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NodSaibot

Totem Arts Staff
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Posts posted by NodSaibot

  1. 10 minutes ago, cazzone said:

    _ '' BUILD WITH UDK '' doesn't work

    _ Servers have frame lag

    _ Impossible Join a game, connection lost (here in Italy)

    bye

    If you're crashing when opening multiplayer tab ingame, either use the launcher or follow the instructions to fix here.

    If you're talking about the official server, we are actively working with and debugging a new antiddos system, it will take some time to get it running cleanly. We ask for patience as we are putting funds and our time into this actively.

    • Like 2
    • Thanks 2
  2. 11 minutes ago, Cheesemonk said:

    As curious as I am, this is probably wise.

    Some players would undoubtedly try to switch teams every match if they knew one side was statistically more likely to win. Not to mention the complaining that would happen when losing as the less favored side.

    The benefits of releasing such data would be limited to people making more/better suggestions surrounding balance, but I already trust the Dev team to consider balance issues before implementing changes.

    The stat api has been bugged in the past months so there's not much useful data at the moment.

  3. 1 hour ago, Mystic~ said:

    A developer of the game saying they knew already, that they 'don't really care' in a bug report topic about a patch that just unintentionally broke a really useful feature of the game despite knowing about it looks like a really sloppy developer process, which I'm calling out as bad attitude. If they didn't know about this beforehand it would have had a different tone. Your team needs to be prepared to take fair criticism when it angers or annoys people who play the game and I don't buy your disproportionate and silly use of 'toxic environment' and 'workplace abuse'.

    I would say the trade off is quite worth it. If people don't like it, that's fine. I'm not gonna take time out of my day to go and fix this bug since it's not a high priority. I am not motivated nor am I feeling well enough to be looking through stuff to try and fix bugs, I am taking time for myself. While I am sure it can be annoying and since it has been a thing for a while, an unexpected change, people may be shocked to find the tradeoff, but it is a worthwhile trade in my opinion.

    And yes it's an easy fix, but there are plenty of small bugs in RenX that could be fixed with a little time and due diligence but at the moment I am not really that active in coding.

    • Like 2
  4.  

    Active times are usually 12pm-7pm EST on weekdays, and 10pm-8pm EST on weekends. Players on weekdays usually range from 40-64 during prime time, which is about that 3-6pm EST range. We also host Pick Up Games on the weekends on our Discord server, https://discord.gg/RenegadeX

    Sometimes there is a server up, I made a sniper server mutator but I haven't set it up on a server.

    Yes, you can see it using this tool.

    • Like 1
  5. 26 minutes ago, AshbyJones said:

    Today two developers told me that there is currently no mechanism to balance teams between matches.  I didn't know this--I just thought whatever did exist did not work properly.  One said it just isn't possible...  I have no business developing/coding anything, but it's very surprising that there is no way to measure points/vp/rank/etc. and use that information to sort teams.

    I was also told that I have no idea what the Fair Play situation was, which is totally correct.  I do remember when Fair Play had a measure to prevent ppl from switching teams for a certain period at the beginning of matches.  I was told that "the developers" told Fair Play that they could not do anything like this, or their server would be de-listed from the launcher.  Again, I don't know the situation, and I'm no pillar of the community, but I don't understand why balance-related measures can't be experimented with on a per-server basis if the developers say they are unable to do anything about it themselves.

    It's one, but there is no overarching mechanism that calculates all different factors to try and balance teams, especially based on roles. There was an "MMR" system that is based on the points of previous matches to try and give a "team score" type thing. There's not really much we can do outside of that. It's quite hard to develop a system that can be based on any sort of skill measure while not having any "right" method of winning, and also not having an account system. The fact of a small community has side effects of imbalanced games. It would be nice if we could have a matchmaking system, or if people would balance themselves. Even with "balanced" players, it's not a surefire way of creating a good match. Some players might not play their best role, they might not even try to win or they might hate the current map and just afk rep until it ends. Creating a system that balances on a tiny sample size will not provide good results, and will most likely make games worse or just the same. I think the best solution would just making more intuitive gameplay, such as the mine radius and more text in-game that can explain mechanics that aren't apparent to new players. A tutorial would also be nice, and has always been on our to-do list.

    • Like 1
  6. 1 hour ago, Vodikalin said:

    hey uh how we can play the nod vs nod in the lan? because the map dont show for we play. and yes we dowloaded the nod vs nod

     

    If you're looking for it in the map rotation at end of game, you won't find it there unless you put the BH maps into the map rotation. To open up to one of the maps, change your server bat file to look something like this.

    Quote

    start Binaries\Win64\UDK.exe server BH-Field?AdminPassword=admin -nosteam

    Also make sure everything is installed on each client as well.

  7. 2 hours ago, Snow said:

    why you used that spot the whole time if you know it's kind of broken? Just because there is a possibility to use a spot like this, does not mean you have to take advantage of it.

