Suggestions

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Suggestions

Postby Pab » Sun Jan 22, 2006 5:37 pm

Many appologies for butting in and passing comment on your new server but I feel these points are quite valid.

You have Railgun and perhaps Battery (although I have not seen battery yet) set at 30 minutes. Do you not think this is a like 10 minutes too long for such awfull maps. I say this because of the inevitable Railgun camping with half the team staying at the back and not pushing forward, and on Battery you have the usual Axis only players spamming the allies constantly because they are a breed of player that cannot and will not go Allies as they like the easy target job.

Railgun in particular and fueldump (if Allies are just sitting back) will make me leave the server in an instant, specialy if I see 30 minutes on the clock and as I play mostly Allies I have no desire to camp the Axis team for 30 mins, and on Fueldump I have no desire to be one of the 25% that actualy try attacking while the rest hide.

Suggestions therefor are:

20 minutes max on Rail and Battery and perhaps limit the rambo medics on Fuel as well as the coverts. :wink: Which I think you have already done.

Can you also tell me if you have b_realhead set to 1 please.
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Postby Connor » Mon Jan 23, 2006 9:52 am

b_realhead is set to 1

as for the time limits, i like the idea, lets see what the rest thinks
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Postby mazza » Mon Jan 23, 2006 11:19 am

i personally like the idea of a shorter battery, but using forward spawn on railgun makes it for a more interesting game imo :wink:
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Postby Mac. » Mon Jan 23, 2006 1:38 pm

Yeah the forward spawn is a must I think for a public, as for the times I couldnt agree more Mr P shorter would be more appropriate, how about 5 mins for both of them ;) should be enough time to get a few arty kills in and get the deck chairs out on beach :)
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Postby Penguin » Mon Jan 23, 2006 4:52 pm

I do agree that limiting rambo medics and COs on FD will help but what will you limit it to? Don't forget, many people have skills as CO and/or medic and so limits would not be a good idea.
I say leave no limits in the interest of fairness and equality for anyone who joins the server. Sure, it takes away from the [FuN] but at least it doesn't take away as much as limiting to numbers which could work differently or awkwardly depending on who's playing.
I feel that limiting classes has too many variables and hence it would be best to not limit them.

Shorter time on battery = big yes yes, 20 mins?

Railgun with forward spawn = big help, but not as good as could be since that spawn disappears when depot yard is captured. 25 mins?

Fueldump = I think no change is needed tbh. 30 mins is good. You could limit classes but there are, imo, too many variables and hence should be left alone.
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Battery, Railgun and Fueldump restrictions

Postby Perfectionist » Mon Jan 23, 2006 5:05 pm

This is all a matter of opinion and the type of people who play on the server. I would like to think Evermore does not encourage any of that breed of players you stated. However they do exist :roll:

Sure restrictions may work, the main ones being the Fieldops with all that spam. The Wireplay server is also considering such restrictions to cut back on the spam.

Fueldump should be kept at 30 and Railgun maybe brought down to 25 with the must have other spawn.

There shouldn't be too much probs on Evermore as I have rarely played a game that had high levels of spam and defence that camped their own spawn :P

Just don't throw your net too far and encourage that breed of players to play on Evermore :idea:
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Postby Pab » Mon Jan 23, 2006 6:58 pm

The key to winning Railgun is the depot yard, but that only works if you have a team that knows how to keep pushing the tug through. As this is a public server tho you do get the inevitable XP whores who have no interest in any objectives on any map so you don't have the teamwork to do what is required.

It is worth making observations though and discuss and make little changes as you go along. For instance; when Railgun or Fueldump come on, just look how many people leave instantly. I am not saying this will happen but in my experience it does happen very often on many servers.
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Postby [!!!]Weird*Al » Mon Jan 23, 2006 11:59 pm

Penguin wrote:Shorter time on battery = big yes yes, 20 mins?


20 minutes is standard map time on battery.

Penguin wrote:Railgun with forward spawn = big help, but not as good as could be since that spawn disappears when depot yard is captured


Agreed, esp. since you got to set the spawns manually each time they change (and they change a lot and very likely 2 secs before spawn). A spawnselect script would help there. Because on the other hand, a permanent towerspawn gives too great advantage to axis (3 spawns with depot). But overall the towerspawn mapscript really improved that map imo.

Penguin wrote:I feel that limiting classes has too many variables and hence it would be best to not limit them


Again, agreed. Class limits have turned out to be rather annoying to me. It could help (as evermore has had it before, too) to change the promotion limits (eg. on Hirntot you need 180xp for level 4 light weapons instead of 140xp default; medics need 110xp (default: 90) for full revive and 180xp for adrenaline, same with field ops). But in the end it's all up to your teammates and yourself to make the game be fun.

In general, evermore was perfect as it was before (that's why we love(d) this server), so better stick to minor changes and leave the basics.
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Postby ChefAgf » Tue Jan 24, 2006 2:13 pm

My personal opinion is to change the campaign completely.

In my eyes Switch: Railgun and battery for other more competitive maps.

Radar is ok

The rest is perfect and gives in my eyes to most exciting fights.
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Postby Mac. » Tue Jan 24, 2006 2:18 pm

ChefAgf wrote:My personal opinion is to change the campaign completely.

