• Changes to Server go to this thread http://overzealousgamers.com/threads/etpub-changelog.6665/

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nelots

Well-Known Member
Doubt it works without some nerdy tweeks ferny otherwise that shit would be widespread amongst the live bot servers so use with caution.

Also lerl @ teddles rage /fail gayme mod.
 

cccdfern

Administrator
Staff member
Hence why I need to run it past someone with lua experience. As far as I get from the readme etc, its meant to look at the guids of players and balance those who don't have OMNIBOT. And I presume when its moved people over, the bots will auto leave.
 
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Teddles

Well-Known Member
Hi Fern et. al.

I have an observation to make re: the recent changes - the XP reset has made it extremely difficult to play against good players - my low XP has further reduced my ability as a lesser skilled player to have a balanced contest.

cheers,
Ted.
 

CowsWithGuns

Administrator
Staff member
The xp reset will tick over at 40k I think phil said last night, so less experienced players, while its a slow start, will get to stay levelled up longer too.
 

Teddles

Well-Known Member
The xp reset will tick over at 40k I think phil said last night, so less experienced players, while its a slow start, will get to stay levelled up longer too.
Which was my point.. that perhaps the XP reset has not helped create a more balanced play.
 
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cccdfern

Administrator
Staff member
Oh panzer was unintentional,. I was fiddling with the quake maps config and it appears to have sprung a leak, will disable that till I can work out why it broke.

edit: spawn timers need a bit of shortening.
 
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nelots

Well-Known Member
Hi Fern et. al.

I have an observation to make re: the recent changes - the XP reset has made it extremely difficult to play against good players - my low XP has further reduced my ability as a lesser skilled player to have a balanced contest.

cheers,
Ted.
Serious question here but does xp play that much of a role in fragging better players???

Back in the day i would avoid the better players as i joined, warmed up fragging others, doing obj etc then rambo derg with my panzer.

Maybe change your gameplay and try different tactics??
 

Covert

Well-Known Member
XP doesn't play any role in whether or not you can frag better players. You can be level 4 med with lvl 4 light weaps at like 1000xp. A lvl 4 med with lvl 4 light weaps @ 1000xp is exactly the same as a lvl 4 med with lvl 4 light weaps with 99999999999999999999xp.
If you play all classes you could get to lvl 4 on all classes by like 8000xp, that still leaves you with 32000xp until your reset. Plenty of time if you think that the xp really does affect your gameplay
 

i0nwr1t3r

Moderator
XP save makes a massive diffence to point and click players (rnade and panzer) but makes very little difference to smg'ers.
So when Axis meds a sk'ing and you want a panzer to break the deadlock , xp save makes all the difference.
 

TopCAt!

Well-Known Member
Lets say the more exp players level up faster thus compounding their advantage and simultaneously hindering the leveling up of the weaker players who are returning chronically negative KD
The continuum of gain for the weaker player is therefore longer, and now with raised levels longer than previous
In this way xp save makes a difference to all players, but evens out at probably level 2 or 3
As said above though, easiest way to break the SK deadlock is with an enjoyable deployable or a panzer
Also elite players aren't usually worried about panzers, they just avoid and keep going

I also noticed that the gameplay with less players on seems worse and more prone to SK and whatnot but once it was about 6v6 and up it seemed like it was then much improved, the battles a bit harder fought
 

cccdfern

Administrator
Staff member
It was a double whammy with xp being reset and levels being harder to achieve. But this is early days, can still tweak things around a bit to suit. Such as reduce the medic pack timer and mostly replace it with a slight hit to charge instead.

I also noticed that the gameplay with less players on seems worse and more prone to SK and whatnot but once it was about 6v6 and up it seemed like it was then much improved, the battles a bit harder fought
Partial point to leaving the bots on.
 