    Could say this about a lot of spots for non-infantry as well. Many tanks can sit in spots where the enemy can't hit back (for example Islands, arties can hit GDI base without being touched, or the mammy spot near the water pool in the middle of that map), or even people who use the MRLS curve in new and weird ways to hit spots we didn't think they could. Arguably it's more of a map design issue than anything. Something I've also brought up recently is the ability for snipers to hide a lot of their body while sniping, allowing only their head to appear while scoped. This is a big problem that is limited to scoped weapons I believe. Base defenses would be a lot more useful if snipers had to reveal at least to their waist.

    1 hour ago, Guest NoPopularOpinion said:

    (btw: why is no one else on a approximately skill level?)

    Depends on a lot of different factors. If other high skill infantry players see poi on enemy team they may just play tanks or any other role to try and save their own KD or prevent their stats from being ruined on the leaderboard. Other times it can be related to the state of the match. HoN/Bar dead, PP/Ref dead (can't afford buying snipers or whatever infantry to fight) or just don't want to exert that much effort to try and fight.

    1 hour ago, Guest NoPopularOpinion said:

    And this victimhood that you're taking on, I don't understand.

    RenX community is not always the most friendly. I personally can attest to this as I have played under many names, including my main name and gotten hate for playing as infantry and not having a KD close to poi's. Even recently seen someone harassing another sniper for being a sniper, even while not playing as sniper in that match. Maybe it's too hopeful to assume people could be at least half civil in-game. While I can't say I particularly blame anyone for being annoyed, I don't think it needs to be taken to the extreme that it is.

    1 hour ago, Guest NoPopularOpinion said:

    BTW: Are there any measures against hacking from players? For example, are there any server validations that files are not manipulated?

    Unreal Engine automatically verifies all packages that are used in-game.

    • Like 1
  8. 1 hour ago, Visnoroth said:

    Okay I reset my game, but I still can't vote. Is voting not allowed if only 1 person is in the server?

    Votes with 1 person are automatically passed

  9. 1 hour ago, Guest Ben said:

    What did you do to fix this? I'm trying to run a server for me and my friends but can't get bots to work. I can't even get the vote option to work. 

    Default settings for the game allow bots by default. Make sure your player limit is high so the bots can join and reset the config if you need to. Config can be reset through the launcher in the settings at the top right.

  10. 2 minutes ago, MattHunX said:

    On a slightly DDOS-related note, I cannot seem to join the Constructive Tyranny's Anti-DDOS server. Not from the launcher and not from the main menu of the game. Trying it from the launcher opens the game window, but then it just puts me in the main menu with the hovercraft, without any errors or notifications that I have to download some additional files. Trying from the main menu and clicking "join" does nothing. I can see 30+ players on the server, so I don't get what's wrong. Is it not free?

    Do you use Discord? If you do or don't please join our community and we can assist you better. https://discord.gg/renegadex

  11. dont inf rush in the first 30 minutes (most of the time). so many commanders just focus on stupid inf rushes while their base is being pounded by tanks and end up loosing because the enemy gets uncontested VP from whoring buildings. easiest way to lose.

    • Like 4
  12. 9 minutes ago, Fishyshoe said:

    I'm sorry, you DO think players should gain VP for doing nothing, at the current situation? or did I misunderstand you?

    And anyway - what about the idea I proposed in my OP? is there any remote chance you and the other devs will consider it?

    I think people such as defenders should not be punished for defending. It is probably the role with the least VP awarded, yet it could be considered one of the more important roles. I am willing to experiment some changes on my server, I can't speak for anyone else.

  13. 3 hours ago, Fishyshoe said:

    Whether this is a good idea or not is a different matter. I'm not even sure what is my opinion about it.

    But even if it is implemented, that still doesn't resolve the issue I brought up regarding joining players.

     

    Meanwhile, I've been thinking of yet another possible solution. If the VP-per-minute thing is too complicated to code or something (I'm not expert in this field...), you could consider do this:

    When players join a match - the amount of VP they get is equal to the player with the least amount of VP, regardless of team. I'm sure that's a lot less problematic - just have the server/game find who is the player currently in match with the lowest VP - and give that same amount to the joining player.

    Pro(?): No time-based VP mechanism required, it stays the same as it is today.

    Con(?): It makes the VP-bonus dependent on the least fruitful player (VP-wise) in a given match. Namely, if there is just ONE player who simply isn't ranking up in a reasonable pace for a long time, he/she "screws" everyone who joins.


    Also, a possible abuse in the system would be people quitting and rejoining the server to get free VP boost, assuming they are ranked last VP-wise. AFAIK, using the time-based VP system would prevent such abuse.

     

    (Man, I feel creative today...)

    Nothing you wrote here is really difficult to program unless it contains algorithms or something like that. I agree with most of what was said, I think players should gain VP for doing nothing, if they are at the bottom. Teams should move together more with VP. I also think whoring buildings for VP is far too fast and ruins a lot of game balance in PUBLIC games. Many teams do not understand the fact that letting the enemy pound your base for 20 minutes while organizing an infantry rush is a terrible idea, and will end with quick elite/heroic tankers hungry to kill their buildings. Snowballing is definitely intended, to some degree, but I think it is out of hand.

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