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Fffreak9999

Former Developers
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Posts posted by Fffreak9999

  1. The server also has to go through the process the first time it loads a custom map. 

    Meaning if it is the first time that particular server has ran the custom map, then it needs to build shaders and other related things to play the map, which can also lead to a longer loading time. But this is still a one time event, and not the server "Crashing".

  2. Hi All

    In terms of what I would say require moderation (at least on CT).

     

    - Flaming humvee/buggy (Not an issue - It requires active participation by 1+ people, and consumes a vehicle in the process, so doesn't outbalance the gain or maybe destroying a Guard Tower/Turret)

    - Flame tanks firing through the back of barracks (And to a lesser extent C4 hitting through walls) - While this is annoying, there is not much that can be done about this at a Server level, even moderating this is infeasible since the buildings allow this to occur (not just the barracks), this would need to be changed at Overall Game level to really have an effect.

    - invisible remotes on a stank - This can't be moderated, as the game is what causes this, not the players.

    - Hiding beacons inside the lights at the end of airstrip - No need to moderate since it can be detected and countered, it is annoying but perfectly disarmable.

    - Driving some vehicles (like Nod APC) backwards down the hill for highly increased speed - It would need to changed at game level to not be used, and as such will not be moderated

    - Invisible (thus not disarmable) mines at HoN MCT on some maps - Not going to be moderated, since the mines are placed in a legitimate area, the fact

    - Partly invisible (disarmable) mines at HoN MCT on some maps - Again not going to be moderated

    - Climbing building stairs on the outter side of the railing - Not going to be moderated, there are preventative mining precautions that will stop this if players feel like this tactic will be used (using no more mines than is normally permitted)

    - Placing beacons that partly blend into the walls of GDI PP (still disarmable) - Where the beacon is truely disarmable, it will not be actioned, but if it lands at a undisarmable location, and moderators should disarm it.

    - Same as above when you blend beacons inside no-collision rocks where you can only see bits of them - there's a spot like this on Snow next to WF front door - No collision rocks should be reported to the Map Creator, and then collision can be added. Until that time, the beacon if undisarmable will be disarmed by moderators.

    - Disarming beacons through the wall of a building (can be easily done in WF) - Again, very little can be done to stop this outside of building changes made to the main game.

    - Walls: entering Nod base with tanks by jumping the wall on the airstrip side - GDI also faces the same issue with NOD units doing the same.

    - Whiteout: infiltrating Nod base by walking out of the map (https://youtu.be/7AtBrmhozjw?t=826). I think there's a similar path to GDI ref as well. - Nod can do this to GDI but much easier, SBH can make the journey undetected completely.  The map would need to be made to restrict this action, otherwise players are able to use it until then without punishment, as the map designer hasn't intentionally restricted it (and it doesn't break the gameplay greatly)

    - Gobi: b2b sniping (B2B should not be accepted and should be reported to moderators, I will put an announcement in the bot to remind people of this, but the map creator needs to change the map slightly to prevent this action as much as possible)

    - Under: jumping on top of Nod PP - This can be prevented by blocking volume over the PP on non-flying maps. Anyone found abusing this will be dealt with my moderators.

    - Complex: hitting HoN from just in front of the GDI base (central part) with gunners/rocket soldiers/MRLS - Depends on exact position, but if you have any examples, we can look at if it counts as b2b (and could do with map changes) or if legal.

  3. "A player acquires 50+ [Player] kills from mines alone in one game"

    That would be VERY few people if anyone , since once mining has actually begun, people are far more weary of trying to disarm them in advance, and the fact 50 would be too high, I rarely get 10 kills in a marathon match from all sources as a base defender. 

    This would likely cause scenarios of boosting mine kills which is not ideal either.

    And having a Whitelist populated by an admin/moderator as well would not work since you would A. Need an active Admin/Mod and B. Still doesn't prevent overmining which is the majority problem in the first place. Agent's solution is much better, but still not perfect.

    Quote

    The assigned commander in the commander mod should be able to disarm all mines

    This would be good, but it would require someone to actually work on implementing a working true addition to the base game Commander mod, since currently only CT runs the Commander Mod.

