View Full Version : CL AND Ant lockouts
ysslik
06-06-2010, 01:39 PM
<p>Ok lowering the number people limited in the zone has fix some of the lag.Theres still lag and some nifty lag spikes I can deal with it.The flag system good i havent been denied tokens yet.(there is your rare positive feed back Now to negative)</p><p>There is another major issue, faction ballance lets all admit Qs out number Freeps by far.Qs load up the zone with few freeps and the zone is locked.Cant get in battle starts freeps looses all the time.Since Warfields started i have not won any war fields.Im not blaming the qs on this If freeps had the numbers we would be doing the same thing and a Q would be making this post.</p><p>Now im not QQ because Qs out number us or try to start any arguments with Qs Im justing caling it how i see it.Cant do anything about the faction population it is what is.</p><p>What you you can do is find a way to balance this lock out so its more equal.You devs see the numbers its heavly lop sided.Are you guys looking into this issuses Or is it "Working as Intended"?( soory thought it needed some sarcasim int the question.</p>
Omgidomms
06-06-2010, 03:24 PM
<p><cite>ysslik wrote:</cite></p><blockquote><p>Ok lowering the number people limited in the zone has fix some of the lag.Theres still lag and some nifty lag spikes I can deal with it.The flag system good i havent been denied tokens yet.(there is your rare positive feed back Now to negative)</p><p>There is another major issue, faction ballance lets all admit Qs out number Freeps by far.Qs load up the zone with few freeps and the zone is locked.Cant get in battle starts freeps looses all the time.Since Warfields started <strong>i have not won anywar fields</strong>.Im not blaming the qs on this If freeps had the numbers we would be doing the same thing and a Q would be making this post.</p><p>Now im not QQ because Qs out number us or try to start any arguments with Qs Im justing caling it how i see it.Cant do anything about the faction population it is what is.</p><p>What you you can do is find a way to balance this lock out so its more equal.You devs see the numbers its heavly lop sided.Are you guys looking into this issuses Or is it "Working as Intended"?( soory thought it needed some sarcasim int the question.</p></blockquote><p>On this part your wrong. Not you, but fp has not won a single warfields match so far. haven't really been close either for that matter..</p><p>When it comes to zone limitations. It has to be faction based, making room for 50% of each faction. there is no reason to limit a zone to 100 players if those 100 is going to be 80 q's and 20 fps.</p><p>Warfields just shows what have been a problem for a long time, there is no balance between the two factions at all.</p>
Chakos
06-06-2010, 03:44 PM
<p>A bigger problem is that with the instancing in place, each has it's own timer for when WF will spawn. The message for a WF to begin flashes across the screen, then there are suddenly several instances of the WF zone; problem being the WF is often only active in one of them, as each new instance creates its own countdown to when a WF will begin. Needs to be that if WF has begun in one instance, the new instance need to spawn with them active as well -- mirror times left, if need be, in main WF instance, but there has to be a better solution to just the current situation even if mine isnt it.</p><p>As far as there being no balance between factions, I suppose that is true now. There had been a rough balance prior to Onyx coming out of Exile; after that, everyone wanted to be on their coat-tails and a huge rift ensued. It's unfortunate that Sony didn't make Exile an official 3rd faction, though I suppose FP and Q would then both have be seriously out of balance with the flux that the Exile faction would then have gotten. Ah, well.</p>
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