In my eyes Switch: Railgun and battery for other more competitive maps.

Radar is ok

The rest is perfect and gives in my eyes to most exciting fights.


Ooooooh Maz is so gonna chop your legs off for wanting to get rid of Rail Gun.. \o/

I suppose I have to agree then with Al, Evermore was spot on previously, and as they say dont fix what aint broken..
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Postby Pab » Tue Jan 24, 2006 4:21 pm

[!!!]Weird*Al wrote:
Penguin wrote:I feel that limiting classes has too many variables and hence it would be best to not limit them


Again, agreed. Class limits have turned out to be rather annoying to me. It could help (as evermore has had it before, too) to change the promotion limits (eg. on Hirntot you need 180xp for level 4 light weapons instead of 140xp default; medics need 110xp (default: 90) for full revive and 180xp for adrenaline, same with field ops). But in the end it's all up to your teammates and yourself to make the game be fun.


I cannot disagree with that Al. On the pub server I used to have I did the very same thing, I also ttook it a stage further by limiting the panzer level up so that it still only had one shot per charge bar and limited the fopps to level 2. This was mainly because on long campaigns as allies you die way too much at choke points because of constant spam. It makes the whole campaign more about smg kills / skill than spam kills / no skill tbh.
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Postby Pab » Wed Jan 25, 2006 10:13 am

Further to my above comment re class restrictions, last night on Goldrush which I beleive is the first map, with 24 players on the server it was almost impossible for allies to get anywhere near the front of the bank for the shear amount of spam arty, and that was just the first map. Add to that the many rifle nades you allow, plus panzer, plus fixed and mobile MG, and the 2 covert idiots laying at Axis first spawn entrance, with no co-ordination of Allies attack which will never happen on a pub server allies stand no chance.

I don't wish to teach my grandmother to suck eggs, but if you don't do something to limit the spam and classes the FuN server will only ever be full of FuN members and complete idiots / nubs.

If you wish to attract a better class of player, and by that I mean people who play in competitions then you need to cut everything back, but if you get your kicks from playing with nubs, whiners and hackers then you are currently going the right direction.

Sorry to be so blunt about it but I assumed you would be bringing a server into life that would be enjoyable to play on.
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Postby Mac. » Wed Jan 25, 2006 10:29 am

Oh Pab you dont mix your words do you buddy ;) but heck im glad you do its nice to see outside comments being constructive.

I think that once the final tweaks are done from da management these may/will be brought into play. im fine about some of these restrictions being in place as for one ive never and i can say never have used a rifle nade in my whole ET life so restrict away and as far as arty and panza goes well yeah you can cut it down somewhat, i dont go spastic with it, anyway mine are well timed shots that a strategically placed at a precise time when 3 of my team mates are passing ;)

FuN still however has to keep the FuN in the game as being a family server with a mix of all ages and skills, I wouldnt want to discourage the young blood newbies of the game away because we have tightened up to much. I guess we have to find that even ballance so thanks for comments Mr P.
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Postby Pab » Wed Jan 25, 2006 12:08 pm

Mac. wrote:Oh Pab you dont mix your words do you buddy ;) but heck im glad you do its nice to see outside comments being constructive.


Of course not :wink: I believe in calling a spade a spade. People may not agree with comments / suggestions I make but no offence is ever intended cos i'm too nice to be offensive.

and

Yes I agree. you do have to keep a happy mix to attract the new blood to the game. Too clan like and it scares them off, too spammy and all you get are nubs, so its a delicate ballance which takes time to achieve, but I would say its nearer to spammy at the moment though. :P

Oh and for info. When I was on yestarday afternoon it was that person with the line as a name (________________) who was leading the spawn camping attack again. I beleive someone kicked him/her the day before for the same thing. I did YAWN the server several times, but this person has no known identity, but soon will have. :wink:
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Postby Mac. » Wed Jan 25, 2006 12:14 pm

What is the deal with the Yawn now ? I heard it was not of any use anymore and that it was not worth me registering my nick on that site.

Whats the update on it now Pab, your have to fill me in over irc sometime.

Cheers..
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Postby ChefAgf » Wed Jan 25, 2006 5:44 pm

tbh its been over a years since i've seen some updates on yawn. I think i said to you that its not worth registering. Unless everyone does.

I think there will be at least one [FuN] member during the day. so they should get tired of it sometime.

Restricting a lot of things on the server could be a solution as long as it doesnt get too restricted.
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Postby Penguin » Wed Jan 25, 2006 6:40 pm

How about fiddling with the charge bars' speed?
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Postby Pab » Wed Jan 25, 2006 7:57 pm

Penguin wrote:How about fiddling with the charge bars' speed?


Yes you could also do that. I think the main point surrounding the fopps at level 3 is the double strike and of course the speed of the charge bar plus the arty.

Like I said before it will take time and you need to look carefully at what is happening and make small tweaks as you feel necessary. What you will notice though with the current setup is the maps are very heavily defence biased because of the spam.

Take time out of Axis for a week or so and you will soon be screaming for change. :wink:
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