    As to a solution to prevent flooding of mines in the late game, possibly implement an increasing cost purchasable, which increases in cost as the game goes on, starting at say 50 credits for 1 in the first 2-4 mins, and maybe 300 at 20 mins or later (This is only an example, and would definitely need balancing if this was to become a thing)

  4. 3 hours ago, lawANDorder said:

     

    • Add a input requirement at the time before the game starts and players spawn every player has to execute - a simple click or whatever. Only players that executed this input will be taken to the matchmaking, others will be kicked. The starting time should be increased so "slowloaders" have enough time to execute the required input (also I think increased starting time would solve the issue where after one long game the next game usually feels broken because players are smoking, get something to drink or whatever). 
    • Spectator mode for players that haven´t been taking to matchmaking because of missing input. This would ofcourse decrease the ammount of active players per team which is a bad thing. The server should then let new players join the game which would increase the number of connected clients in total (those in the "lobby" + those who are playing). I like this idea because it would enable players to watch a match (and learn), let players join a full server (join into the "lobby") instead of leaving them behind with their frustration not being able to join the one availabe server with decent playercount. No idea if it´s possible but it would adress a bunch of problems if you gave us some kind of lobby for every server where people can wait for a free slot or just being parked as long as they are AFK.

    Currently teams are based on their entry into the level, so it is "random" based on the quality of their connection to the server, and as for your "slow loaders" part CT already has a 10 second increase in the delay of Game start, which helped quite a bit for a fair few players start at the actual match start not 10 seconds late.

     

    At this moment, spectators take a slot on the server which would mean losing a player for a spectator. 

    Also having everyone join a server as a spectator when full would probably increase the demands on a server once full, you could in theory have 100 potential players queued up to play on a server, That's a lot of data that needs to be sent to people.

     

    p.s this is just hastily written, don't have much time ATM will update later

  5. They only need the map pack, not Woods and V2, they are on google drive because they are cloud based backups for my work

     

    I will go through the zip and make sure they are removed.

     

    Edit: The INIs are not in the Zip so they should not be an issue.

  6. 1 hour ago, Madkill40 said:

    1.6GB for three to four maps? That makes no sense. How?

     

    On 27/09/2016 at 0:37 AM, Fffreak9999 said:

    As such I have created a Zip file for all the maps that are in place on the Custom Map server at this time

     

  7. 4 hours ago, SirMark9 said:

    I think a Flame Trooper or Chem Trooper rush is to be expected on some maps early game. They are countered with some decent defense, but what I see is normally a bunch of players charge at each other and the match plays out. Just backpedal and attack from range, aiming for headshots, unless you want to try Shotgunning them in the face. Honestly, while these rushes may be a surprise to newer players, I think once some veteran are on a team they know how to easily counter it.

    The easiest counter is have a dedicated defender sit in base a little bit and get an Officer, and then that Officer just guns everyone down. This work well on Islands where two officers can cover the tunnels, and the main entrance is easily observed. 

    I feel that the units are more or less fine as they are, and it's more of an issue of players learning how to properly counter them.

    I agree, 2 officers hanging back outside the tunnels can slaughter 5-6 Chem troopers before they can become an issue. By that point, the rest of the team will normally have killed the rest.

  8. Like I said, the maps and the rotation will be kept unknown until you all play it.

    City will definately not be played due to the issue with the Nod Harvester getting stuck more frequently than not, The other 3 are possibilities but you will not know until Saturday.

  9. To try something different this weekend, we will be playing a variety of maps for the PUG, not just the regular maps, this will give a much greater game play experience than normal.

    However PLEASE make sure if you are going to attend this weekend's PUG match you have downloaded this map pack.

    It has all the maps you need, the Server will have the auto-downloader download any maps you are missing, but if for some reason you cannot or will not use the auto-downloader, please download this map pack.

    Map Pack Download

    If you have not downloaded the map pack the server will not allow you to play.

    We will be checking before-hand that you have downloaded it, but Just be aware that we will find out that you have not downloaded the maps.

     

    P.S Only I will know the actual rotation. The maps that are to be added, will be discussed in advance with the admins but the actual order of the maps and exactly which maps are to be played will be unknown by anyone, if you need any help with the set-up of the map pack, please let us know.

    • Like 1
  10. Hi All.

     

    As many of you know, we have started putting some extra maps onto the Constructive Tyranny servers, and some people seem to be having issues with downloading them for whatever reason.

     

    As such I have created a Zip file for all the maps that are in place on the Custom Map server at this time, and some of these have also been added to the AOW and Marathon servers. If you are struggling to download the maps via the launcher for whatever reason, please use the download link provided below to download the Zip.

    Please note this file will not be updated regularly, so if map updates are released after this, this file will not be kept up to date.

    If there is a significant amount of changes I may release another one.

     

    New Map Packs

    All the Maps on the Test Server   (1.7GB)

    Currently in use Maps   (559MB)

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