Solution to people who quit.

Here is my solution to people who quite.  (I am a long time lurker btw).

 

The current AI is terrible.  It just suicides and gives the other team gold and exp.  This = fail. 

One suggestion has been to just remove the Demigod.  This also = fail.  It leave a void, even if that void is just cannon fodder.

Another suggestion is to remove gold awarded for killing the AI.  This to me kind of works.  I dont htink it whouild be 0, but it absolutly should be half or less.

I think the best solution is to alter the AI.  If the AI demigod were more conservative, he could be an asset.  If the AI played defensivly, that would free you up to be on the offensive, while at the same time not suiciding.  Im not sure what would go into doin this, but I think a more conservative AI, along with reduced gold award for kill on AI would be an amicable solution.

 

p.s.  Wht doesnt iespell work on this forum?

902 views 3 replies
Reply #1 Top

I was thinking the same thing, to just fix the AI so it would play defensively. It would go and try to cap flags where there is no tower...grind creeps and invest all of its gold on citadel upgrades. And whenever it sees an oposing demigod heading its way...it would just run.

that would just solve a bunch of problems.

Reply #2 Top

i also thought about this a bit... here is the post with my 2 cents in it.  enjoy ;P

AI Behavior Selection

Reply #3 Top

The problem is not that the ai are bad, it is that people are quitting in the first place.

My suggestion. (as long as the connectivity works and people arent kicked for ai :P)

People don't think that it is possible to comeback from seemingly insurmountable odds.

The problem is, for seemingly quite a few people the "insurmountable odds"  seem to be something as completely trivial as 1st kill, or being an extra level above.

Most posts in here to combat ragequitting are to give them an option to concede gracicously and humbly. Somehow, theyve even managed to convince stardock (or gpg?) that that is what most players want.

Eh. That's not fun, for either team.

 

 

Instead, lets figure out more ways for people to be able to comeback late game.

Because the most fun games i've ever played were the times when were we able toturn it around from near death to exhillarating victory.

 

Suggestions

 

When the rival team dominates all the flags or is a certain amount of lvls higher then the other demigods, perhaps the announcer announces the start of a "domination" phase, where the colour slowly starts to fade to grey on the losing teams screen the more the citadel loses health and also:

 *Creeps become worth double the money and 1.5x more exp for the losing team.

 * Flag locks last half as long for the winning team.

 * Certain citadel upgrades become cheaper, or in general cost much less then before whilst the domination remains.  i.e creep damage+armour or creeps in general, as well as finger of god (if it fired more :P ), building hp and especailly exp upgrades.. 

 
If teams are winning by so much, and have such better gear, they should still win. But we haveto provide for a way of possibility that the a severly losing team may still come back if they stay in the game. We could even but a concede feature in  when domination mode kicks in, so people can leave then.


Anyone else think that we should be thinking of ways to keep people in the game, instead of allowing them to just concede much too early?