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i0nwr1t3r

Moderator
The med settings are good as they are , the 10 second pack delay is about right , it stops the whole rambo med thing and that's only good for general gameplay.
 

cccdfern

Administrator
Staff member
After talking to lots of people in-game and on the forums, we have decided to revert back to xpsave(forever no reset), and like someone suggested make people level 4 on join. In this way we can hopefully find a better balance.

It was great to get so many opinions from people who don't use the forums, and I should really do this more often. Its a shame they don't come and post, but if we can at least get more responses on things, we can try and do a better job.

It was interesting to see how people took to being lower in skills, some went all out, others were more cautious and a small amount used free time with bots to skill up a bit.

Numbers on server since we started these changes have been fairly average.
 

Trigger Happy

Moderator
Some more comments based on gameplay and chats with others on the server:
1. All 4 levels is OK, but is it possible to do this via XP rather than levels themselves? Key issues are that bots will remain at 4 stars, which makes them annoying with arty spam / mortar spam etc. Also, some people do enjoy doing a !resetmyxp and starting from scratch (I was actually kind of enjoying starting again for a while there!). I wonder if we can just set in the etpub config a way to have the required xp set which then gives all stars (or we set a command so mods can easily give it out etc) and that might help in this area?

2. Medic is not just nerfed, but basically no incentive to play with a 10 second pack pickup. 5 is probably worth trying to see how this goes, but 10 is quite large considering we have 15 / 25 second spawn times. An alternative could be to allow a pack pickup but really nerfing the charge time so you can't run and pack repeatedly. A good idea thrown out that would probably require a code change is that once you kill a player you should be able to pick up packs instantly. Since you have "won the fight" it helps you get back to normal before fighting others. I think this is a cool idea, but need to see if it exists or not as it is.

3. Engy is pretty OP now that you insta 4 stars in that they can pop off rnades very rapidly, have a flak jacket and can mine with no recourse. I think we should trial the team mine stepping again for a longer period to see how this pans out. There was a lot of QQ initially, but I think it is worth playing out for longer to see how this affects gameplay. Another cool idea was thrown out around dynamic mines so that while 12 might be available, only a single engy could use 4, allowing a fair use of mines. Pretty neat but again would need to look at how to do this in code. Similar idea was thrown out of being able to assign a dynamic amount of mines, such as x per player on a team or something, which again could be cool but needs code.

4. Since there are no levels now to climb and fops has 4 stars, might as well remove the mine spotting ability that they have back to nothing again.

Cheers
 

CowsWithGuns

Administrator
Staff member
A good idea thrown out that would probably require a code change is that once you kill a player you should be able to pick up packs instantly. Since you have "won the fight" it helps you get back to normal before fighting others. I think this is a cool idea, but need to see if it exists or not as it is.
I like this, dunno if its possible, but a good idea.
 

Ulti

Well-Known Member
seems the only thing this whole outcome has achieved is "NERF THE MEDIC" :trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump::trump:

What about adding adren back in!! BUT you can only adren other players, which will encourage teamwork which is what your ultimately trying to achieve
and give the poor medics back their packs, especially if xp save is forever again.
As trigger said current settings make the class redundant.
 
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Baker Street

ET Moderator
Some more comments based on gameplay and chats with others on the server:
1. All 4 levels is OK, but is it possible to do this via XP rather than levels themselves? Key issues are that bots will remain at 4 stars, which makes them annoying with arty spam / mortar spam etc. Also, some people do enjoy doing a !resetmyxp and starting from scratch (I was actually kind of enjoying starting again for a while there!).
I agree. I have played on servers in the past that had instant 4 stars and did no go back. Half the fun of chasing levels was earning them. Plus it makes players play other classes than just medic or fops or engys.

After talking to lots of people in-game and on the forums, we have decided to revert back to xpsave(forever no reset), and like someone suggested make people level 4 on join.
The XPsave restore is good, but the level 4 on join is just one person's opinion that I dont think is echoed by other regs imho.
 
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