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HungerDome: Wednesday April 21st on the Tournament Server!


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Hey Crows,

In support of the ECS Tournament, there is now a Tournament Server available for the official ECS Tournament matches featuring the ECS Archetypes. Teams applying to or registered to compete in the Tournament, or others interested in HungerDome, may access this server for pre-tournament practice play. This Server will only be available during specific hours of each day - available hours will be posted on the official Crowfall Forums and Discord. 

Please Note: On this server, you will ONLY be able to access and play in the HungerDome Arena.

NA Times

  • 11 AM - 2 PM CDT 
  • 6 PM -  9 PM CDT

EU Times

  • 6 PM - 9 PM CEST
  • 1 AM -  4 AM CEST (Thursday, April 22)

Find out more: Crowfall.com/EternalChampions

You'll need to download the new Tournament client for this testing, which you can download at:  http://crowfall.com/en/client and click on Download HungerDome Tournament. 

To report any issues with HungerDome please visit our bug thread.  

We'll keep you updated in discord and the lobby when we'll be activating HungerDome, see you there! 

P.S. 

Need more information:  If you load into HungerDome and your mouse/keyboard input is not working, please do Ctrl, Shift F11 and send your client logs to support@crowfall.com

ArtCraft Entertainment, Inc.  [Rules of Conduct]

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6 to 9 pm is a horrible timeslot. Please don't do this each day. Especially for EU where we already have a low population I'd rather have it 8 to 11 and hope some more NA's can join that slot so we can pop matches quicker.

Maybe it's just me though.

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Little bit of feedback for hungerdome, Atm there not a whole lot of incentive to fight other team until the very end alot of teams just try and avoid conflict till the end since u dont drop equiped items appart from jewelery alot of people will farm there gold and head to castle vendor to buy there items and wait it out and often just run from other teams till they can spend there gold.
I think if u had a small incentive to fight throughout the whole hungerdome could make thing more interesting i would say a stacking buff that grants 1% bonus dmg and healing for each kill or unique kill atleast would promote conflict early on instead of people being passive and waiting till the end. This way the team who risks fighting/looking for fights would have a slight bonus coming into the end agaist teams that spend the whole game avoiding players waiting till the end. At the moment early on conflict is riskier with not much reward and this should change that.
Thats my thought atleast, seeing HD scoreboard at the end where there 1-2 teams with considerable kills where the rest have like 1-4 max is kinda silly would love to see more meaningful conflict early on in the game.

Veeshan Midst of UXA

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1 hour ago, veeshan said:

Little bit of feedback for hungerdome, Atm there not a whole lot of incentive to fight other team until the very end alot of teams just try and avoid conflict till the end since u dont drop equiped items appart from jewelery alot of people will farm there gold and head to castle vendor to buy there items and wait it out and often just run from other teams till they can spend there gold.

It wont look good if folks watching on twitch see 25 min of dead time in a 30 min match.... Just saying.

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1 minute ago, mystafyi said:

It wont look good if folks watching on twitch see 25 min of dead time in a 30 min match.... Just saying.

i know but thats what were getting atm death and UXA seems to be only guilds fighting throughout the matches from what ive seen, WB and HOA seem to inside the castle for most of the game, and Hax seems to be 50/50 depending on the group they have from what ive seen in the matches so far. Needs some incentive to fight early on to gain a bonus later, need something to risk being knocked out early on to have an incentive for those early on fights.

In other battle royals u can knock people out easy early on since it one life however with how it is now it alot harder to complete knock a team out early since one person tend to escape and caps a keep or fort that in unguarded when people push into castles.

 

Veeshan Midst of UXA

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5 hours ago, veeshan said:

In other battle royals u can knock people out easy early on since it one life however with how it is now it alot harder to complete knock a team out early since one person tend to escape and caps a keep or fort that in unguarded when people push into castles.

 

Maybe they could implement some sort of limit on how many times a team can respawn? and also make more lucrative things to fight over early besides the Ancient.

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1 minute ago, LordFeo said:

Maybe they could implement some sort of limit on how many times a team can respawn? and also make more lucrative things to fight over early besides the Ancient.

Each unique rezz point you take could increase ur rezz count i spose, but the system they have atm tends to be take a keep to rezz however every group gonna leave to castle and there ususaly always time for a solo person who almost got wiped to cap it and have everyone rezz and run in before hunger disable rezz statue, so no teams tend to get knocked out before the 4 keeps fall. Now team can defend there keep till the hunger disables the statue however then put themself at disadvanatage to the team who went into the castle to hit the vendors up so yeah most teams wont defend the keeps when castles opens up because they dont wanna be left behind.

Veeshan Midst of UXA

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One way a lot of other BRs handle incentivizing fights and suppressing the solo rat win is through scoring. Apex, for example, rewards rank points (and typically tournament scoring) based on placement and kills with a placement modifier. IMO this needs to be done for both rank play in HD and for the ECS. The nice thing about this is that it doesn't require new changes to HD itself, but just the scoring. Just to be specific, this would look something like:

  • Place Top 6: 5 points
  • Place Top 3: 10 points
  • Place 1st: 15 points
  • Kills: 1 point
  • Kill modifier Top 6: x1.25
  • Kill modifier Top 3: x1.33
  • Kill modifier 1st: x1.5

The other important feature of competitive BRs is usually best of X games, so that consistency nets better results than RNG.

Edited by Pystkeebler
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1 hour ago, veeshan said:

Each unique rezz point you take could increase ur rezz count i spose, but the system they have atm tends to be take a keep to rezz however every group gonna leave to castle and there ususaly always time for a solo person who almost got wiped to cap it and have everyone rezz and run in before hunger disable rezz statue, so no teams tend to get knocked out before the 4 keeps fall. Now team can defend there keep till the hunger disables the statue however then put themself at disadvanatage to the team who went into the castle to hit the vendors up so yeah most teams wont defend the keeps when castles opens up because they dont wanna be left behind.

Making the stages more distinct would help; Not being able to enter/take keeps until forts are deactivated, and not being able to enter the castle until keeps are deactivated. This would also lead to more teams being eliminated during the periods between a rez point being deactivated and taking the next rez point.

Edited by Pystkeebler
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I agree with the above about the bars.

I was also quite surprised to see that re-capping of forts/keeps etc. doesn't follow the same rules as in the main game. If a team has capped a res point and is standing on it, you cannot re-cap it until they have all been killed. In the main game you can start capping as soon as you have more of your players on it than the opposing team. Now we have to kill an entire team in a short amount of time in order to take the cap from or they will just be able to respawn. This is just another rule that reduces fighting.

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