I like pub. I like it a lot, actually; it's all I ever play. As much fun as it can be, though, it's also real hit-or-miss. When it's good, it's great—a genuine struggle, a real match, etc. Fun times. Of course, it's not always like this. Here's a more typical scene: it's 10v8; most of the losing team is javs, and half of them are making inept roof shots; players start to ragequit or hop; no one from winning team will switch; they win, and exult in their glorious victory, but still will not switch; players from both teams quit for lack of interest; pure pub dies. It's really pathetic, and I don't understand it at all. How much fun is it to win against a team half your size? Apparently, for some people, loads of fun. I'm not sure how much of this is mundane selfishness (well I don't want to be on the losing team, jeez) and how much of it is that classic antisocial internet bullshit (ez fags, gg, etc) but it's clear that the only way teams do get evened, other than new players entering the arena, is when someone chooses to help even them out. And I would say this doesn't happen enough.
How do you fix that? Well, the bot offers a bribe of 25 bounty, but I'm sure no one really cares about this. It's nothing, and in a base game you're going to be dead in a minute or two anyway. Bribes worked in Distension because they were actually worth something; here they're worthless. So if bribes are out, how about threats? If the teams are unbalanced, freeze the flag timer until they're evened up—and if this hasn't happened yet within 30 or 60 seconds, maybe start running the timer backwards. I think it would be great, personally. But why do we have to wait for someone to make this choice? Why do we care if there's an exercise of will involved? In this scenario it's more of a coercion anyway, so I'm not sure it could be called much of a choice. If we skip all this nonsense and just let the bot autobalance we not only save our precious time but can also make sure the switch is optimally fair. That is, who exactly do we want to switch over?
Well, for instance—does freq 0 have 2 terrs, and does freq 1 have none? Give them one of the terrs. Is it 3 sharks to 1? Give them one of the sharks. Or, all of that being even, but the game still being imbalanced (say 10v6), who do you switch then? If the winners have more spids, switch one over. Or do the losers already have plenty of spids, maybe more than the winners? Foist an excess jav on them then. And so on. Example:
0000 / 0001
10/ 6
1 / 1 terr
2 / 1 sharks
3 / 0 spids
4 / 2 warbirds
0 / 2 javs
And post-balance:
0000 / 0001
8 / 8
1 / 1 terr
2 / 1 sharks
2 / 1 spids
3 / 3 warbirds
0 / 2 javs
It's a simple formula. And notice that it doesn't mean enforcing completely identical, mirror-image lineups. Of course that would be silly. And this is only from one team to the other, not both ways; if the losers have plenty of shitty javs, well, they're still stuck with them.
And numerical imbalance aside, 10v10, what if it's already 2 terrs to 1 and some warbird decides to esc-5 and be that freq's third terr? I think the bot ought to stop him and say "hey, you jerk, you have enough of those already". Is this unreasonable? Or if it's 3 sharks against 2 and one of freq 1's sharks leaves the arena, leaving the fight 3v1 but otherwise even, should you redistribute then? I think you should. 9 reps to 3, or 6 to 0, is a pretty much guaranteed win. I've played too many games like this, and it's extremely boring.
Call me a socialist and ask me why I hate America and freedom and baby Jesus, etc, but I think this really would improve pure pub. We already have balls-out laissez-faire libertarianism in pub 0, and of course that should be kept just as it is. But here, if the object is NvsN basing, then why not optimize it for this kind of play? I don't want that awful ritual sterility of ?go base—just enough control to keep things fair and fun.
Along those lines, some other more extreme suggestions:
- Could this auto-limiting also apply to spids, etc? Should there be a max number of javs per team (say ~20% of total)? I'm less sure about these. It's just that in my experience people are not so great at maintaining well-rounded lineups, and then end up bitching about it when they somehow lose. Really, you lost to spids and lancs with your javs and warbirds? Shocking.
- What to do with those pesky spawnbirds? I say warp them into mid, or at least to the tube, if they spend too much time dicking around. If you want spawnfaggotry there's always plenty of it in pub 0; in pure pub the object is the base, and if you're not there then you're taking up a slot on a team and unbalancing things etc. Not that this is usually a problem, but it's annoying when it does happen.
