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CHAOS Server Feedback; Master Thread for discussion
Topic Started: Mar 19 2008, 06:03 AM (1,123 Views)
mordockdotcom
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Forum Administrator
I have merged the numerous threads that are all dealing with this same topic in one way or another. I know that it might be a little hard to follow since there are multiple threads being merged... but this is better than 7 different threads.

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Skidm@rk
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VOGON Administrator
hahahaha RS !!!!!! LMAO!!!!!


but on a serious note, i had a radical idea......maybe speed the game up a bit and keep people moving rather than hide with the flag? what if we had a time limit on how long a single person can hold the flag???? if it is held to long then the flagcarrier suicides? just a thought, and 1 more. is it possible to make it possible :P for the flagcarrier to drop the flag? i mean i am mostly a defense kinda man, and i think it would be cool to be able to drop the flag off to a better carrier if i get it and i am in trouble????? just a thought!



Skidm@rk
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mordockdotcom
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*mordockdotcom can't wait to get home tonight and try the new settings so he can give some objective feedback.

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dyn
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OK stop with this panic, just tell me what works and what doesn't.

Timed flags are OK. This is not needed to return occasionally lost flags, you can have flag time set to some big number, making it to never expire and flag will be returned in a second, if it's lost to the game engine. If there is someone hiding with it, it's different story -- to the game engine this is valid, nothing weird happed, just flag removed from the base and someone is carrying it around. This is when timer comes handy, besides making games more intense.

Each BFG projectile adds to the splash damage, so yes, with 2 or 1 you have less BFG jump than with 3. I can put Super BFG-Splash Multiplicator 5000 to the BFG and then we can have same BFG jump with all 3 settings. Could be cool, especially when some people use 3-way BFG for camping.

Camp detect slows you down and takes away more ammo than usual. We can set vg_campAmmo to 0 and make it only slow you down, but i see this slowing down is bigger issue than taking away your ammo in greater amounts, so we need to either disable it or change it a bit.

Settings can be map specific. We can remove certain weapons from certain maps.
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mordockdotcom
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Here are my thoughts... having not tried whatever the settings are now, just speaking from previous experience.

Single-shot BFG with the jumping power of 3-way. This would force more accuracy, while maintaining the jumping ability that we have all grown to love.

No anti-camp, but get rid of the MG and plasma on the second space map (you all know which one I'm talking about) . there are the two weapons that can potentially be abused on this map, so just drop those. This keeps the hook and doesn't penalize legit camping.

I will wait to give any more feedback until I have a chance to play, but feel free to comment on these two ideas.

I think we have a chance to make some good changes and really take a look at what works and doesn't work here, guys. Let's all just come to grips with the fact that there are going to be some changes, and that not everyone will be happy with everything... but it's all in the interest of making the game more enjoyable , fun and exciting for as many players as possible. Please be patient as the admins fiddle with the settings. Yes, give constructive feedback, but please keep it constructive.
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ES*AllyMcBeal
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mordockdotcom
Mar 19 2008, 09:29 PM
No anti-camp, but get rid of the MG and plasma on the second space map (you all know which one I'm talking about) .  there are the two weapons that can potentially be abused on this map, so just drop those.  This keeps the hook and doesn't penalize legit camping.

Agreed... it's the weapons that make that map a campers' paradise. Drop those weps and most of the problem is solved.
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dyn
Unregistered

Changes 20080320-1400

- BFG jumping is equal, no matter if it's 1-way, 2-way or 3-way BFG
- weapon jumping improved, especially plasma jumping
- campDetect won't slow you down, just take 2 or more ammo (adjustable)
- flagTime, when it expires, it will kill you and flag is dropped and not returned until flagReturnTime expires, if nobody picks it up
- you can now drop flags by issuing /kill command ( or /bind x kill )
- detection of missing flags optimized a bit, can handle unknown errors
- TEAM POWERUPS - experimental - you pick a powerup -> your team gets same powerup!
- removed god / give / notarget / noclip commands
- silent quadStart now respects quad items and clears in case of quad transfer/pickup
- fixed 2 slow bots, they all run now
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dyn
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Skidm@rk
Mar 20 2008, 01:46 AM
hahahaha RS !!!!!! LMAO!!!!!


but on a serious note, i had a radical idea......maybe speed the game up a bit and keep people moving rather than hide with the flag? what if we had a time limit on how long a single person can hold the flag???? if it is held to long then the flagcarrier suicides? just a thought, and 1 more. is it  possible to make it possible :P  for the flagcarrier to drop the flag? i mean i am mostly a defense kinda man, and i think it would be cool to be able to drop the flag off to a better carrier if i get it and i am in trouble????? just a thought!



