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Thread: Ctf "flagging rooms"

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    Forum Adept Xbadboyx's Avatar
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    Angry Ctf "flagging rooms"

    Hello,

    Most of ctf rooms i join , are just "flagging rooms" which means players regulate turns between each others to capture the flag and score it without having a fight or a challenge , both of teams doesn't care about who will
    win the match or lose it , because there are no advantages/disadvantages for losing/winning matches , however this routine is killing the ctf competition , ctf shouldn't suppose to be like this !.

    I think sts team should add a new counter to the ctf stats and leader board too, which counts the matches you lose and the matches you win, with this idea the both teams will start to compete for winning so they improve their ctf stats to enter the leader board, and as a result the lame routine "flagging rooms" will disappear .

    Sorry for my bad english , write your opinion in a comment and thanks for reading.
    Last edited by Xbadboyx; 11-20-2013 at 02:20 AM.

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    Senior Member Alfai's Avatar
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    The problem lies within the flag ap.reaching up to current season most hardcore players have achieved most aps and left with flags to make or secure an entry into lb.now with everyone busy at crafting the rooms are lonely except for flaggers.its a good time to work ob flag aps now.

    I both agree and disagree.agree that ctf is ruined and boring.

    Disagree if the blame is directed solely at STS.we players too are responsible in shaping the culture of pvp as such as we changed the playground that never change.

    Solution lies within both sides.
    STS may want to consider reviewing the flag aps.to prevent further exploitation by not adding new flag aps instead but adding on other new aps like pvp to restore order.

    Players must pay respect and gives priority to others who want to play a ctf game.when there more players than flaggers eventually the culture will be influenced and pvp is restored.
    semi-retired

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    Forum Adept Xbadboyx's Avatar
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    Even if sts team considered reviewing the flag ap , players would still do the same , because the flag ap isnt the only reason , some players flag to improve their ctf stats while others flag to enter the leader board (ctf captures) and others flag to get the 10k ap, however this problem has started before the craft event not after , so its not related to the craft event in anyway .

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    Senior Member Instanthumor's Avatar
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    Just because you add the CTF stats and leaderboards on wins/losses per CTF game, doesn't mean that'll change the way things are as of right now. If that was inserted in the game, then it just isn't gunna be 'flagging rooms', it will now turn into a 'whoever can flag the fastest' competition. And these stats can't be legitimate; there's no way to genuinely prove these stats, reason being, people can just leave before the flagger scores his/her fifth score, or randomly join the winning team when the score is 4:0, and wait until someone flags the last flag out.

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    The problem is how do you define a "win" or a "loss"? Players will simply leave before the game ends to avoid a loss. And what happens if someone gets disconnected? Or if a player joins right before the end of the game? There are too many issues with defining wins and losses.

    I think a better stat would be "flags for" and "flags against". It means every time your team scores a flag, you get a "flag for" and every time the opposing team scores a flag, you get a "flag against". Then players would try to stop the flagger on the other team. Perhaps the important number would be the differential (flags for minus flags against). We could add a leaderboard ranking players based on this differential. Team work would become beneficial as the person carrying the flag would be no more important than the person who gives them an escort.
    Last edited by Energizeric; 11-20-2013 at 02:35 AM.

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    Quote Originally Posted by Energizeric View Post
    The problem is how do you define a "win" or a "loss"? Players will simply leave before the game ends to avoid a loss. And what happens if someone gets disconnected? Or if a player joins right before the end of the game? There are too many issues with defining wins and losses.

    I think a better stat would be "flags for" and "flags against". It means every time your team scores a flag, you get a "flag for" and every time the opposing team scores a flag, you get a "flag against". Then players would try to stop the flagger on the other team. Perhaps the important number would be the differential (flags for minus flags against). We could add a leaderboard ranking players based on this differential. Team work would become beneficial as the person carrying the flag would be no more important than the person who gives them an escort.
    Ganku here, #1 flagger. I like this idea... but i would also like to see another rule implimented... the team that captures the flag has to control both flags to capture. This will help stop ganging and add strategy!

