Exclude/deprioritize aggressive sectors in world_start_room
sparr last edited by
On shard1 a relatively capable player has "claimed" the northwest corner of the map, a bunch of respawn sectors. I spawned 6 rooms away from them and they quickly came over to kill me. I expect they are doing the same to anyone else spawning up there.
Where this becomes a problem is that three of the top five "suggested" start rooms I see when I load the game or click to see a new area are all in those sectors. New players are being herded into this bad first experience.
Maybe keep track of how many players get killed in a sector, and show that sector to fewer new players?
I feel new players should try and network a bit. If there is an area that is dominated or shows a factions presence more than others, they should message and either request protection so they can learn or join that faction.
I do like the idea of showing a "heat map" for how aggressive a sector could be based on recent kills. Can help give more insight on where you would want to start.
I do like the idea of showing a "heat map" for how aggressive a sector could be based on recent kills.
You can use the overview for this. This feature is in the right top corner on the overview:
Obviously new players might not know about this feature. Maybe we can add this to the suggestions list.
It's quite clear that it's not a fun experience if you get killed off in no-time. If you guys got more suggestions or ideas on how we can prevent this please do tell. We love to hear more ideas.
Creeps lostdoesn't really show how many people were forcibly removed. Just shows there were a lot of battles in certain locations.
New players won't know how to research that extensively in order to find a properly green location (or grey if they are brave).
I believe an overview showing how many owners a room has can give proper judgement on weather someone wants to spawn there. This information helps because if I see a few room near other people had 3-5 previous owners, it is probably a bad spot to spawn compared to an area with a lot of 0's and 1's.
I agree about the
creeps lostcounter, but it does show how aggressive a sector is.
To give a bit more background, suggesting starting areas is a manual process. We are internally discussing what we can do on the short term to avoid this issue in the future. Any ideas are very much appreciated.
I personally like the suggestion of a "previous owner" counter, it gives a bit more information about the area.
I guess if the
creep lostcreated a colored overlay from white to yellow to dark orange to gauge the amount of action it would make it easier to read. I'll brain storm some stuff over the weekend.
SteveTrov last edited by
One of the big problems with using the creeps lost statistic is that most of the creeps lost are due to invaders in remote rooms.
I think a much more useful statistic would number of structures destroyed.or damage done to structures