Author Topic: Ticket bleeding and the flow of a TC round.  (Read 551 times)

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Offline xInVicTuSx

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Ticket bleeding and the flow of a TC round.
« on: January 06, 2011, 03:41:19 PM »
Ok, right now the only thing really keeping my from enjoying the awesomeness that is 0.4.0 is that the initial engagement seems to cause alot of ticket bleed at the beginning.

From there, its either get all the bases and hold them or you lose from that initial gap.

The ticket bleed seems to be much too fast so that capping > killing anything, while this is the point of the mode... my experience has been that if i just run around and cap at the beginning and get us a cap advantage then keep capping things... my team wins... but if I try to fight people then my team loses.

My question is... can we change the ticket bleed rate now? Is this something we can change server side or do we need to wait for the devs to change something?

It just seems like we could experiment with different setups server side rather than waiting the devs to change something internally.

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Offline Seraph

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Re: Ticket bleeding and the flow of a TC round.
« Reply #1 on: January 06, 2011, 03:53:16 PM »
Yes its a server side setting:

http://forum.mechlivinglegends.net/index.php/topic,11608.0.html

Check for sv_ticket_decrement_rate which sets on how fast tickets drop when holding an base.
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Offline xInVicTuSx

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Re: Ticket bleeding and the flow of a TC round.
« Reply #2 on: January 06, 2011, 03:54:37 PM »
Alright then we need some server owners to get busy cause I keep seeing threads and posts complaining about this but there is shit the devs can do about it if we don't try to use the tools we are given here...

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Offline Seraph

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Re: Ticket bleeding and the flow of a TC round.
« Reply #3 on: January 06, 2011, 03:57:26 PM »
Alright then we need some server owners to get busy cause I keep seeing threads and posts complaining about this but there is shit the devs can do about it if we don't try to use the tools we are given here...

Indeed :)

So basically you are asking for a slower decrement rate?
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Offline xInVicTuSx

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Re: Ticket bleeding and the flow of a TC round.
« Reply #4 on: January 06, 2011, 03:59:02 PM »
For now yes we can try it... it might slow down things enough to give ticket loss through asset loss a chance to input into the round as well beyond the initial engagement.

We really need to experiment though and not expect a patch to change it, the tools are already there.

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Offline Seraph

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Re: Ticket bleeding and the flow of a TC round.
« Reply #5 on: January 06, 2011, 04:00:56 PM »
For now yes we can try it... it might slow down things enough to give ticket loss through asset loss a chance to input into the round as well beyond the initial engagement.

We really need to experiment though and not expect a patch to change it, the tools are already there.


I have another suggestion.

sv_capturing_rate n

If a capture takes longer the enemy has more time to get back or stop you from doing it. Maybe that could also help?

Will set the decrement rate  on the Matchbox 1 server to something lower then.
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Offline xInVicTuSx

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Re: Ticket bleeding and the flow of a TC round.
« Reply #6 on: January 06, 2011, 04:04:47 PM »
Good. Thanks. Let's hope other servers will follow and tweak things to even out these roflstomps.  :D

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Offline Seraph

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Re: Ticket bleeding and the flow of a TC round.
« Reply #7 on: January 06, 2011, 04:16:40 PM »
Good. Thanks. Let's hope other servers will follow and tweak things to even out these roflstomps.  :D

Done. Try it out.

ROFLSTOMPS wont change if units dont stop stacking teams on public games. It ruins the fun for everyone else - and with only a handfull servers there are not a lot of places you can go to play instead.
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Offline ~SJ~ Wolf

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Re: Ticket bleeding and the flow of a TC round.
« Reply #8 on: January 06, 2011, 05:11:23 PM »
Good. Thanks. Let's hope other servers will follow and tweak things to even out these roflstomps.  :D

Done. Try it out.

ROFLSTOMPS wont change if units dont stop stacking teams on public games. It ruins the fun for everyone else - and with only a handfull servers there are not a lot of places you can go to play instead.

last night, I played TC marshes. We roflstomped the other team using a bushie..... no clan stacking just 1 medium mech.....

Offline CHHš Rampage

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Re: Ticket bleeding and the flow of a TC round.
« Reply #9 on: January 06, 2011, 05:18:56 PM »
All the servers are NOT set up the same now. Some servers are using a decrement rate of .3 while others are using .1.  CHH is running a capture rate of .1 and a ticket decrement rate of .2. The server admins need to hear feedback from the players on how these setting feel in game. When I am in game it is hard to monitor this because I am too busy trying not to get killed.
,

Offline xInVicTuSx

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Re: Ticket bleeding and the flow of a TC round.
« Reply #10 on: January 06, 2011, 05:58:50 PM »
Good. Thanks. Let's hope other servers will follow and tweak things to even out these roflstomps.  :D

Done. Try it out.

ROFLSTOMPS wont change if units dont stop stacking teams on public games. It ruins the fun for everyone else - and with only a handfull servers there are not a lot of places you can go to play instead.

Nah, I know a stacked roflstomp when I see one and there have been some of those.

But many more ticket weirdness roflstomps I've been seeing lately where there are nothing but newbies and a few vets on both teams and the "scores" are within 100 points of each other, an even game but one team just got kicked off a base or two and it snowballed from there out of control from there.

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Online KorJax

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Re: Ticket bleeding and the flow of a TC round.
« Reply #11 on: January 06, 2011, 06:36:08 PM »
I would like for there to be a simple debug message (for the moment) implemented that shows both side's current ticket decrement rate... so if it's at .5, and the enemy has 3 bases captured then it would display in red (or something) to be 1.5 ticket decriment rate.

Offline Nitro_R

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Re: Ticket bleeding and the flow of a TC round.
« Reply #12 on: January 06, 2011, 06:56:10 PM »
With each passing day, I have seen less and less roflstomps.

The trend is that players are balancing themselves according to the score with the collective goal to having the closest most epic games possible.
I like this trend.

Online Aidan

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Re: Ticket bleeding and the flow of a TC round.
« Reply #13 on: January 06, 2011, 07:09:24 PM »
Express your opinion in the NBT-MWLL 0.4.3 Mix Map server configuration. The purpose of the poll is to get your feedback as to how the server would be better setup.

http://forum.mechlivinglegends.net/index.php/topic,11802.0.html



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Offline =KoS= Eldragon

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Re: Ticket bleeding and the flow of a TC round.
« Reply #14 on: January 06, 2011, 07:15:57 PM »
I would like for there to be a simple debug message (for the moment) implemented that shows both side's current ticket decrement rate... so if it's at .5, and the enemy has 3 bases captured then it would display in red (or something) to be 1.5 ticket decriment rate.

Actually I would think that would be great to have all the time. Lets everyone know who is bleeding tickets and how bad. I think some people don't realize that when your team has 0 control points, you're bleeding tickets like mad.

 Imagine if the top of the map screen looked something like this:

IS 350 -1.5 : CLAN 192 +2