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lawANDorder

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Everything posted by lawANDorder

  1. This turned the presence of "whitelisted" players mandatory to just keep the current state. Can´t see any progress in this.
  2. If it can not be used, delete it. Nobody needs an empty screen. I would like to know how to use it at all: today i played around with the binoculars and I couldn´t get anything displayed in there.
  3. Unfair teams because of experienced players in one team and new players in the opposite team We have a problem with matchmaking, a severe one that makes the game unenjoyable for new players. I just played some matches where one fraction had a lineup of top players and the other mainly consisted of new players. The matches have not been interesting and didn´t last very long, for the inferior team and those new players it must have been frustrating and demoralizing. Some players accused us of stacking the experienced players together which did not happen intentionally but doesn´t make it better for them in any way. The server emptied very fast and those players must have been very unhappy with the game itself. I dont know how teams are made up but it is not randomly - there are too many matches in a row with the same players in one team together. Also we need a mechanism to prevent intentional teamstacking (all good players join in one team). A solution could be to use the global rank data for matchmaking. I know only players with steam account will rank but the majority of those experienced players is in the global rank data. There should be a limitaiton of how many top players can join the same team or a limit for the difference of points all ranked players in one team have in total in opposite to the sum of points the other team´s ranked players have together. The matchmaking could then divide the players corresponding to those limits in fair teams which would improve the experience for new players and increase the gameplay quality aswell. If you need all players ranked for this, make it a requirement and call it ranked servers. Unfair teams because of players AFK This impacts the early game heavily - today the team I was in had 20% AFK´s at the start. Depending on how dynamic a match is this can be a desaster. Because it affects the early game so much, it is not a solution to kick those players afterwards you realize it - it´s just too late then. There should be a mechanism to ensure only active players will be divided to the teams before the game starts. I can imagine those mechanisms: 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. Maybe you have better or more realistic ideas considering the development effort. Thanks for reading.
  4. THe bug occured on the CT marathon server.
  5. There seems to be a bug when playing fort: at least for me the commander function doesn´t work. It neither displays "playerXY is now GDI´s/Nod´s commander" neither will the "/..." commands be displayed as they should or the commander´s chat color turn pink.
  6. I really enjoy the (new) commander feature and would like to give some feedback about what it changed compared to how things have been before and what could be done better. I have been voted in as commander quite some times and also voted other players in a lot of times so I think I have some experience about it from all perspectives. For those who are unfamiliar with the commander system I try to sum up the most important things: a commander can be voted in by using the voting menu (ALT+V+9+1+playerstring) voted in, you gain some unique abilities and equipment and the commander title as a prefix in the teamchat everything you write in the teamchat will be highlighted in blue Pink color and visually stand out writing "/rush" followed by your orders in the teamchat will display your message in the middle of all teammates screens like it does when you lose/destroy a building, the message will stay there for around 30 seconds I think there is a similar command like "/rush" with the only difference that the message won´t be displayed that long time, I forgot the command "/c" unique binocolars in your inventory with functions to mark enemy targets, set waypoints and locally bound orders as commander people expect you to prepare and call rushes, develop tactics and lead the team everybody can start a vote to vote a new commander or reject the current one by voting them out. How it affects gameplay Compared to not having a commander or how it was before the mod was included, it gets much easier and more effective to organize rushes in public games. You dont have to spam your message in caps anymore and most of the times a large number of players will participate in organizing the rush. I tend to use the "/rush ..." display a lot and despite one time a player asked where the hell these messages come from I never got bad feedback so it doesn´t seem to bother players too much. It enables you to organize PUG-like rushes (not experienced in PUGS, have been there only 2 times by now) and can establish some real team spirit which is a lot of fun for everybody then and a great, unique gaming experience I never had in any other game. In conclusion, a good commander can make the game more fun for everybody and establish quite