akanna Posted September 3, 2012 Report Share Posted September 3, 2012 I don't know if this belongs in suggestions or balance (so I put it in both) but: 1 in 2/3 games tend to start with someone being dropped during the load process itself these days, giving NO mineral bonus to the team that is now forced to play 4 v 5 from the start. The same holds true for people that leave before creep spawns. There are plenty of games where you end up at 5v3 before the game even hits the 5 minute mark, because someone dropped and someone else RQ and the meager bonus minerals you receive (if you were lucky enough for them to wait till the game actually starts) just aren't enough to offset the loss of 2 players. I propose that each leave before the 5-7 min (arbitrary numbers, can pick a different one) mark rewards the entire team 500 (also arbitrary number) bonus minerals on top of the normal mechanics REGARDLESS of whether the game has started and creeps have spawned or not. This would give the teams that loose players early on a better chance of surviving since they are now forced to face more heros in lanes and subject to super easy ganks. This would also help offset games where new users come in feed a few times then RQ, leaving you down a player and behind in kills. (honestly one of the most annoying positions to be in) Its very frustrating to end up 2 men down before the game even gets to 5 or 10 mins, and only get like 200-300 mins as compensation [the bonus is negligible because a lot of the time you have to tower hug while 2 enemy heros pick off the creep wave, and kill whatever's left so you don't get DTd, which makes them level faster than you and make more money than you]. I really have no problem with the mid/late game mechanics bc you get a significant amount of minerals to offset the loss, but early game really needs a boost. My thoughts are that granting bonus minerals until the game clock hits a certain point would be the most balanced way to address this problem. Would love to get some feedback on this EDIT: I also would like the mechanics of loot spread to be looked into, to ensure that we not only are splitting the value of their items when someone leaves, but also any money they have in their bank. I am pretty sure this is the reason we do not get any minerals when someone leaves before they have bought any items (IE on load or before the game starts). As is I believe if a hero were to sell all their items and RQ their team would get nothing (altho I have not confirmed this due to the logistic issues inherent in trying to test it *cant leave and see whats given*, but based on how much gets split when they leave vs what items they have its a fairly safe bet). I also think its only splitting the value for selling their items back when they leave, not the value the item is actually worth.... So either way plenty of options to tweak things a bit. Link to comment Share on other sites More sharing options...
Qlx Posted September 3, 2012 Report Share Posted September 3, 2012 Agree, this would be even better/fairer. But first off, i'd be glad if we'd actually recieve some minerals. Link to comment Share on other sites More sharing options...
Ben Posted September 3, 2012 Report Share Posted September 3, 2012 TBH I Think that 200 each would be better than 500, cause 500 each at the start is ALOT. Link to comment Share on other sites More sharing options...
EKCO Posted September 3, 2012 Report Share Posted September 3, 2012 The mercenaries progression mechanic should afford us some more creativity with these problems. But yes, leavers should split their income among allies. The reason they currently do not is because of a change in the editor that disabled that feature. I'll be looking to put it back in soon. Link to comment Share on other sites More sharing options...
PanHybrid Posted September 3, 2012 Report Share Posted September 3, 2012 I would just like to see this FIXED rather than changed significantly. Get on that ecko. Link to comment Share on other sites More sharing options...
Eliwan Posted September 3, 2012 Report Share Posted September 3, 2012 @Ekcolnovkol: Isn't the bug caused by the "Disable Leaver Mineral Distribution" that Blizzard added? We're not complaining about income from players that left (in fact that stays) or that auto-sell is broken (it isn't) but any minerals that a player has in the bank when they quit go kapoof. Link to comment Share on other sites More sharing options...
