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CHAOS Server Feedback; Master Thread for discussion
Topic Started: Mar 19 2008, 06:03 AM (1,122 Views)
mordockdotcom
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I might not be speaking for everyone here, but I have a feeling that I am not alone in this feeling.

One of the things that I love about CHAOS is that every time I log on, it's going to have the same settings. That is not to say that I don't ever want anything to change. But, what I am saying is that knowing that these settings are adjustable on the fly doesn't really do anything for me. I would like to have it set one way, try it for a bit, get reaction, see what people like and don't like... and then lock it down.

Maybe I'm alone in this thinking, and if that's the case, than I willingly submit to the will of the admins and my fellow players... but I have a feeling that others share my sentiment.

I REALLY don't want to have to figure out new settings every time I log on.

:)
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dyn
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Chages 20080321
- flag carrier is 'melted' not 'killed'
- draw score plum, if score is bigger than 1 ( client needs: cg_scorePlums 1 )
- "holy shit" event (when someone is fragged just before capture) increases score for flag carrier and attacker, if present
- when flag carrier issues "/kill", score is unaffected
- "item pop" sound when you receive team powerup
- CTF scoring like in Mission Pack:
CTF_CAPTURE_BONUS 5 -> 100 // what you get for capture
CTF_TEAM_BONUS 0 -> 25 // what your team gets for capture
CTF_RECOVERY_BONUS 1 -> 10 // what you get for recovery
CTF_FLAG_BONUS 0 -> 10 // what you get for picking up enemy flag
CTF_FRAG_CARRIER_BONUS 2 -> 20 // what you get for fragging enemy flag carrier
CTF_CARRIER_DANGER_PROTECT_BONUS 2 -> 5 // bonus for fragging someone who has recently hurt your flag carrier
CTF_CARRIER_PROTECT_BONUS 1 -> 2 // bonus for fragging someone while either you or your target are near your flag carrier
CTF_FLAG_DEFENSE_BONUS 1 -> 10 // bonus for fragging someone while either you or your target are near your flag
CTF_RETURN_FLAG_ASSIST_BONUS 1 -> 10 // awarded for returning a flag that causes a capture to happen almost immediately
CTF_FRAG_CARRIER_ASSIST_BONUS 2 -> 10 // award for fragging a flag carrier if a capture happens almost immediately
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=RS=
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Crazy just scored 1099 points in about 5 minutes lol am god at last
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mordockdotcom
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I'm looking forward to trying it with the new scoring settings... very interesting.
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Levis
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1k+ score so far every game... seems a bit weird. lol.
I Dunno, i'm not a fan of these new settings. But I guess i'll just have to get use to them :P
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Dambastrd
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...Yeah. I am also looking foward to the new scoring features. I have always wanted to be rewarded for assists especially during the games where my score was near midway on the endofgame board knowing that I had 5 or 6 assists during that particular game.

Although the new code will be *mostly* invisible to me during a game, except the increased scoring potential, I am having trouble understanding how a few actually work.

"CTF_FRAG_CARRIER_ASSIST_BONUS 2 -> 10 // award for fragging a flag carrier if a capture happens almost immediately"

Does this mean that a bonus will be add'd ranging from 2-> 10 points if I frag whoever is carring my flag and my team scores almost immediatly upon me returning the flag? If it is a range, how do I maximize it? Or, Is it a variable that can be adjusted depending upon how things work?

"CTF_CARRIER_PROTECT_BONUS 1 -> 2 // bonus for fragging someone while either you or your target are near your flag carrier"

"CTF_FLAG_DEFENSE_BONUS 1 -> 10 // bonus for fragging someone while either you or your target are near your flag"

Please, I am not trying to nitpick or insult, but shouldn't the scoring potential be reversed. A teamate with the flag is a bit more valuable than someone just approaching the flag (if this is what these lines mean)?

Do you think that it would clutter the screen if these bonus's were printed at end of game or maybe someway to see how you did. Possibly a condump function or a individual per player listing of how "you" did.

Thanks again for keeping the fun in. Really cool ideas.

I missed the "Coding Q3 by John Carmack" class given. Even though I dont code, I would have taken the class for its interest value. I see that you didn't miss the class or fell asleep during it. lol:

latr.
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mordockdotcom
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I could be wrong, but I think that the settings are to be read like this:

OLD SCORE -> NEW SCORE

So for:

Quote:
 
"CTF_FLAG_DEFENSE_BONUS 1 -> 10 // bonus for fragging someone while either you or your target are near your flag"


1 is what the bonus used to be for this action, now the bonus is 10.

