Mavick's Pub now has vote random teams
Mavick
Join Date: 2012-11-07 Member: 168138Members
Due to comments made about team stacking on the server and my own general distaste for it as well as my general absence from the server lately, a vote random mod has been installed and is working on the server now.
I'm using Shine admin mods vote random feature, it's more appealing to me as it allows to randomize teams based off previous round scores. I never like pure random that much, as it could *randomly* stack teams just as badly as players could, and using ns2stats ELO ranking doesn't make as much sense to me if a player comes from a server that never ran the mod. Plus, I've had to disable that mod more then once to cure problems on the server.
Anyway, hopefully this will bring back more balanced gameplay on the server, as that was always my main intent with it.
I'm using Shine admin mods vote random feature, it's more appealing to me as it allows to randomize teams based off previous round scores. I never like pure random that much, as it could *randomly* stack teams just as badly as players could, and using ns2stats ELO ranking doesn't make as much sense to me if a player comes from a server that never ran the mod. Plus, I've had to disable that mod more then once to cure problems on the server.
Anyway, hopefully this will bring back more balanced gameplay on the server, as that was always my main intent with it.
Comments
Rather subjective , don't you think?
Although I also dislike the 24 man clusterfuqs, the public seems to like those types of servers more so I doubt Mavick will be changing it anytime soon. As for vote random and balance... well that's more or less a joke. Most of the time, even with random teams, they become stacked. You will have better luck without it imo.
With a vote random that randoms every one based on Scores (i assume this means KDR) would be very useful.
Huh. I was under the impression everyone agrees 24 players are massively marine biased. It's pretty damn obvious? I play on 24 servers often, I don't expect a balanced, "close game", but the fast spawns and loads of action are fun. 24 is like combat, but with a small strategic element.
But yeah. Marines win 90% games. Would like to hear of a 24 server where this isn't the case for some reason?
EDIT: Uhh, just noticed the posts I quoted do not exactly say anything about how BALANCED 24 is, rather maybe commenting on whether or not it's "better", which yes is entirely subjective as I myself enjoy 24's too. Derp.
Not to mention players that make you implement said mod probably don't go to only one server.. so it would be best to have some central stat system to reference.. like:
NS2stat's ELO seems like the way to go.. why not use that?
It was my understanding, and granted I could be outdated on my info, but didn't kills get the lionshare of credit towards a player score? Without looking at actual formulas and knowing they've tweaked it some over time, I know from past experience the people doing the most killing were also the ones with highest scores, with some exceptions, but by and large that seemed the case to me.
So your server is running an admin-mod now. Wow, thanks for this Info, that is very innovative.
Btw, my Server is changing the map soon.
Where else should he post to access the majority of the ns2 player base? Fucking grow up.
@Mav
Shine is a g unit and highest kills is typically highest score or dude smart/lucky enough to get the last tick on everything destroyed, auto random probably a little too late tho but appreciated.
My suspicion is that only the distribution of the top few players matters, and that letting everyone else play whatever team they like most (including playing with their buddies if that's what they want) would make for a more player-friendly experience while still keeping the teams even in skill.
As much as you don't want to hear it, 24 slots makes for terrible game play and an non-enjoyable experience in majority of competitive fps games. Not just this one
1) Each player individually becomes less important to the factor of the match
2) Dying doesn't mean much
3) Strategy goes out the window because you can always have someone at some part of the map, and even if they die there's always someone else respawning back to the same place
4) Performance goes down for both the client and server
5) Spamming increases (ex 5 grenade launchers shooting endlessly into a room while shotgunners watch them)
Anyway it's just not good, notice how some of the most popular games in the world only offer 4v4/5v5/6v6 layouts? (some of them offer more via custom servers and what not) I'm not saying 24 slots is bad for say a modified game mode or something, but base ns2 just doesn't work for that many players or even feel good. Now I'm not saying if you don't play 6v6 it's terrible, I've had good times on 16 slots, 18 slots is pushing it, and 20 slots is where I lose the experience of the game.
"Let me explain to you why how you play video games is wrong"
Here we go again, every FPS has the same pack of moronic elitists telling everyone their preferred method is in fact the best method for achieving the most amount of fun out of a video game.
1) Each player is still as important as the last in a 6v6 or 10v10, there is nothing to back this up except "its bigger so its worse because I said so". So no, MLG420*PubSt0mp4* can not logically run through south tunnels solo into hub and not expect 3-4 skulks to be waiting for him, this isn't because high pop servers are for casuals who need mass spam to do anything, it reinforces the most core elements of team work, being never go alone and work together, sum of parts etc.
2) ??? Dying is even fucking worse with this shit egg spawn rate that doesn't scale to player count and increased IP cost for marines, how the fuck does that make any sense? Yes fights that might have been 2v2 are now 4v4 at initial RTs, doesn't mean the people getting picked off or one side being wiped out outright isn't as damaging as smaller sized games.
3) So instead of having one fight at repair room and one fight at mezz as people are capping res in a 6v6 due to low numbers you can also potentially have ore processing getting harassed by a lone skulk and 2 skulks were inc to platform res via north with a gorge hydraing up ET, this is somehow less strategic because more people are doing more things? Really? Reeks of typical "I can't own 3/4 of the noobs on the server because they can attack lots of things where I am not so this is bad design" talk coming from clan members, you don't happen to be a competitive NS2 player m8?
4) Negligible, it's the many game functions that crap on most high pop servers and it really only drops below tickrate 30 on exo/arc rushes, I'll give you half a point.
5) Which is no different from having 1-2 GLs carpet bombing a hive with 2-3 SG standing near them in a 6v6, just the numbers changed, 1-2 GLs vs 6 aliens will feel like 3-6 GLs vs 12 aliens, well done on basic scaling...and a ridiculous argument in the most specific scenario. I would have given you -1 here if it weren't for the fact UWE in their infinite wisdom removed whips grenade throw back ability making GL spam all but non existent.
Notice how the most popular games in the world offer users the ability to design their own lay outs? Regardless of how unoptimised vanilla NS2 is for higher server numbers it's still clearly preferred to lower population servers as evidenced by any look at the server browser anytime in the last 8 months, 6v6 servers are non existent for public play, 10v10 and 12v12 have been the most popular hands down since release.
Ns2stats just causes every other bug.... Jk:-D
huehueh
Good going \o
(i could always reproduce the rifle jam when stomped bug.. It just was a pain to fix i guess)
/derail
Again, subjective. If your points held true in EVERY players experience, there wouldn't be servers supporting this many players. I wasn't arguing balance, performance or anything else other than it was in the eye of the game player.
I don't know if Shine does this, but DAK random assigns everyone a new team one or two seconds after the round ends. This is a problem because players tend to go AFK or leave the server shortly after the end of a round. If they've already been assigned a team, then the balance may already be ruined. Also, this frequently opens the door for further unbalancing by allowing players on the bigger team to swap to the smaller team at their own discretion.