akanna Posted September 4, 2012 Author Report Share Posted September 4, 2012 TBH I Think that 200 each would be better than 500, cause 500 each at the start is ALOT. Not really if you think about the value of a player, just loosing one char means you have a lane that would normally have 2 people with only 1 meaning the enemy heros are far more likely to monopolize farming in that area, far more likely to get kills on that hero, and far more likely to keep said hero near their tower to avoid dying (as I mentioned above) thus easily closing that mineral gap within 5-10 mins or so. Very few chars are good at 1 v 2 at the very beginning of game However I did say it was an arbitrary number lol, anywhere in the 300-500 range should be fine. I picked the 500 because it scaled well, if you loose 2 players but get 1000 mins, you can get an early item that gives you a leg up in 1v2 but doesn't put you in an OP position because its pretty much guaranteed the enemy is going to outfarm you as the game goes on since 2 of them can do nothing but farm while you defend towers, and you're still going to hurt in a 5v3 fight. I cant say for sure what is the right number, or whether the number needs to change based on the time passed / number of players dropped, but the game should do something to help you out. Maybe the right answer is a bonus that grows based on the number of players dropped? Loosing 1 player before 5-7 mins = 300-500 mins, 2 players = 800-1000 mins etc Not sure, but it kinda gets old to remake games The point of picking a higherish number was that you get screwed if someone drops before creeps spawn/buying items atm, and even if you are able to split their mins (and the mechanics are fixed so their bank splits too), 715/4 = 178.75 minerals(assuming they drop before shop, if they have shopped you will spit around 300-400 mins so you each get 100 minerals or so....really not enough to make up for being a man down no matter how you slice it, the enemy can farm that with 1-2 nuetrals..... I think it would be great to fix the mechanics that aren't working, but I really do think there needs to be some decent bonus minerals given in the first 5-10 mins (whatever people decide is fair) to help offset the loss of player(s) so early in the game... Link to comment Share on other sites More sharing options...
akanna Posted September 4, 2012 Author Report Share Posted September 4, 2012 @Ekcolnovkol: Isn't the bug caused by the "Disable Leaver Mineral Distribution" that Blizzard added? We're not complaining about income from players that left (in fact that stays) or that auto-sell is broken (it isn't) but any minerals that a player has in the bank when they quit go kapoof. Actually there were 2 "issues" (not exactly complaints) 1) [bug] Currently the game is only splitting the value of their sold items, any minerals they have do indeed go poof, so if they have no items when they drop, or sell all their items, you get nothing 2) [suggestion] That there should be an added bonus to the minerals given if a player leaves in the first 5-10 minutes to offset the loss of a player so soon. Link to comment Share on other sites More sharing options...
Eliwan Posted September 4, 2012 Report Share Posted September 4, 2012 I know that. The way Ekcolnovkol worded it it made it seem like he didn't know about the former. Link to comment Share on other sites More sharing options...
Jaysi Posted September 4, 2012 Report Share Posted September 4, 2012 As they said its a bug from one of the recent patches to SC2, you can see it in Desert Strike as well. Usually you would be given your allies minerals, then a trigger made for Desert Strike would remove those minerals added so there would be no mineral gain from allies leaving. Currently, when a player leaves no minerals are added to your allies but you allies still lose the minerals that usually would be added... Sadly Desert Strike is never updated and could use more balance so that I feel that is a game breaking change to it... If anyone is familiar with Desert Strike XD But yes, I hate how players leave before they spawn or buy items and you gain nothing from it. Though, having an afker leave 20 minutes into the game shouldn't benefit you with minerals, because you SHOULD have gained more farm and experience from having another person solo a lane. Though you do miss out on that extra 7% bonus during that time... I guess its up for debate though. Still would like to see a kick afk button implemented. Link to comment Share on other sites More sharing options...
xSEnergy Posted September 12, 2012 Report Share Posted September 12, 2012 Actually there were 2 "issues" (not exactly complaints) 1) [bug] Currently the game is only splitting the value of their sold items, any minerals they have do indeed go poof, so if they have no items when they drop, or sell all their items, you get nothing 2) [suggestion] That there should be an added bonus to the minerals given if a player leaves in the first 5-10 minutes to offset the loss of a player so soon. That sucks... And every time I stayed in an uneven match I thought I had more of an advantage that I thought I did Link to comment Share on other sites More sharing options...
akanna Posted September 15, 2012 Author Report Share Posted September 15, 2012 Still would like to see a kick afk button implemented. This would actually be super easy to implement since there's a trigger for character idle, could check the idle time against a preset value say 5 mins or so Link to comment Share on other sites More sharing options...
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