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    Senior Member epicrrr's Avatar
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    Quote Originally Posted by Xbadboyx View Post
    Hello,

    Most of ctf rooms i join , are just "flagging rooms" which means players regulate turns between each others to capture the flag and score it without having a fight or a challenge , both of teams doesn't care about who will
    win the match or lose it , because there are no advantages/disadvantages for losing/winning matches , however this routine is killing the ctf competition , ctf shouldn't suppose to be like this !.

    I think sts team should add a new counter to the ctf stats and leader board too, which counts the matches you lose and the matches you win, with this idea the both teams will start to compete for winning so they improve their ctf stats to enter the leader board, and as a result the lame routine "flagging rooms" will disappear .

    Sorry for my bad english , write your opinion in a comment and thanks for reading.
    capture the flag isnt suppose to be capture the flag? what!?

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    Senior Member Alfai's Avatar
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    Quote Originally Posted by Xbadboyx View Post
    Even if sts team considered reviewing the flag ap , players would still do the same , because the flag ap isnt the only reason , some players flag to improve their ctf stats while others flag to enter the leader board (ctf captures) and others flag to get the 10k ap, however this problem has started before the craft event not after , so its not related to the craft event in anyway .
    How is flagging improve ctf stats?aint the reason is solely for lb (captures and aps)

    Yes crafting has no implication to this since it happens way before.im putting an example of situation where it is acceptable to run for flags as ppl r busy with crafting.then you dont ruin others who wana play.

    When theres no flags ap or flags ap completed i dont think anyone wud bother to just flag in ctf to beautify their ctf stats.they know tons of hatred shown against them.
    semi-retired

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    Quote Originally Posted by Instanthumor View Post
    Just because you add the CTF stats and leaderboards on wins/losses per CTF game, doesn't mean that'll change the way things are as of right now. If that was inserted in the game, then it just isn't gunna be 'flagging rooms', it will now turn into a 'whoever can flag the fastest' competition. And these stats can't be legitimate; there's no way to genuinely prove these stats, reason being, people can just leave before the flagger scores his/her fifth score, or randomly join the winning team when the score is 4:0, and wait until someone flags the last flag out.
    No, teams try to kill the other flag to win now.
    WHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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    make the pvp kills 0 ap and the flags 0 ap. thank u.

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    Quote Originally Posted by Xbadboyx View Post
    Hello,

    Most of ctf rooms i join , are just "flagging rooms" which means players regulate turns between each others to capture the flag and score it without having a fight or a challenge , both of teams doesn't care about who will
    win the match or lose it , because there are no advantages/disadvantages for losing/winning matches , however this routine is killing the ctf competition , ctf shouldn't suppose to be like this !.

    I think sts team should add a new counter to the ctf stats and leader board too, which counts the matches you lose and the matches you win, with this idea the both teams will start to compete for winning so they improve their ctf stats to enter the leader board, and as a result the lame routine "flagging rooms" will disappear .

    Sorry for my bad english , write your opinion in a comment and thanks for reading.
    What level are you playing? 36 or twink? coz in our level bracket 16-18 if you're not an ally then you'll die holding the flag. Ik some level bracket have this issue, I guess you just move to other level bracket and try if its fun for you or not..

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    kill them, if you not like this,

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    Senior Member Alfai's Avatar
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    There are many issues with the current ctf and the way i see it everyday not even dev can give a master solution that pleases all.

    When the request for bubble to avoid spawning ctf is already suffering with this culture.tho its not a lot worse compared to now since many are racing for this ap (easiest when you are allowed to just flag)

    Another complaints-then tdm is released.tho it has it flaws it give an alternative to the routine ctf.

