damage done anyway.

> Balance based on statistics of which strategies/items win most often. If you don't want to touch the items for PvE simply give them a PvP modifier.

I agree with this, and I think OOO does too. For instance, a few patches back a good striker could easily win a match because they could single handedly cap a point too quickly. Since then they silently nerfed the speed at which a single striker can cap a point. I think they may have increased the speed at which a team can cap a point. Both these changes makes a single striker less decisive in a lockdown match.

> Do something about heart pendants, and item that grants a huge advantage and pretty much can't be acquired anymore.

I kind of agree. But, they have to give people who put work into getting the rare trinkets and UV's some type of reward, and what better reward then to give them an advantage in PvP. Still, a single trinket or UV should not give you too much of an advantage in PvP.

> Make a deathmatch mode for those that don't care about capturing points. Or a simple map with only two points on next to the other.
> Make better matchmaking so you play with people using similar star gear and similar victory/defeat record.
> Allow "party creation" to let you invite people and not just be "random" or "guild"

All good suggestions.

ven, 10/28/2011 - 20:54
#6254
Portrait de Khamsin
Khamsin
> Make leaderboards that make

> Make leaderboards that make sense. The current ones just put first whoever plays most.

> Make better matchmaking so you play with (...) similar victory/defeat record.

Agree 100%. Also, we need some sort of incentive for people to want to do it beyond the current rewards. Unique costume items for the top players/guilds would be optimal. Top for one week, 3 weeks, 6 weeks.Then rewards for top three for one week, 3 weeks, 6 weeks. Not consecutive of course but something of the nature. Also, I think being able to queue with a buddy for random would be awesome. Just one, maybe two max, would be alright. Letting full groups queue would ruin it for people who just want to log on and do some PVP.

ven, 10/28/2011 - 21:13
#6255
Portrait de Leinhart
Leinhart
Deathmatch. PvP is just

Deathmatch. PvP is just begging for a straight up Deathmatch mode.

ven, 10/28/2011 - 22:50
#6256
Portrait de Starlinvf
Starlinvf
Classic SK PvP:

Classic SK PvP: http://www.youtube.com/watch?v=RnIgFnz6Y1U

ven, 10/28/2011 - 23:45
#6257
Portrait de Nicoya-Kitty
Nicoya-Kitty
@Starlinvf Wait, wait, wait,

@Starlinvf Wait, wait, wait, hold the phone. Did I just see a snipe with a banstick?

That must be the most simultaneously awesome and horrifying thing I've yet seen in this game so far. D: :D

sam, 10/29/2011 - 00:53
#6258
Portrait de Starlinvf
Starlinvf
Its footage back from

Its footage back from Beta/Preview(?). Granted the chaos was fun as hell, it wasn't a good competitive mode.

sam, 10/29/2011 - 01:28
#6259
Portrait de Tantarian
Tantarian
Ah

Ah I remembered, added a point about the rewards, since nobody cares about winning 80 crowns per win or Krogmo coins.
Also added another point about matchmaking.

@Twiddle
I kind of agree. But, they have to give people who put work into getting the rare trinkets and UV's some type of reward, and what better reward then to give them an advantage in PvP. Still, a single trinket or UV should not give you too much of an advantage in PvP.
Actually, the heart trinkets give a lot of advantage. They can extend an Striker's life by 30% or more. If two players are evenly skilled, the one with the heart trinkets wins every time.
While I agree that people who spent money on them should be able to use them and rewarded, the advantage is too big most times. And I think most of them if they have played lockdown would enjoy a challenge. "Guild" claims they stopped playing because they were bored of defeating everyone.
The ideal solution would be to make them easier to get, so anyone can get them again. But it's up to the devs to figure out which is the best way to "do something about them". I think they were counting on everyone who had them quitting since it was so long ago that you could get them.

sam, 10/29/2011 - 02:00
#6260
Portrait de Twiddle
Twiddle
Actually, the heart trinkets

Actually, the heart trinkets give a lot of advantage. They can extend an Striker's life by 30% or more. If two players are evenly skilled, the one with the heart trinkets wins every time.
While I agree that people who spent money on them should be able to use them and rewarded, the advantage is too big most times. And I think most of them if they have played lockdown would enjoy a challenge. "Guild" claims they stopped playing because they were bored of defeating everyone.

I agree completely. They should have an advantage, but it shouldn't be too big of an advantage. Perhaps they should implement diminishing returns or something. (example: it takes +1 health to get the first pip of health, two more health bonus to get a second pip of health, three more health bonus to get the third and so on.. So +1 health bonus gets 1 pip of health, +3 health bonus gets 2 pips of health, +6 health bonus gets 3 pips of health, etc.)

I don't know about making trinkets easier to get. I think they should be rare, but shouldn't give too much of an advantage.

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