And not so much related, but also, because I don't feel like starting more threads:
- What happened to the TK watcher? Maybe it's still on and I haven't noticed, but I don't think it is. It would be nice to have, especially when there's no staff around to reply to cheater calls.
- lvz for !warp status sure would be nice. Sometimes it's on and sometimes it's off, and most of the time I don't remember to check. Why isn't it always auto-on anyway?
- Different flag time modes once in a while—eg ?go base type, or tug-of-war. Aren't they already coded into the bot? Probably.
How do you fix that? Well, the bot offers a bribe of 25 bounty, but I'm sure no one really cares about this. It's nothing, and in a base game you're going to be dead in a minute or two anyway. Bribes worked in Distension because they were actually worth something; here they're worthless. So if bribes are out, how about threats? If the teams are unbalanced, freeze the flag timer until they're evened up—and if this hasn't happened yet within 30 or 60 seconds, maybe start running the timer backwards. I think it would be great, personally. But why do we have to wait for someone to make this choice? Why do we care if there's an exercise of will involved? In this scenario it's more of a coercion anyway, so I'm not sure it could be called much of a choice. If we skip all this nonsense and just let the bot autobalance we not only save our precious time but can also make sure the switch is optimally fair. That is, who exactly do we want to switch over?
Well, for instance—does freq 0 have 2 terrs, and does freq 1 have none? Give them one of the terrs. Is it 3 sharks to 1? Give them one of the sharks. Or, all of that being even, but the game still being imbalanced (say 10v6), who do you switch then? If the winners have more spids, switch one over. Or do the losers already have plenty of spids, maybe more than the winners? Foist an excess jav on them then. And so on. Example:
0000 / 0001
10/ 6
1 / 1 terr
2 / 1 sharks
3 / 0 spids
4 / 2 warbirds
0 / 2 javs
And post-balance:
0000 / 0001
8 / 8
1 / 1 terr
2 / 1 sharks
2 / 1 spids
3 / 3 warbirds
0 / 2 javs
It's a simple formula. And notice that it doesn't mean enforcing completely identical, mirror-image lineups. Of course that would be silly. And this is only from one team to the other, not both ways; if the losers have plenty of shitty javs, well, they're still stuck with them.
And numerical imbalance aside, 10v10, what if it's already 2 terrs to 1 and some warbird decides to esc-5 and be that freq's third terr? I think the bot ought to stop him and say "hey, you jerk, you have enough of those already". Is this unreasonable? Or if it's 3 sharks against 2 and one of freq 1's sharks leaves the arena, leaving the fight 3v1 but otherwise even, should you redistribute then? I think you should. 9 reps to 3, or 6 to 0, is a pretty much guaranteed win. I've played too many games like this, and it's extremely boring.
Call me a socialist and ask me why I hate America and freedom and baby Jesus, etc, but I think this really would improve pure pub. We already have balls-out laissez-faire libertarianism in pub 0, and of course that should be kept just as it is. But here, if the object is NvsN basing, then why not optimize it for this kind of play? I don't want that awful ritual sterility of ?go base—just enough control to keep things fair and fun.
Along those lines, some other more extreme suggestions:
- Could this auto-limiting also apply to spids, etc? Should there be a max number of javs per team (say ~20% of total)? I'm less sure about these. It's just that in my experience people are not so great at maintaining well-rounded lineups, and then end up bitching about it when they somehow lose. Really, you lost to spids and lancs with your javs and warbirds? Shocking.
- What to do with those pesky spawnbirds? I say warp them into mid, or at least to the tube, if they spend too much time dicking around. If you want spawnfaggotry there's always plenty of it in pub 0; in pure pub the object is the base, and if you're not there then you're taking up a slot on a team and unbalancing things etc. Not that this is usually a problem, but it's annoying when it does happen.
And not so much related, but also, because I don't feel like starting more threads:
- What happened to the TK watcher? Maybe it's still on and I haven't noticed, but I don't think it is. It would be nice to have, especially when there's no staff around to reply to cheater calls.
- lvz for !warp status sure would be nice. Sometimes it's on and sometimes it's off, and most of the time I don't remember to check. Why isn't it always auto-on anyway?
- Different flag time modes once in a while—eg ?go base type, or tug-of-war. Aren't they already coded into the bot? Probably.
Comment