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Multiplayer turn limit

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Dragon_Warrior

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Re: Multiplayer turn limit

PostThu Feb 06, 2014 11:18 am

i can already imagine people complaining that they lost because the other guy had +2 AP more than than them :D

But it would be better then draw with enemy that had 1 wounded wolfen or even sparkling behind the rock ;)

10-12 + ap counter
or 14-15 without it.

but first option would be imo more tactical than running around after last unit ;)
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Deep Blue

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Re: Multiplayer turn limit

PostThu Feb 06, 2014 4:42 pm

AP counter is generally better i would say. Keep in mind that i might kill your expensive Knight and then run like a chicken with my wolven waiting for the end of the match. Obviously if you have the rest of your army you could as well pursuit the escaping units and snatch the win as they can't escape with all units usually.

ps: drawing is not giving any benefits other than counting a bit less than a loss. Aiming solely to draw brings no benefits other than trolling the other players.
Last edited by Deep Blue on Thu Feb 06, 2014 4:43 pm, edited 1 time in total.
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skydancer

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Re: Multiplayer turn limit

PostThu Feb 06, 2014 4:43 pm

I would love to see Turn limit increase from 10 to 12 for every match. Turn limit is good to prevent infinity match but not if they allow to force a draw all the time.
~ work in progress ~
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Rodi

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Re: Multiplayer turn limit

PostThu Feb 06, 2014 4:57 pm

I agree that raising the turn limit from 10 to 12 would be a great "initial measure". It might not solve the problem, but from my experience thus far, it would help.
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KAMIKADzE

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Re: Multiplayer turn limit

PostThu Feb 06, 2014 7:21 pm

skydancer wrote:I would love to see Turn limit increase from 10 to 12 for every match. Turn limit is good to prevent infinity match but not if they allow to force a draw all the time.

Rodi wrote:I agree that raising the turn limit from 10 to 12 would be a great "initial measure". It might not solve the problem, but from my experience thus far, it would help.

For 200 AP cap it might help a bit, but the higher AP cap goes the more "running" units your opponent might have, thus increasing the actual needed turn cap to chase him, and so my guess is that it surely not gonna solve the problem. TBH I don't think that any of the ideas above will solve it completely fine (e.g.: removing cap will resolve the Draw completely but the runners will still try to annoy by running to infinity and beyond, so that the match might go even over an hour; calculation of units/AP loss might be overtaken by this guys to get win, completely ranged/assassin team takes off one of your units and start to run thus resulting in your loss unless you have similar type of team to hunt down 2 of them fastly [the numbers are adjustable in this example]).
One more idea would be to slightly increase the cap limit and the map, size of which decrease with every turn, thus forcing to fight in the end at least, removing cap at all will also fit to this idea with a "decreasing" map.

But in the end, any of this ideas would be better than what we have now.
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Deuzerre

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Re: Multiplayer turn limit

PostThu Feb 06, 2014 7:29 pm

KAMIKADzE wrote:But in the end, any of this ideas would be better than what we have now.

There's an other game I know which has Draws, and it seems it's the concept of a draw no one likes. I think it's fine... You can't always win or lose.

On the other hand, I may have a suggestion... Let's call it "over running".
If the enemy team is down to its last man, your units are allowed to run and attack in the same turn.

This should allow you to catch the last survivor and kill it, while still giving a "last stand" chance for the guys that only want to reposition to a better location but still have fight in them.
(And I'm saying this because in a game against the Lion, I had two units remaining. The guy kept running until I did a mistake. I did, he counter-attacked and killed my two guys (partially because I used offensive, instead of defensive, stance at the end).

You could also have the opposite (Last guy slowed down) but it doesn't make much sense.
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KAMIKADzE

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Re: Multiplayer turn limit

PostThu Feb 06, 2014 11:18 pm

Deuzerre wrote:
KAMIKADzE wrote:But in the end, any of this ideas would be better than what we have now.

There's an other game I know which has Draws, and it seems it's the concept of a draw no one likes. I think it's fine... You can't always win or lose.

On the other hand, I may have a suggestion... Let's call it "over running".
If the enemy team is down to its last man, your units are allowed to run and attack in the same turn.

This should allow you to catch the last survivor and kill it, while still giving a "last stand" chance for the guys that only want to reposition to a better location but still have fight in them.
(And I'm saying this because in a game against the Lion, I had two units remaining. The guy kept running until I did a mistake. I did, he counter-attacked and killed my two guys (partially because I used offensive, instead of defensive, stance at the end).

You could also have the opposite (Last guy slowed down) but it doesn't make much sense.

Draw is totally fine, but not the way it is now, e.g. Draw via button, when both player click I wanna Draw, and a draw after XX turns when both player teams are ~on equal amount of units/AP. I can't see how can be for example 10 units vs 1 unit left considered as a Draw.

As for your suggestion:
1)What if 1 unit left without running but the opposite units are split on the map? That will be against players that want to use less units (stronger units), especially if opposite team has plenty of rangers running through 1/3 map and shooting.
2)What if the enemy has plenty of units and start running from the start? I'm not really sure that you can take down to 1 unit if you use slow-moving units in your team.

And to elaborate on your suggestion, as far as I see there is no way to actually consider if user is running or just relocating, unless devs will introduce smart AI to handle it, so I don't think there is any way that you can turn it around to get some viable solution.
It surely will be hard to get around Draw abuse, so let's believe in devs 8-)
P.S. I'd really like to see some sort of "decreasing map", it might be even a new mode based on Deathmatch.
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Deuzerre

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Re: Multiplayer turn limit

PostThu Feb 06, 2014 11:59 pm

I don't understand what you mean on point 1) or 2) even.
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Gorathiel

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Re: Multiplayer turn limit

PostFri Feb 07, 2014 3:35 pm

@Rodi: Perhaps you should edit this thread to "multiplayer turnlimit / draw system"

My 50 Cent to this problem:

10 rounds are enough for 200 or 300 points, for 400 it sould be 11 or 12 and so on...
When time iv over and both have units its should be NOT a draw, instead:

-the AP´s of the remaining units should be added (woken creatures like morbid puppets have an AP of 0, so its fair)
-the AP´s are reduced per percentage by the remaining health of the unit, so a lvl3 skull warrior with 105 points AP and 20% of health gives only 21 points..

Perhaps if this seems not right there should be a multiplicator for the stronger units but it seems fairer then given a draw for a fight in which end the enemy just runs away... In my last game I had a skull warrior, an skeleton bowmen and a necromancer with two morbid puppets but I couldnt reach his archer which just flees... very unsatisfying to get a draw for a clear victory.
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Deep Blue

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Re: Multiplayer turn limit

PostFri Feb 07, 2014 4:30 pm

actually...in 400 AP games you dont need that many turns but rather in the low brackets. This is because at higher AP you also do more damage (as you have more units) and if a player is having the upper hand can end things quickly.
Closed beta tester - Ram & Wolf player

Useful links:
AP army calculator (by Hod): http://dogsofwar.eu.pn/
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