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paroxysm

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Everything posted by paroxysm

  1. The reason this server is popular is because of it's simplicity, you start adding stuff like that, then the need to add more will follow.
  2. !sp <name> all doesn't work, it doesn't recognize 'all'
  3. That situation where a player picks an SI quicker than the other is fine. The problem is not that someone else grabs the needed class over someone else. The problem is that during times of crucial choke points, selecting the needed class after you've ghosted needs to be performed extremely fast in order to prevent the survivors from spawn blocking said choke point. If I could just press a single button after I ghosted to become that class, I think that's faster than scrolling whether via mouse wheel or mouse wheel button.
  4. Sky, your algorithm would also solve the problems that I described. One thing I would like to point out is that, the menu doesn't even have to be constantly updated, just use a listener like in Java. You only update the menu when you NEED to. That means that you listen for events such as the player SI dying and ghost or becoming/losing a tank to de/activate the menu. Also events such as when the player picks a certain class, it has to increment the new class count that he picked and decrement the previous class count that he had. It's not something you have to update on some frequency, just when it's needed. Also Sky, I feel like with your method you'd still have the possibility to skip over a crucial class because you're still not getting a feed back that tells you that class slot is available to be taken. So you're forced to essential 'probe' for the slot by constantly scrolling the wheel. That being said, w/ the algorithm I described you'd still be doing that, but it's actually faster because you're just pressing a single button to grab the class and in times where a choke point needs to not be spawn blocked, those extra cycles can be of use.
  5. oh yeah, so welcome to the server. You're already my favorite since you actually read the tips and care about bringing quality playing experience to the server. That's only thing that keeps me playing l4d2, wish all the newcomers followed your example.
  6. the stability is a joke right now lol
  7. Are you sure the person didn't respawn, I know that respawning still leaves the corpse available for a defib.
  8. Exactly jerkoff, that's what I had in mind. The menu does not close unless you open another one such as to buy a tank or increase limits. When you die, the menu deactivates, such that it ignores key presses, when you ghost again, it reactivates. You only have to update the menu if the information it displays, specifically the class limits and counts. No sky, you can't scroll with mouse wheels, you have to press the zoom button to change classes.
  9. ugh, I think you completely misunderstood what I was proposing and how it benefits SI. The menu I'm referring to, is persistent, always open unless you're dead, rather than constantly having to open it. Each entry in the menu is an SI class that you can spawn as, I suggested that the entry be in the format of <class number>. <class name> <current class count> <max possible class count>. The menu is constantly updated at some frequency. Whenever you increase a class's limit, that particular entry in the menu would get updated such that <max possible class count> is incremented. Whenever someone picks that class whether a ghost or spawned, the <current class count> is incremented, when they die or pick another class it gets decremented. The benefit of such a system is mostly realized during choke points that are sensitive to specific classes. I cannot tell you how many times I needed a charger or a spitter when they're all taken and while at a choke point. For said situation, as soon as a charger/spitter ghost would die, I would be available to grab that class by simply pressing the respective <class number> on my keyboard, spawn and attack. Currently, having to fumble through the classes 1 by 1 leads to extremely frustrating situations where you skip a charger slot, or if you're a jocky ghost waiting for a charge slot to open and you misjudge it forcing you to cycle through all the other free classes to get back to the right class. Jackie, the current system is fine but it can and should be better and would allow SI to deploy to choke points as the right class much faster. This algorithm of class selection is not unique, I've seen it used it other servers. I really think it's a better way to do class selection.
  10. I don't always play l4d2, but when I do, I follow these guidelines.
  11. I may be presumptuous here, but is there an ETA or even a plan of this being considered?
  12. yeaaa, time to tear you a new one. I will not have mercy on you...
  13. Could be a query timeout throwing an uncaught exception.
  14. oh ho ho ho ho, I'm in disbelief, roflmao this guy is so fat! So cute how he tries to rage but keeps stumbling over himself, so lol'd
  15. Problem w/ processing only one tank is that the buyer can easily block out other tanks by just not spawning long enough to become one. This becomes increasingly frustrating when the tank needs to be spawned quickly say in a choke point or near end safe room. Having it that way is flawed imo.
  16. This feature is still bugged, just spawned 3 tanks and they're stuck in the queue, it never even tried to spawn me. Found bugs : At times, spawning a tank does nothing, it just tosses into the queue. It seems to only process 1 tank at a time, this means that if anyone else buys a tank, they have to wait for any previous queue'd tanks to be spawned first. At times the person trying to be spawned as a tank is a survivor or even a spectator. When you're a survivor, it keeps stripping you of your primary weapon constantly even if you pick up a new one, very frustrating. The no rage bar idea, yeah, kind of exploitable. Someone can just buy a tank then chill with it some where far where he can't reached. This becomes a huge problem on maps that depend on tanks dying to proceed to the next chapter such dead air, swamp fever, no mercy,... finales. Pros : You get your own tank, so pros rejoice. You get to control where you spawn as a tank, be it the middle of a rocket jump or to flank weak survivors.(Btw this is incredibly powerful strategy) Easy to coordinate multiple strategic tanks at once for a mega onslaught.
  17. The transformation process seems kind of slow and I'll be honest, having to wait till you're spawned to become the tank is kind of a turnoff.
  18. Passing tanks to random players is virtually zero control over it which is not what the purpose of this suggestion was. What jackie has is acceptable. I might get into sourcepawn later on this summer.
  19. Well, I guess you can't get everything you ask for, but this solves the most important problem.
  20. The problem with this approach is most of the time, if you buy the tank, you won't have enough points left to heal when you need to. In fact, that is one of the advantages of being able to pick who gets the tank, you can hand it to someone who you have more confidence in their skills or to a friend or to one who can heal maybe multiple times. The idea of being able to control this hulk is what makes this idea attractive.
  21. Yes, the director spawned tanks work fine, bought tanks always go to the players with the lowest connection numbers in that team. As long said players are not spawned, they will always get a bought tank. The problem comes when there are newbs holding those low connection numbers meaning that every bought tank will go to them if they aren't spawned. This is a real problem and is discouraging to players who put in hard work to be able to buy those tanks only to watch them get wasted.
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