complex teamwork with people that are not necessarily experienced players. How people use the commander role Most of the times I rely on the advanced communication features and don´t use the binoculars a lot. I have seen more experienced players than me that had been able to really organize firefights by marking enemy targets and control the team´s forces. It´s like that I try to organize the team on a macro-level whereas other commanders focus on or combine it with organizing firefights on a micro-level. Despite that I think this could be too much information for new players or too much effort to follow (people want to have fun and won´t be focused at a level where it gets exhausting) it is another approach or part the commander can take or fulfill. In general, the commander role requires knowledge of the game, some sense for the current match and calm, positive behaviour. The few times I´ve experienced new players in the commander role or "angry" players, it lead to ignorance by the team but I have never seen the team rebel against a commander. What can be improved I would like to see the progress we made in communication to be continued in more complex matters: it would be great for commanders to have additional communication shortcuts (like those ctrl+#, alt+#, ctrl+alt+#) for organizing rushes. Actually it comes down to type of unit+number of units+meeting point. It might be a tough task to develop a suitable input or visual interface but this would really take the whole thing to the next level. Think about how great this would be to call multiple simultaneous rushes without big hustle. The other thing that has to be worked on are the binocular functions: At the moment it seems to be impossible to delete set waypoints, attack, support or defence orders. There might be more things I don´t know, maybe others can help with this. Then, there is some little screen visible for everyone on the bottom right corner where sometimes text appears. It was introduced with the comander feature. I think the only way to use it is via the attack/defend/support orders of the binoculars but I´m not sure. This could be used better if the commander was able to permanently write a message in there or something like this as the orders already appear on the locally set point. At the moment I think it´s just useless and nobody takes care of it or pays attention to it. Thank you for reading all this. I´m interested in your advice on how to use the funtions or suggestions about what could be improved so share it
  7. You think in bigger dimensions than me Purchasable mines will be quite game-changing I think. If people like the idea you should think about if the whole system about mct´s isn´t too vulnerable then. I mean on a map with 5 buildings it´s unlikely to have all entrances mined until the first apc arrives...
  8. Will take at least the voting time and requires votes. Also, I don´t want to call a mining ban just to disarm someone´s mines in a destroyed building. The banhammer seems not to be the reasonable tool for all cases where you just want to defuse some mines. I understand it as a tool to prevent overmining, not to recover from it. I can imagine marathon matches with mines everywhere up to the enemy base Will also cause problems in the early game after the first harv returned, enabling you to rush but not defend because of not enough time and money.
  9. This could help but won´t affect the situation where you want to get rid of maybe just 3 bad mines to use them in a doorstep. Think of sandbag mines at Walls... Overmining has two different effects (imo): Mines disappear and expose building entrances, it´s an automatic effect. To secure the entrances again you have to choose between the options 1-3 above, it´s an individual task. You can counter effect 1 with a warning, but it won´t do the work needed to recover from overmining/bad mining.
  10. Didn´t know snipers have mines
  11. Share your ideas about the current mining system and give suggestions on how to improve it. See my original post here:
  12. When you start the game with plugged in USB-headphones and unplug them while the game is running, it wont change the sounddevice (it should use standard plugged in speakers) so you end up with no sound. Even if you reconnect the USB-headphones to the same USB port again, it won´t use them. You have to quit and restart the application to make it work with the "new" sounddevice. Solution might be to establish an ingame option to change the sounddevice or somehow dynamically get the standard sound device from the OS config. I know it´s a minor "bug" but maybe it´s easy to fix. Cheers.
  13. I would like to suggest to implement a break period of 30-60 seconds between matches. This would solve the issue, where clients with less horsepower or poor internet connection need longer to load the map while the game will be running without all players ready to start. The problem becomes worse, if those "slowloaders" are put in one team. I experienced some matches where this in my opinion pretty much spoiled the early game. Also, this would enable players to have a very small break to satisfy human needs (think of long lasting marathon matches) without having to quit or become an undesired AFK player. Cheers!
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