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 RC slowly dying :'(

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monkeh
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PostSubject: RC slowly dying :'(   Wed 13 Apr - 19:01

We must find ways to help keep its popularity or something because now its taking forever just to get a game going on the bot. I was suggesting maybe putting a tutorial mode or something; However, loop.exe thinks the problem lies in the constant updates and frequent changes in gameplay. I wanted to see other people's opinion about it and see if there are any solutions that could fix it.
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wizzitje
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PostSubject: Re: RC slowly dying :'(   Wed 13 Apr - 19:07

rc isnt dieng, whole Wc3 is slowly, and the fact that a growth is exponential (if i'm saying the right verb) a growth goes slowly on start, Peaks and then Lowers/slows down, its like an Product Line

Example: http://sixdi.com/media/images/iPadEarlyAdoptersChart.png

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jk2pach
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PostSubject: Re: RC slowly dying :'(   Wed 13 Apr - 19:08

Training mode is already technically possible (I want this mode for like 4 months) and would not force me to change the entire code (like I had to do the first time I implement insane).

I simply would have to change some code over the quests. (Like: no end quest boss, only some quests like in the first versions, were you have not to move everywhere).

I also have something else to do: make the difficulty easier when they are privates, like in NOTD. Current average experience is an average (Xp of all players / amount of players) whereas a recruit should reduce more the difficulty.

Updates: I dont know. Maybe loop is right (we had a talk about this weeks ago).

RC601 name is also kinda sucky to lure people.

But I also do not want a map for failzor. That's an other problem.

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monkeh
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PostSubject: Re: RC slowly dying :'(   Wed 13 Apr - 19:09

Maybe we should put Zombie Assault on RC601?
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PostSubject: Re: RC slowly dying :'(   Wed 13 Apr - 19:11

you should not use the Avarage amount of xp, because if Vv/ssuul joins a 4 players game the XP by them alone is an avarage of 200k+, we have to think of some way / mathmatic sum to make it more even.

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monkeh
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PostSubject: Re: RC slowly dying :'(   Wed 13 Apr - 19:13

That is true when i join a game full of newbs we still get homeless. I don't know how to make it work for an admin to help newcomers out unless there was a tutorial mode in which we can train/teach them because i would personally rather make a good team than gain exp.
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PostSubject: Re: RC slowly dying :'(   Wed 13 Apr - 19:14

Perhaps check the amount of players under the X amount of xp: for example,

6 people under 200k xp = pick the difficulty under 200k xp.

4 people over 200k xp = dont pick 200k xp.

You could lower the 200k to, for example make the 200k limit a 75-100k limit

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PostSubject: Re: RC slowly dying :'(   Wed 13 Apr - 19:22

I like wizzi's idea but I think its better to have a somewhat Tutorial mode that way if Red is an Admin and wants to teach newcomers than he can choose that mode and help train them. The game is just i don't know people like to just wander the entire map for some odd reason even if the wisp is guiding them to the mission. I honestly don't know what more to do to help these people grasp the concept of the game.
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PostSubject: Re: RC slowly dying :'(   Wed 13 Apr - 19:31

jk2pach wrote:
I also have something else to do: make the difficulty easier when they are privates, like in NOTD. Current average experience is an average (Xp of all players / amount of players) whereas a recruit should reduce more the difficulty.

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PostSubject: Re: RC slowly dying :'(   Wed 13 Apr - 19:32

I saw that pach but isn't that the same as Avg Squad XP?
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PostSubject: Re: RC slowly dying :'(   Wed 13 Apr - 21:24

To be honest, NOTDA has a ceiling on how strong bosses could get.
We use to have 175-200K SR Games a long time ago, Etapherevan would be the same HP (About 14K) as an 80K SR Game. I'm not sure exactly how easy it would be to do it.. =/

I know you might hate the idea.. But 2 maps would make the problem go away. =(
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