    Now flaggers everywhere what else we are expecting?why cant the players take the role to shape or restore an ideal ctf?you are allowed and able to kill.just because someone would protect the flag and page for their friends to fight you back you want for more change?

    You want a fight.go pick a fight.and fight.its that simple.

    If you cant outlast a match with a flagger who had to stop flagging to fight you then you might not be worthy to ask for more.

    If you seek for coop of classic ctf it doesnt happen in one night.not even a system change can guarantee players behavior are immediately changing.it starts from one and expand.try ask for guild practice.invite a few outsiders to watch and ustand it.slowly perhaps more and more will join your cause.

    We are also responsible for exploiting the playground.and simply removing the flag aps will trigger a riot as its an effort too.call em exploiting the system.yes it has flaws but never designed to meet any specific demands or needs.so not adding new flag aps may lessen this incident in future.

    What so hard bout killing a flagger if hes not a friend.if you cant handle the prompt response dont pvp.simple.

    Wait until you start thinking bout those who leave or flee matches when your adrenaline is at the peek.what a turn off.im more than happy to lock the ctf room than bothering bout flagger everywhere.its not like i cant do anything with these flaggers.we can respond an act towards them.those who left suddenly now thts smtg to be bothered.maybe if someone ditch on going ctf games will get penalty of -5 on their kdr then they might behaving.
    Last edited by Alfai; 11-20-2013 at 02:23 PM.
    semi-retired

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    Quote Originally Posted by epicrrr View Post
    capture the flag isnt suppose to be capture the flag? what!?
    what are u talking about ? I explained everything just read the entire subject.
    Last edited by Xbadboyx; 11-20-2013 at 02:24 PM.

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    Quote Originally Posted by Crescentwind View Post
    What level are you playing? 36 or twink? coz in our level bracket 16-18 if you're not an ally then you'll die holding the flag. Ik some level bracket have this issue, I guess you just move to other level bracket and try if its fun for you or not..
    Im talking about lvl36

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    Quote Originally Posted by Energizeric View Post
    The problem is how do you define a "win" or a "loss"? Players will simply leave before the game ends to avoid a loss. And what happens if someone gets disconnected? Or if a player joins right before the end of the game? There are too many issues with defining wins and losses.

    I think a better stat would be "flags for" and "flags against". It means every time your team scores a flag, you get a "flag for" and every time the opposing team scores a flag, you get a "flag against". Then players would try to stop the flagger on the other team. Perhaps the important number would be the differential (flags for minus flags against). We could add a leaderboard ranking players based on this differential. Team work would become beneficial as the person carrying the flag would be no more important than the person who gives them an escort.
    nice!

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    Quote Originally Posted by epicrrr:1344544
    Quote Originally Posted by Xbadboyx View Post
    Hello,

    Most of ctf rooms i join , are just "flagging rooms" which means players regulate turns between each others to capture the flag and score it without having a fight or a challenge , both of teams doesn't care about who will
    win the match or lose it , because there are no advantages/disadvantages for losing/winning matches , however this routine is killing the ctf competition , ctf shouldn't suppose to be like this !.

    I think sts team should add a new counter to the ctf stats and leader board too, which counts the matches you lose and the matches you win, with this idea the both teams will start to compete for winning so they improve their ctf stats to enter the leader board, and as a result the lame routine "flagging rooms" will disappear .

    Sorry for my bad english , write your opinion in a comment and thanks for reading.
    capture the flag isnt suppose to be capture the flag? what!?
    Theres capturing and then there is freely taking.

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    Forum Adept Higuani's Avatar
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    Quote Originally Posted by Theillist1 View Post
    Ganku here, #1 flagger. I like this idea... but i would also like to see another rule implimented... the team that captures the flag has to control both flags to capture. This will help stop ganging and add strategy!
    Agree with energizeric

    Theillist, GLAD im not the only one thinking of that. This would be more fights. BUT if your alone you will get ganged like hell..

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