Pro CTF [idea]

Developer discussion of experimental fixes, changes, and improvements.

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Postby nexbender » Fri Jan 04, 2008 7:25 am

divVerent wrote:Why port to ioquake3? It would look much worse... but we already had that.

I'll have to take your word for that. I have no idea how to accurately evaluate them for online play. From experience I can say ioquake3 seems to perform well (wrt response and smoothness) with "high" settings on the 'Net - but its "high" graphics render an enemy at 120 feet as 3 blue pixels. Whereas darkplaces is a stuttering nightmare on "high" graphics over the 'Net, but on "low" graphics it works well enough and looks as good as ioquake3 on "high."

To digress, I've been in a kind of funk about Nexuiz since I moved. My latency jumped from ~30ms to ~63ms on the Galt's Gulch servers, and suddenly I've got to crank everything down graphics-wise to get decent response - and it's still acting weird. I know the engine and the game are not anyone's bread-and-butter priority though, and I know you and the others who work on them understand what's involved a lot better than I, so I leave it be. For a free game, this still beats hell out of a lot of stuff, firstly all other free games - and the community beats hell out of them all.
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Postby divVerent » Fri Jan 04, 2008 7:31 am

Try playing with cl_netinputpacketlosstolerance and cl_netinputpacketsperserverpacket.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Urbanshenkie » Mon Jan 07, 2008 10:24 am

its not so crazy that those slower games perform bether , no jumpads no notting no superfast gameplay, you can even mail the postion of there players. and did you try to play a big open map with x10 speed in ioquake ?
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Postby nexbender » Mon Jan 07, 2008 11:45 am

Urbanshenkie wrote:you can even mail the postion of there players

True, true, UrbanTerror movement is slow (haven't played anything else based on ioquake3) and please note what I said, I'm in no position to critique any of it, since 1) I don't code C, 2) I've got a funky setup, and 3) I'm terrible at judging anything objectively.

Div, thank you for the suggestions, I've got a mental note to play with those as time permits.

On second thought, screw PC gaming, I'm getting a Wii. :P I keed! I keed!

ADDENDUM: Urban Terror is a glitchy piece of shit. Every other fire fight that involves more than two characters in my FOV drops frame rate to the floor, regardless of settings or network conditions. My screen literally blanks out.
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Postby Urbanshenkie » Thu Jan 10, 2008 5:19 pm

I stoped playing those games because of the cheaters.
only played cs on clan servers so i can ban those lamers
Some pro ctf idea

give weapons a weight so , the heavier you are , slower you get
then one only carrier a laser is the fastest , and can evade all rockets and stuff

it will stop people taking all the weapons , and I think it will be interesting game dunno ?

defend and attack 2 classes to choise from , all know what to do then in public servers

defend are slower but the carrier more weapens , attackers more hp and armor only 1 or 2 weapons and the are they fastest

you devide the team in 2. Half are def other half attack or something
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Re: Pro CTF [idea]

Postby Cuinnton » Sun Feb 21, 2010 12:24 am

Having a teams captain doesn't seem like a very fun position to play in. If the captain had control over certain aspects of the game it would be much more fun like in tactical fps (can't recall any games). The captain for example could at the start of the game distribute spawning health, small modifiers and perks to certain players he/she sees fit. Once in gameplay along with commanding team could control secondary weapons on vehicle. Use team kills as points to buy more bonus such as weapon, health drops and low gravity zone bombs. The Captian would only be able to view as far a the furthest player (or in Onslught only as far as the furthest team node) This would make the captain position much more appealing. But in the meantime I think time would first be better spent recording a players skills in a match in addition to accuracy. Allowing players to view each others skills each map, commenting on how to improve.

Originally posted here: http://dev.alientrap.org/boards/2/topics/show/17

A new method of measuring a players skill level in addition to weapon accuracy. Strategy games measure a players skill with clicks per minute. In a fps game a players skill can be measured many ways such as kills, caps or highest score.

Although I propose a system which measures a players skill based on 3 factors:

Strength - based on the players decision to collect the weapons and ammo and kills, flag carrier kills and saves.

Agility - based on the players to capture the flag time, amount of laser/rl jump, and top speed

Endurance - based on players average health and amount of damage taken without dying
All theses could be disputed on how they are determined but this is just a rough example...

A small bar graph showing a players playing style could be generated showing the true nature of there skill, for examlple.

Player who caps alot

Strength----
Agility----------------------
Endurance------

All rounder

Strength-----------------
Agility------------
Endurance---------

Nex whore/camper

Strength------------
Agility---
Endurance---------------

Player N00b

Strength---
Agility--
Endurance-

This would show you exactly what area the player is focusing on and what needs to be improved. If this is implemented later on this data could be recorded to the players account and skill could be accumulated to make a skill level ect ect.
One problem with Nexuiz, is that it is to hard for someone with little experience with the game to want to continue to play online, if they're just getting pwned non stop by regular high skill players. This means that the community doesn't grow as fast as it should because n00bs are constantly getting bashed away from the game. So this could also be used to measure skill to determine what server they should go to like Quake LIVE.
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