Skidm@rk

Yes, i added both today. When time expires you are killed and flag is dropped, not returned. Also you can issue /kill command and then your flag is dropped, if done close to other team player you can transfer the flag almost instantly.

Also thanks to IriDeck for pointing out few issues with returning flags.

Spawn protection is now 98% for 3 sec. Hope it helps, or we can set it to 100%. :)

Speaking about campDetect ... we can set unlimitedAmmo and campAmmo x at same time and only when camping x ammo is taken away.
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irideck
Unregistered

Hi Everyone,

I can see where the spawn-camping on that map gets annoying, but when that happens, even if all I have are bots, I forget about the flag. I'm there to have fun, which doesn't necessarily include winning at times, and when I see spawn-campers, destroying them multiple times in a row becomes WAY more fun than capturing a flag. :)

As for the limited ammo, it regenerates. If you're using a weapon that runs out of ammo, I think one of two things are true:

1) You should switch your tactics, or
2) You're living too long. :P

Most of the seasoned players on here are awesome, but not even the Sith Lords together on a team can go the entire round without dying. Or can they? ::Removes foot from mouth:: Go, Botis!

In short, I think the new changes mean new challenges. I'm just happy as hell that there's a fast-paced Q3A server out there, and we have such an awesome Admin who actually listens to what we have to say and takes it into consideration. So I'll adjust to the new rules and build new strategies to suit, like making sure I'm near a spawn point when the flag timer expires so I can (hopefully) pick it up again shortly. :)

It's insanely fun to play with you guys. I hope the changes don't make anyone leave; why not try to get used to them first?

Rant=Off
FlameRetardantSuit=On

Take care, everyone, and see you in game later!
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Kakarott
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irideck
Mar 20 2008, 01:34 PM
Most of the seasoned players on here are awesome, but not even the Sith Lords together on a team can go the entire round without dying. Or can they? ::Removes foot from mouth:: Go, Botis!


impossible my friend that goes for any player
yea anybody can stay alive and not get fragged for a while
but "WE" all (everybody) get fragged
believe that
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mordockdotcom
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Forum Administrator
OK... first of all... I want to get one thing straight, I never get fragged, I simply activate my invisibility hack and move to the nearest spawn point.

Now that we have that out of the way, I intend to make a few comments on the new server settings.

Overall, I like them. Limited ammo has not been a problem for me as of yet, since I don't spam.

Single-shot BFG is fine since it has retained the jumping power, although I'm not sure that the rail bonus isn't a little overkill.

Last night I played and the flag timer returned it after 60 seconds... this was not sitting well with me. However, I was able to hop on earlier today for a couple of minutes and saw that it changed to the flag-timer that kills the carrier and just drops the flag. I can live with this, and overall I think that it's a pretty good setup.

Have to go get some work done now, but those are my initial thoughts.
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PAGANEO.COM
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Can you make the guns to have more ammo?
Today the just have like 170 :S
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CROSs
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I can't stand the ammo count. I despise it, but it does change the server up and keep it
interesting. As long as the server stays fast, i will continue to enjoy Vogon!

Changes only make me change and learn new ways to play. In the end, I HATE AMMO COUNT, but there are other weapons to use!

FRAG ON!!!!!! :lol:
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irideck
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mordockdotcom
Mar 20 2008, 03:10 PM
OK... first of all... I want to get one thing straight, I never get fragged, I simply activate my invisibility hack and move to the nearest spawn point.

Heheheheheh....nicely worded, Doc!
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dyn
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Unlimited ammo is possible and BFG with or without rails. Admins can set that by vg_unlimitedAmmo 1 and vg_bfgRail 0/1. If unlimited ammo is ON i highly recommend vg_campTime 1800 and vg_campAmmo 1-4. That way you can use unlimited and ammo reduces only when camping -- give it a try, all of these are possible without any mod change.

Timed flags on 60s shouldn't be even noticeable for experienced players, even for beginners, but they prevent someone from hiding somewhere with your flag. Try it with 20s (vg_flagTime 20/21), if you want more of a challenge. And set vg_flagReturnTime to 10 or less. :)

I see a lot of comments are basically about settings, which can be adjusted on-the-fly, per map, per game mode, etc... Mod is flexible enough to allow you to change over 121 CVARS, from which i added [size=7]107 vg_ cvars[/size]! That's nuts! :D
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