Again, I could wrong, but that is how I read the post.

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mordockdotcom
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Levis
Mar 21 2008, 10:50 AM
1k+ score so far every game... seems a bit weird. lol.
I Dunno, i'm not a fan of these new settings. But I guess i'll just have to get use to them :P

I think that it will reflect better the actual contributions of players... ie. just spamming won't necessarily get you the top score now that capturing the flag is worth 100 points.

Again, I haven't tried it yet, but I am going into it with open optimism.
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Levis
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Yes but there are some who are better at guarding the flag and flag carrier, then actually getting it. I know some people who are great at getting the flag, but suck at shooting people, others who are great at shooting people, but suck at getting the flag. Maybe a small boost for normal kill or defence kills would make it a bit better.
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irideck
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Levis
Mar 21 2008, 11:27 AM
Yes but there are some who are better at guarding the flag and flag carrier, then actually getting it. I know some people who are great at getting the flag, but suck at shooting people, others who are great at shooting people, but suck at getting the flag. Maybe a small boost for normal kill or defence kills would make it a bit better.

...or to boost defending the carrier of the enemy flag?
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Dambastrd
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.....Thanks mord. Thats exactly what it seems like B) Guess I shoud've taken a bit more time. :rolleyes:

I wonder how long it will take for someone to break 2k and maybe 3k in one game......legit. Seems funny. I had a high score of about 14xx in one game and I kinda agree with another post in that maybe the bonus's are set a lil too high. ^_^ , but not too hard to get used too ;)

Its will be interesting to see how everyone feels about it, and if things get scaled back some. We are in the beginnings of a long weekend. Gives plenty of time to give the new settings a through workout.

I do have one thing I hope will be considered. The bonus score decals (is that what you call them?) above the bonus action's are different colors. Some blend in with the background making them hard to see. Could they be made in one contrasting color and a bit larger? Possibly yellow or white?

Otherwise, I like being rewarded better for assists. I tend to have a few each game I play.

Untill Later :)
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dyn
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Keep in mind, without changes there would be no VOGON. CTF was pretty much the same for months, and changes we introduced with timed flags are not so drastic, since time is 1 min per flag.

Scores are original from MP and we need to see if they work well, maybe 2 and 5 carrier-assist bonuses should be increased, but in case capture happened in 10 or less seconds after helping someone or returning the flag, or fragging enemy flag carrier, you get additional 10 points bonus, or even 2x 10 points. So 2 and 5 are OK in situation like that.

CTF_CARRIER_DANGER_PROTECT_TIMEOUT 8000
CTF_FRAG_CARRIER_ASSIST_TIMEOUT 10000
CTF_RETURN_FLAG_ASSIST_TIMEOUT 10000

10000 is 10 seconds. All in-game times are in milliseconds. 8s is for fragging someone who hurt your flag carrier in past 8 sec.

Score plums are drawn by clients, server only sends you position and score. Client then draws all the rest. Use cg_scorePlums 1/0 to turn them on or off. In case of just 1 frag, nothing is sent.
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Rictor
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Hey guys--

Spawn camping is also a sore point of mine in Chaos, especially when there are alot of players. The chumps that use this method are very weak, unskilled players at best.

My idea: (I dont know if this is possible or not)

1.Have a time limit for a stationary player (we've had this before)

2.Once time limit is reached (countdown timer?), the camper explodes and has 5 frags deducted from his score. If any collateral damage frags other players, those frags are added to the 5.

3. If the camper doesnt care about a negative score, set a limit of 3 explosions and kick the camper back to spec and disable reentry (or at least have him start at 0 again).

Ok while I'm at it, here's another idea I have.

I used to play a mod a few years ago (Weapons of Destruction--extreme at the time) that had plague grenades. Actually, there were about 5 specialy grenades but that was my fav. The plague grenade would explode and "infect" the plalyer with the plague. The player would turn green and have a few seconds to run around and infect other players by bumping into them. When time ran out he exploded and lost 1 frag from his score. The the other players would also explode. The original shooter would get credit for all frags from that began with that one shot. F'in hilarious and fun as shit!!!!

This added a new dimension to the game in which you not only had to worry bout the peeps trying to frag you but also the mf's trying to infect you, which was a higher priority. Wicked fun, very extreme.

--Rictor
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PAGANEO.COM
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That's a bit extreme <_<
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=RS=
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i`ve always had the style of play that is score and score again and win the game. this at the moment is great a scoring game it rewards people willing to play in its true form of attack i see poeple who were camp ing now attacking for the points which is great..........cool Dyn
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