24-11-2011, 12:42 PM
One thing I hate about this mod is that people are selfish, they quickly try to rush towards the horde in order to get some exp first, without knowing that others could not catch up and in the end, get overwhelmed at the next spawn and the process is repeated until everyone dies one-by-one by the massing horde.
This co-op isn't exactly working the way it should be, :-\ and for the fact that the highlight of this game now is to "go in and mindless kill ftw" instead of "work together and fight hard" harms the longevity of this mod. Heck, even the cavlary players are rushing towards the spawn point first while the infantry slogs their way over, losing out on precious assist EXP.
Here are a few fundamentals I believe that can be changed
(F1)Assist EXP: A wonderful implementation of this mod, it makes people less angry, everyone has fun killing peasents together, and no one's tk-ing one another for ks-ing. But it does have one HUGE flaw. Any player would panic and follow the ramboing player that hogs all the exp, who would be in coincidence, enter the spawn point of the enemies
An example would be like this:
Wave 7,
Soldier 1: Hey, that guy's going rambo on the horde. We cant let him steal our exp!
Soldier 2: Yeah, lets all rambo together at the spawn point, we cant let him hog all of it!
(Soldiers go charge up to the spawn, and finish off everyone, wave 8 pops up)
Soldier 1: Wtf? We're surrounded! Earghhh!
Soldier 2: Wait, I'm not prepar...Earghhh!
(Everyone gets slaughtered)
The assist EXP clings onto players like a death cloud, if someone charges head on first, no one gets the assist EXP, and like every slippery slope, it will end with failure, or guts or bones of Swadians flying into different places. There has to be something to stop this headless hogging of EXP, the assist EXP has to reward players working together and punish solo players, not the other way around.
(F2)Lack of fear: Fear is what make people hesitate, or think it through so as not to get yourself killed again. The starter rounds are so easy, that I can even take them on with my fists. The lack of fear, and to the extent of calling these peasents a joke, led to people having to run over the spawn point since peasent fists do nothing to them whatsoever(or see F1) and by the time stronger waves come to mind, people would have already viewed them as "meat" and charge headlessly(and alone) again to repeat the process. Even if there is actually going to be some sort of teamwork organized, judging by the distance between the horde and the players, it's near impossible to impose a quick shieldwall or something. Get these Damn peasents something to fear of! Give them something that lacks range or damage(like clubs and sickles), but will be good enough to overwhelm solo players easily.
(F3)Extreme exploitation of spawn points and the lack of facility usage: People are so obsessed with spawn points (for some reason, or reasons above) that everyone just literally charge on towards the spawn points. The shrine and refill spots are abandoned and too far to be useful by the time trouble hits the fan. Archers or the wounded would only have no choice but to charge towards the impending horde melee to risk taking out some of the horde in exchange for theirs. The only point people go to these spots if boss waves really come up and scare the hell out of everyone. There has to be a home base advantage for players to properly utilize the base camp as a sort of defense.
This co-op isn't exactly working the way it should be, :-\ and for the fact that the highlight of this game now is to "go in and mindless kill ftw" instead of "work together and fight hard" harms the longevity of this mod. Heck, even the cavlary players are rushing towards the spawn point first while the infantry slogs their way over, losing out on precious assist EXP.
Here are a few fundamentals I believe that can be changed
(F1)Assist EXP: A wonderful implementation of this mod, it makes people less angry, everyone has fun killing peasents together, and no one's tk-ing one another for ks-ing. But it does have one HUGE flaw. Any player would panic and follow the ramboing player that hogs all the exp, who would be in coincidence, enter the spawn point of the enemies
An example would be like this:
Wave 7,
Soldier 1: Hey, that guy's going rambo on the horde. We cant let him steal our exp!
Soldier 2: Yeah, lets all rambo together at the spawn point, we cant let him hog all of it!
(Soldiers go charge up to the spawn, and finish off everyone, wave 8 pops up)
Soldier 1: Wtf? We're surrounded! Earghhh!
Soldier 2: Wait, I'm not prepar...Earghhh!
(Everyone gets slaughtered)
The assist EXP clings onto players like a death cloud, if someone charges head on first, no one gets the assist EXP, and like every slippery slope, it will end with failure, or guts or bones of Swadians flying into different places. There has to be something to stop this headless hogging of EXP, the assist EXP has to reward players working together and punish solo players, not the other way around.
(F2)Lack of fear: Fear is what make people hesitate, or think it through so as not to get yourself killed again. The starter rounds are so easy, that I can even take them on with my fists. The lack of fear, and to the extent of calling these peasents a joke, led to people having to run over the spawn point since peasent fists do nothing to them whatsoever(or see F1) and by the time stronger waves come to mind, people would have already viewed them as "meat" and charge headlessly(and alone) again to repeat the process. Even if there is actually going to be some sort of teamwork organized, judging by the distance between the horde and the players, it's near impossible to impose a quick shieldwall or something. Get these Damn peasents something to fear of! Give them something that lacks range or damage(like clubs and sickles), but will be good enough to overwhelm solo players easily.
(F3)Extreme exploitation of spawn points and the lack of facility usage: People are so obsessed with spawn points (for some reason, or reasons above) that everyone just literally charge on towards the spawn points. The shrine and refill spots are abandoned and too far to be useful by the time trouble hits the fan. Archers or the wounded would only have no choice but to charge towards the impending horde melee to risk taking out some of the horde in exchange for theirs. The only point people go to these spots if boss waves really come up and scare the hell out of everyone. There has to be a home base advantage for players to properly utilize the base camp as a sort of defense.
[Image: 2n6u4ux.png]
For the Honour of the Fallen Swadians.
For the Honour of the Fallen Swadians.