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Thread: New Morale System

  1. #1

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    New Morale System

    Since a search didn't turn up much on it, I hope someone can explain how the new system works that replaced the "Ticket System".

    What do these status texts mean to game play?
    Engaged
    Taking Losses
    Breaking

    Are they related to the number of tickets assuming that is still in the game?
    Lightfoot

  2. #2
    WoR-Dev TrustyJam's Avatar
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    They are based on the old tickets. Yes.

    100% morale = Battle Ready
    75% morale = Engaged
    50% morale = Taking losses
    25% morale = Breaking

    The losses of morale are now based on server population percentage (32 players online will for instance result in 2 times the morale cost amount when you die compared to when there are 64 players on).

    The soon to be introduced formation buff system will also eventually be tied into the morale system (amongst other things). This will lessen the morale cost of dying considerably when having the formation buff.

    - Trusty

  3. #3

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    ok.. very cool.. meaning there must be a leadership understanding of how to pursue .. this is good.. not just attrition.. however that would effect the north a bit I do believe. but I guess this being alpha it is to set up something much larger.
    All governments, everywhere derived its power by the consent of the people. The government you have is by your own consent. Not by those brave grey dead of one hundred and fifty plus years ago.

  4. #4
    So does the system adjust if player counts change? If a round starts at 5 v 5 for 30 minutes and both teams surge to 32 for the last five minutes to the morale states change?


    So you want to motivate players to shoulder up and make themselves a juicy target in order to be able to have more reinforcements which they can't directly see exactly what they have anyway? Aren't the two going against each other? I know that normal tactics are non-existent right now but eventually more than a few people will start to do things that will actually work towards winning. Suicidal tactics for more reinforcements?

  5. #5
    WoR-Dev TrustyJam's Avatar
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    Quote Originally Posted by Poorlaggedman View Post
    So does the system adjust if player counts change? If a round starts at 5 v 5 for 30 minutes and both teams surge to 32 for the last five minutes to the morale states change?


    So you want to motivate players to shoulder up and make themselves a juicy target in order to be able to have more reinforcements which they can't directly see exactly what they have anyway? Aren't the two going against each other? I know that normal tactics are non-existent right now but eventually more than a few people will start to do things that will actually work towards winning. Suicidal tactics for more reinforcements?
    Yes, the morale cost of dying constantly adjusts throughout the match based on the player count.

    The systems introduced today are far from complete. No UI has been hooked up with them (telling you've got the buff, telling you've had a costly death when you die without it and so on. The values of the systems have also yet to be adjusted. The various effects with or without the formation buff will be tweaked so you will want to have the buff but at the same time it will also have not to be so overdone that you feel you're absolutely unable to do anything at all out of line.

    Yes, you might take more losses (on an individual basis) when you form up. but you will most likely win the fight if the enemy isn't forming up like you do.

    At that point it does not become suicidal tactics - it becomes the way to win and thus play the game. This will be even more reinforced when flag bearer spawning comes in - spawning tickets on the flag bearer will also be based on whether or not you died while having the formation buff - this means that while you might die more often you will also have the option of getting back into the action much quicker than the player choosing not to form up in a formation.

    - Trusty

  6. #6
    I can sort of see a relation to reality that you might be able to lose more men in a close formation and not break.

    You'll only know if it works when people challenge it and right now people look like the off-year battlefield anniversary reenactors running around with 8 man regiments into thick brush firing volleys at each other, the entire concept of 'skirmishing' be damned.

    That will also pit people against each other on their own team. With any system you are relying very heavily on group-thought to move any sort of formation around. I know a lot of folks play like bots right now but they're going to be in the minority over time. The fact that any random person can be an officer (and with there being no good alternative to that) you'll end up with a dysfunctional monotony in gameplay if most players choose to arbitrarily stick together for the sake of spawn benefits with little room for break-off movements. Less of "Hey, what those guys are doing is better, let's do that instead." and more of "HEY ASSHOLES GET BACK OVER here and do the usual drill for this map."

    If the system is punitive enough to be a real deterrent then lone wolves are priority targets -- and therefore a significant distraction -- and therefore more effective for drawing fire. While still being more effective on an efficiency basis for kills to deaths when far less restricted by vantage point and not being shrouded in his own team's smoke cloud. It seems like something of a conundrum
    Last edited by Poorlaggedman; 10-07-2017 at 01:36 AM.

  7. #7
    WoR-Dev TrustyJam's Avatar
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    Quote Originally Posted by Poorlaggedman View Post
    I can sort of see a relation to reality that you might be able to lose more in a close formation and not break.

    You'll only know if it works when people challenge it and right now people look like the off-year anniversary reenactors running around with 8 man regiments into thick brush firing volleys at each other, the entire concept of 'skirmishing' be damned.

    That will also pit people against each other on their own team. With any system you are relying very heavily on group-thought to move any sort of formation around. I know a lot of folks play like bots right now but they're going to be in the minority over time. The fact that any random person can be an officer (and with there being no good alternative to that) you'll end up with a dysfunctional monotony in gameplay if most players choose to arbitrarily stick together for the sake of spawn benefits with little room for break-off movements ("Hey, what those guys are doing is better, let's do that instead.")

    If the system is punitive enough to be a real deterrent then lone wolves are priority targets -- and therefore a significant distraction -- and therefore more effective for drawing fire. While still being more effective on an efficiency basis for kills to deaths. It seems like something of a conundrum
    Time will tell.

    I'm not claiming this is an easy undertaking and that we have everything planned out to the smallest detail - it's simply not possible given the complexity of what we're trying to achieve. As I stated above we will have to find a balance (I'm not just talking respawn/dying penalties or advantages I'm also talking about other effects on an individual level (besides a higher/lower spawn cost on the flag bearer) like different levels of suppression, stamina, how fast you're able to reduce the suppression, etc) between making room for break off movements (the formation buff system can support a set number of formations - we're not limited to one per side as it is based on numbers of players in proximity to each other) but still be severe enough to very much limit lone wolf play.

    - Trusty

  8. #8

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    Quote Originally Posted by TrustyJam View Post
    Time will tell.

    the formation buff system can support a set number of formations - we're not limited to one per side as it is based on numbers of players in proximity to each other)
    Can we get a more detailed description how this works?

    I am interested because we did some (minor) changes to historical formations and i want to know if its accepted by your system.

    Thanks and good work!! Thats exactly what i wanted!
    http://www.warofrightsforum.com/image.php?type=sigpic&userid=522&dateline=14500460  02


  9. #9
    We have various settings for it.

    Radius of the formation.

    And the amount of players needed within that radius to form a buffed formation.

    In the following screenshot, the minimum amount of players required is set to 1, so everyone is buffed. Though as you can see, they still form formation groups, indicated by the big cylinder (the small spheres are representing players). If we were to set the minimum amount of required players to 3. The Red "formation" would no longer recieve the buff.

    The radius is calculated from the average center of the players in the formation (Big cylinder).

    Currently in the first version of this. The radius is 15 (we'll probably reduce it quite soon) and the minimum required players is 6.

    here's an example of a double rank formation.




  10. #10

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    So it's actually about how many players are in a specific area?

    You say the radius is 15. What is this in game? So that we can watch if we fit this.
    http://www.warofrightsforum.com/image.php?type=sigpic&userid=522&dateline=14500460  02


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