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gzfIchi

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16 Apr 2012
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32
Location
United States
PostedJun 09, 2012 7:58 am
Misconception 1: The difference in stats due to premiums is a larger advantage in Anti-Lead.

This isn't true. If I said anything other than that before I was wrong then. The difference in stats due to premiums is just as bad in Lead servers. Whether it be Anti-Lead or Lead, the stat advantage is significant regardless. You can be killed faster in Anti-Lead but you can kill them faster as well. Artificial difficulty post. Read it.

Misconception 2: Leading takes more skill.

I don't think I explained this well or properly before so I will try to do so now. Leading your shots by predicting the enemy's movement does require more skill than shooting straight on. As a whole Lead does not take more skill than Anti-Lead. It is a different type of game where different skills are applied. Some strategies, tactics, and movements will not work on Anti-Lead but will work on Lead. The opening post discussing artificial difficulty also explains why Leading "takes more skill" due to a side effect of having latency being the deciding factor on how much you have to lead.

Misconception 3: Anti-Lead is bad because everyone dies so fast and skill doesn't matter.

Anti-Lead is good because everyone dies so fast. Nothing says fast paced gameplay like getting killed or kills in less than 10 shots every round. Mistakes are exaggerated greatly in Anti-Lead. Missing one shot on Anti-Lead is a lot more punishing than Lead because the average round on Anti-Lead lasts much shorter than Lead.

Misconception 4: Weapon balance

This is a touchy subject that I will try to summarize as it is a bit off topic.

Anti-Lead has shown that the main complaint players have is revolvers. Many servers have disabled Anti-Lead on revolvers in compliance with complaints. I do not think this is a good idea. There are different possible solutions but I've explained a bit on an earlier post.

Shotguns are the other problem with Anti-Lead. Shotguns dominate the Lead and Anti-Lead servers as the most used weapon in the game after revolvers were disabled in most Anti-Lead servers. Shotguns should be reworked regardless of if Anti-Lead is adopted on Aeria. Here are my suggested fixes for balancing shotguns.

1. Remove the randomness from the shotgun spread. Make the shotgun spread more consistent.

2. Decrease damage at larger distances. Basically, damage fall off. Many games use this to prevent weapons, like the shotgun, from dominating at all distance ranges. I do not remember what I suggested before but the damage reduction would need a cap. Shotguns should still be able to be used for long distance but not nearly as effective.

3. Decrease clip size to 4 (from 5) for breakers. I am ignoring the red arquebus and pioneer because those are built to encourage players to pay for an advantage. As far as balance is concerned, Premium items can never be balanced because pay to win. Off topic though.

(Side note commentary) Removing the randomness in spread will help reduce the lucky shots that happen from time to time. GunZ should be a skill based game and removing such an easy random variable should have been done long ago. Damage fall off is to counter spam fights from across the map. The damage fall off will also encourage the use of other weapons, namely the pistols are the rifles, both of which see close to no play in tournaments due to a variety of things. Decreasing clip size will help reduce shotgun spam, discourage long distance shots, and encourage players to choose their shots. It will also improve the viability of avengers and we may see more weapon diversity in the future.

Bonus: Friendly fire.

Friendly fire on permanently for clan wars and tournaments. The option to play without friendly fire should be available and default in public games to prevent griefing.

Friendly fire will affect gameplay more than any weapon balances. If you can organize a group of 8 players to play with friendly fire on a map such as garden which has a variety of closed and open spaces, I highly encourage it. It adds tactical depth to this game and will force players to coordinate with their teammates.
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1337robert

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1337robert
Joined
08 Aug 2008
Posts
6
Location
Netherlands
PostedJun 10, 2012 2:59 pm
gzfIchi wrote:
Misconception 1: The difference in stats due to premiums is a larger advantage in Anti-Lead.

This isn't true. If I said anything other than that before I was wrong then. The difference in stats due to premiums is just as bad in Lead servers. Whether it be Anti-Lead or Lead, the stat advantage is significant regardless. You can be killed faster in Anti-Lead but you can kill them faster as well. Artificial difficulty post. Read it.

Misconception 2: Leading takes more skill.

I don't think I explained this well or properly before so I will try to do so now. Leading your shots by predicting the enemy's movement does require more skill than shooting straight on. As a whole Lead does not take more skill than Anti-Lead. It is a different type of game where different skills are applied. Some strategies, tactics, and movements will not work on Anti-Lead but will work on Lead. The opening post discussing artificial difficulty also explains why Leading "takes more skill" due to a side effect of having latency being the deciding factor on how much you have to lead.

Misconception 3: Anti-Lead is bad because everyone dies so fast and skill doesn't matter.

Anti-Lead is good because everyone dies so fast. Nothing says fast paced gameplay like getting killed or kills in less than 10 shots every round. Mistakes are exaggerated greatly in Anti-Lead. Missing one shot on Anti-Lead is a lot more punishing than Lead because the average round on Anti-Lead lasts much shorter than Lead.

Misconception 4: Weapon balance

This is a touchy subject that I will try to summarize as it is a bit off topic.

Anti-Lead has shown that the main complaint players have is revolvers. Many servers have disabled Anti-Lead on revolvers in compliance with complaints. I do not think this is a good idea. There are different possible solutions but I've explained a bit on an earlier post.

Shotguns are the other problem with Anti-Lead. Shotguns dominate the Lead and Anti-Lead servers as the most used weapon in the game after revolvers were disabled in most Anti-Lead servers. Shotguns should be reworked regardless of if Anti-Lead is adopted on Aeria. Here are my suggested fixes for balancing shotguns.

