Red Posted June 5, 2017 Share Posted June 5, 2017 Swapping teams after one team loses a building maintains a cost penalty. For example, if you lose wf as GDI, say "screw it" and swap to NOD, you pay 2x as much for vehicles. Pretty sure that's not intended behavior, as it would incentivize people to just quit when their team sucks. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted June 5, 2017 Totem Arts Staff Share Posted June 5, 2017 (edited) Don't leave your team by bringing failure to the other team? I'd say this is a pretty fair penalty for team swapping and shouldn't be 'fixed'. Edited June 5, 2017 by Madkill40 1 Quote Link to comment Share on other sites More sharing options...
djlaptop Posted June 7, 2017 Share Posted June 7, 2017 Late-game team-swappers piss me off. I am happy to go out of my way to kill them after they've swapped off my team even at the expense of whatever my objective is at the time. Still, a valid bug report. Haha. Quote Link to comment Share on other sites More sharing options...
vandal33 Posted June 7, 2017 Share Posted June 7, 2017 Keeps people from abandoning their team and join the other when they're losing. Quote Link to comment Share on other sites More sharing options...
Agent Posted June 7, 2017 Share Posted June 7, 2017 I'll be fixing this as a part of my Purchase Terminal refactor. ...and then maybe fix people from end-game swapping... Quote Link to comment Share on other sites More sharing options...
Red Posted June 8, 2017 Author Share Posted June 8, 2017 (edited) Mad, Vandal, when it's bad it instead makes em leave. Or swap anyway and then burden the winning team. Or go afk repping a building because the fun is gone. Really, if you want to go after people swapping go after the early-game stacking. Perhaps balance off a weighted mix of K/D, experience, and recent winrate, and limit swapping to prevent it exceeding some bound? I know it'd probably only work with steam account users, but it's still an improvement. Right now people stack immediately on game start, and by the first minute in you can tell who's gonna win off point count and player stack. For games under one hour, I would oddball guess maybe 90+% of the time the team which has the highest score by 3 min in is the winner, it's ridiculously predictable. We need a performance-oriented swap and balance system, if we're gonna restrict swapping. People with 10:1 kd's shouldn't be able to stack all on one side, and you cannot honestly expect most players to stick through being on the other side of that when they've lost half their buildings because teammates are incompetent and 2-3 good players can't carry a 20-person team. And thanks, Jessica. I'll keep an eye out. Edited June 8, 2017 by Red for some reason it threw a spoiler box in my post. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted June 9, 2017 Totem Arts Staff Share Posted June 9, 2017 (edited) The ability to swap team should be disabled when either team is able to surrender. So the first 10 minutes of a game should be the only time you can swap teams. Maybe try disabling team swapping until 10 minutes into the game so its really only used to practice and not whilst eveyone is trying to join the game as this clearly affects the games autobalance. Other than that, wasn't there some team balancing voodoo being worked on based on global game rankings or something? Edited June 11, 2017 by Madkill40 Quote Link to comment Share on other sites More sharing options...
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