SodiumMastermind1
New member
To raise another suggestion on the issue of balance (which to me seems to be the most significant issue in the game right now), I think that the balance of the game should be more context-specific. The balance feels very off on certain maps with certain numbers of players.
E.g. Minas Tirith is great and well-balanced when there are loads of people, but with only few people it is unplayable and defenders have such an advantage due to the map design. Whereas Eoford is the opposite; really great and well-balanced with few people. But soon as there are lots of people (e.g. 20+), the attackers steamroll.
My suggestion is:
1. The ratio of attackers:defenders changes based on the map, and based on the total number of people online. If there are not many people, and the map is Minas Tirith, the attackers should have significantly more than the defenders, for example. But at Helm's Deep, this probably isn't necessary.
2. Every player on one side receives some kind of buff or debuff in these unbalanced situations. If there are lots of people playing Eoford, maybe the attackers could have weakness, or start with less health or something? So it is more of a horde of weaker players. But then these effects should not apply if there are <10 people playing.
these are just examples of things that might help, I don't know if those specific examples would solve the problem. My overall point is that for the health of the server, balance fixes need to be more context-specific and change according to the map and the number of total players.
E.g. Minas Tirith is great and well-balanced when there are loads of people, but with only few people it is unplayable and defenders have such an advantage due to the map design. Whereas Eoford is the opposite; really great and well-balanced with few people. But soon as there are lots of people (e.g. 20+), the attackers steamroll.
My suggestion is:
1. The ratio of attackers:defenders changes based on the map, and based on the total number of people online. If there are not many people, and the map is Minas Tirith, the attackers should have significantly more than the defenders, for example. But at Helm's Deep, this probably isn't necessary.
2. Every player on one side receives some kind of buff or debuff in these unbalanced situations. If there are lots of people playing Eoford, maybe the attackers could have weakness, or start with less health or something? So it is more of a horde of weaker players. But then these effects should not apply if there are <10 people playing.
these are just examples of things that might help, I don't know if those specific examples would solve the problem. My overall point is that for the health of the server, balance fixes need to be more context-specific and change according to the map and the number of total players.