last man standing test server

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last man standing test server

Postby KadaverJack » Sat Mar 04, 2006 6:47 am

Since there will be some changes in balancing for LMS in 1.5.1 and tChr expressed his concerns whether the new settings have been tested enough i've updated my LMS server.
I guess there will be some minor problems when people join with 1.5 clients, but i wanted to be a public test, so i don't want to block 1.5 users...

As for the changes:
Players spawn now with 250 hitpoints and 100 armor, so the are not that easy to nex anymore. However your hitpoints won't regenerate anymore (there's a serveroption to enable regenration, but it's off by default).

There's also a new system to prevent camping, by forcing you to move around. If you don't move a certain distance within 10 seconds, you will receive damage.

The server is hosted at 141.2.5.8 (hostname: "[RBI] LMS test")
enjoy :D
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Postby Workaphobia » Sat Mar 04, 2006 7:58 am

A forced movement system sounds kind of hackish. Trying to use a machine to make judgements such as what constitutes camping seems a little unreliable to me. I guess I'll have to try it out though.
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Postby KadaverJack » Sat Mar 04, 2006 8:04 am

Workaphobia wrote:A forced movement system sounds kind of hackish. Trying to use a machine to make judgements such as what constitutes camping seems a little unreliable to me. I guess I'll have to try it out though.

The reason i put that in: there are too many maps in Nexuiz that have spots where you could hide and probably no one will ever find you. That'll give you an unfair advantage in LMS, therefor i didn't enable those maps for LMS.

My hope is, that if the anti camping system works and is kinda balanced, i could add more maps in the LMS maprotation.
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Re: last man standing test server

Postby tChr » Sat Mar 04, 2006 10:58 am

KadaverJack wrote: However your hitpoints won't regenerate anymore (there's a serveroption to enable regenration, but it's off by default).

Oh.. interesting :) That will actually make the problem i described earlier (about playing with few players will make them kiil each other by turn, first the one, then the other, the the one and so on) even worse :)

KadaverJack wrote:There's also a new system to prevent camping, by forcing you to move around. If you don't move a certain distance within 10 seconds, you will receive damage.

This is a good thign.. in theory. Luna showed me some evil spots yesterda.. y :) Gonna test it thuoghly
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Re: last man standing test server

Postby KadaverJack » Sat Mar 04, 2006 11:03 am

tChr wrote:Oh.. interesting :) That will actually make the problem i described earlier (about playing with few players will make them kiil each other by turn, first the one, then the other, the the one and so on) even worse :)

Well, i think that's better than the alternative... If there were healthpacks available, one player could dominate too easily imo.
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Re: last man standing test server

Postby tChr » Sat Mar 04, 2006 11:06 am

KadaverJack wrote:
tChr wrote:Oh.. interesting :) That will actually make the problem i described earlier (about playing with few players will make them kiil each other by turn, first the one, then the other, the the one and so on) even worse :)

Well, i think that's better than the alternative... If there were healthpacks available, one player could dominate too easily imo.

Yeah. But I dont quite understand you rlogic here.. Noth making health regenerate as an alternative to haveing healthpacks.. thay are the opposite :) I would thinkt regenerating health was the alternative to having healt-packs, or having health-packs and not regenerating health

Edit or do you mean no heath rot?
the spice extend life!
the spice expand conciousness!
the spice is vital to space travel!
sooooo.. tell me what you want, waht you really-really want
I will proceed directly to the intravenous injection of hard drugs, please.
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Postby tChr » Sat Mar 04, 2006 11:24 am

Ok.. been testing a lil, so here starts the ranting :) Just been runnign around alone yet so more will probably come.

The anti-camping device is a good idea. owever would not work for larger caming areas, only quite small ones. As it is now, i get some camping damage while simulating the movements of a long fight in a rater confined area, thats not good, so the required area of movement should maybe be a little smaller.. But as a general, "move your ass coward"-hint i think its good.

Nice detail that the damage increases for each camping dmg. (or is the armor fooling me?)

I'd agree to no heath rot, but health-regen still makes sense to me. The lack of regen however is an advantage of large maps with few players. However when two players find each other on large maps they are more likely to fight to the death if they have decent health. If one has 5 HP left, he'd may run and try and camp to assainate the opponent. That would make the match last forever, wich is boring for the other players. (the allready dead ones)

Weither the increased startup heath is needed, i dont know.it makes the duels last longer, thats for sure. Weither this is good I'll get back to when I've played against someone however i think this migh give good players an unfair advantage.
the spice extend life!
the spice expand conciousness!
the spice is vital to space travel!
sooooo.. tell me what you want, waht you really-really want
I will proceed directly to the intravenous injection of hard drugs, please.
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Re: last man standing test server

Postby KadaverJack » Sat Mar 04, 2006 11:30 am

tChr wrote:Yeah. But I dont quite understand you rlogic here.. Noth making health regenerate as an alternative to haveing healthpacks.. thay are the opposite :) I would thinkt regenerating health was the alternative to having healt-packs, or having health-packs and not regenerating health

I never said i see disabling regeneration as alternative to healthpacks, those changes were made long before you requested healthpacks :)
I disabled it for a very simple reason: the hitpoints and armor you have on spawn were increased drastically, so i thought when a player regenerates it'll take too long to kill him. That would take away too much of Nexuiz' speed imho.
And there was also a practical aspect: 250 hitpoints will drop way too fast, so i had to disable at least the health rot and disabling both was much less work ;)

Edit or do you mean no heath rot?

Actually i mean both, regeneration and rot...
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Re: last man standing test server

Postby tChr » Sat Mar 04, 2006 12:08 pm

KadaverJack wrote:That would take away too much of Nexuiz' speed imho.
And there was also a practical aspect: 250 hitpoints will drop way too fast, so i had to disable at least the health rot and disabling both was much less work ;)

That makes total sense :D

I've played some more with more players now.. its ok so far.. however the increased health makes you run out of ammo awfully fast.. maybe increase the ammo pick.up when gettign dead players' weapons?
the spice extend life!
the spice expand conciousness!
the spice is vital to space travel!
sooooo.. tell me what you want, waht you really-really want
I will proceed directly to the intravenous injection of hard drugs, please.
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Re: last man standing test server

Postby KadaverJack » Sat Mar 04, 2006 12:45 pm

tChr wrote:I've played some more with more players now.. its ok so far.. however the increased health makes you run out of ammo awfully fast.. maybe increase the ammo pick.up when gettign dead players' weapons?

You're getting the amount of ammo, the killed player had atm, not a fixed amount like in minstagib. But maybe i should raise the ammo you with a little.
50 instead of the current 30 would be ok i think... I'll try that later today.
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