1. Remove the randomness from the shotgun spread. Make the shotgun spread more consistent.

2. Decrease damage at larger distances. Basically, damage fall off. Many games use this to prevent weapons, like the shotgun, from dominating at all distance ranges. I do not remember what I suggested before but the damage reduction would need a cap. Shotguns should still be able to be used for long distance but not nearly as effective.

3. Decrease clip size to 4 (from 5) for breakers. I am ignoring the red arquebus and pioneer because those are built to encourage players to pay for an advantage. As far as balance is concerned, Premium items can never be balanced because pay to win. Off topic though.

(Side note commentary) Removing the randomness in spread will help reduce the lucky shots that happen from time to time. GunZ should be a skill based game and removing such an easy random variable should have been done long ago. Damage fall off is to counter spam fights from across the map. The damage fall off will also encourage the use of other weapons, namely the pistols are the rifles, both of which see close to no play in tournaments due to a variety of things. Decreasing clip size will help reduce shotgun spam, discourage long distance shots, and encourage players to choose their shots. It will also improve the viability of avengers and we may see more weapon diversity in the future.

Bonus: Friendly fire.

Friendly fire on permanently for clan wars and tournaments. The option to play without friendly fire should be available and default in public games to prevent griefing.

Friendly fire will affect gameplay more than any weapon balances. If you can organize a group of 8 players to play with friendly fire on a map such as garden which has a variety of closed and open spaces, I highly encourage it. It adds tactical depth to this game and will force players to coordinate with their teammates.  


idk if retarrded or just trying to ruin the game?!?

gzfIchi

Rank 0
Joined
16 Apr 2012
Posts
32
Location
United States
PostedJun 11, 2012 10:13 am
1337robert wrote:


idk if retarrded or just trying to ruin the game?!?  


You don't think the game is already ruined? It has been losing players since 2007. GunZ has less than 1000 players now and all the good players moved to private servers after Anti-Lead came out.

There has not been a single significant update to GunZ since the clan war server came out. All this talk about competitive GunZ but people don't realize GunZ needs to be changed to be a competitive game.

Anti-Lead, damage fall off, weapon balancing, friendly fire, more game modes, balanced maps, fix the clan war system. They all should've happened years ago.

ijjiSint

Rank 0
ijjiSint
Joined
21 May 2012
Posts
85
Location
Ostend Belgium
PostedJun 11, 2012 12:16 pm
gzfIchi wrote:
1337robert wrote:


idk if retarrded or just trying to ruin the game?!?  


You don't think the game is already ruined? It has been losing players since 2007. GunZ has less than 1000 players now and all the good players moved to private servers after Anti-Lead came out.

There has not been a single significant update to GunZ since the clan war server came out. All this talk about competitive GunZ but people don't realize GunZ needs to be changed to be a competitive game.

Anti-Lead, damage fall off, weapon balancing, friendly fire, more game modes, balanced maps, fix the clan war system. They all should've happened years ago.  


I think i choose this side, good argumenting, all true.

gzfIchi

Rank 0
Joined
16 Apr 2012
Posts
32
Location
United States
PostedJun 17, 2012 12:33 pm
ijjiSint wrote:
gzfIchi wrote:
1337robert wrote:


idk if retarrded or just trying to ruin the game?!?  


You don't think the game is already ruined? It has been losing players since 2007. GunZ has less than 1000 players now and all the good players moved to private servers after Anti-Lead came out.

There has not been a single significant update to GunZ since the clan war server came out. All this talk about competitive GunZ but people don't realize GunZ needs to be changed to be a competitive game.

Anti-Lead, damage fall off, weapon balancing, friendly fire, more game modes, balanced maps, fix the clan war system. They all should've happened years ago.  


I think i choose this side, good argumenting, all true.  


Thank you.

Reactionxs

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Joined
20 Nov 2011
Posts
92
Location
Detroit United States
PostedJun 17, 2012 3:46 pm
The one thing I disagree with is the friendly fire because consider gameplay in garden on stairs etc. Other than that everything sounds pretty good.

Zaebja

Elite Founder: Scarlet Blade
Zaebja
Joined
08 Jan 2012
Posts
2534
Location
Managua Nicaragua
PostedJun 17, 2012 5:07 pm   Last edited by Zaebja on Jun 18, 2012 8:33 pm. Edited 1 time in total
Reactionxs wrote:
The one thing I disagree with is the friendly fire because consider gameplay in garden on stairs etc. Other than that everything sounds pretty good.  
Hehe A GAME with ff is 2gud

Ludlium

Rank 2
Ludlium
Joined
21 May 2012
Posts
560
Location
Delft Netherlands
PostedJun 17, 2012 11:15 pm
freaky5000 wrote:
I don't know how these private servers are still up, It's blatently illegal, aeria/maiet should have no problems shutting it down.  
Euro GunZ was shut down... and now up again lol Razz

gameexpert69

Rank 0
Joined
09 Jun 2012
Posts
20
Location
United States
PostedJun 18, 2012 7:19 pm
Simply put GunZ should be Divided up.

Lead Server
Anti-Lead Server
Each can incorporate or have questing in them or to make it simple just have a server for only questing

And that's it, on terms of what should be added to gunz is more maps weapons modes and more adventerous quests to do with stronger bosses.

Modes like capture the flag or base take over search n destroy? Simple things like this that could make gunz just that much more enjoyable

ijjiAngry

Rank 1
ijjiAngry
Joined
15 Jul 2012
Posts
215
Location
Netherlands
PostedNov 01, 2012 8:31 am
MAKE ANTI LEAD OR CLOSE DOWN THE OTHER PSERVERS PERIOD

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