Plz Don't Do Stupid Things
Wormtail
Join Date: 2002-11-26 Member: 10033Members
<div class="IPBDescription">PLZ stop messing up our game!</div> SO this is what happened:
I joined aliens and a gorge at the beginning of the game. Well, i was a very good gorge player. Some people agreed very fast. Why? as a gorge, i can make 3 hives very quickly. No i dont hack, heck i'm only 11 years old! i dont go on the internet and stuff much so i dont even know anything about hacks or cheats for NS.
Alright, back to the main point:
PLZ DON't do sumthing dumb. what happened was when i built a hive, then 1 minute later( i think it's more than a minute) built another hive, we were going to win, right? well, while i was busy setting up upgrades and defence for our hives that were building, some EXTREMELY stupid guys went gorge too! 3 guys wwent gorge, incredibly slowing down the res so i could'nt build more defences. DUmb newbeeshy guys meesed up our whole game, and they didn't even do anything useful, and made things worse, like blocking elavators so that the aliens cant go up and had to take the longer way around.
SO PLZ, stop acting like newbs. JUst becuase we have 3 hives, does'nt me we automatically win, and does'nt mean we get to celebrate early and go slow down the res by going gorge.
I joined aliens and a gorge at the beginning of the game. Well, i was a very good gorge player. Some people agreed very fast. Why? as a gorge, i can make 3 hives very quickly. No i dont hack, heck i'm only 11 years old! i dont go on the internet and stuff much so i dont even know anything about hacks or cheats for NS.
Alright, back to the main point:
PLZ DON't do sumthing dumb. what happened was when i built a hive, then 1 minute later( i think it's more than a minute) built another hive, we were going to win, right? well, while i was busy setting up upgrades and defence for our hives that were building, some EXTREMELY stupid guys went gorge too! 3 guys wwent gorge, incredibly slowing down the res so i could'nt build more defences. DUmb newbeeshy guys meesed up our whole game, and they didn't even do anything useful, and made things worse, like blocking elavators so that the aliens cant go up and had to take the longer way around.
SO PLZ, stop acting like newbs. JUst becuase we have 3 hives, does'nt me we automatically win, and does'nt mean we get to celebrate early and go slow down the res by going gorge.
Comments
-calldown
- marines at least can vote out a bad comm. but they can't vote to keep a good comm.
- the voice comm mute command is effectively a secret.
- there's no vote/kick of annoying players (if this is ever implemented don't forget to make it per-team voting - no point having one team vote to keep an obnoxious player on the other team is there? - hello RTCW).
- there's no possibility to balance teams by switching teams.
that's a lot of room for abuse
- marines at least can vote out a bad comm. but they can't vote to keep a good comm.
- the voice comm mute command is effectively a secret.
- there's no vote/kick of annoying players (if this is ever implemented don't forget to make it per-team voting - no point having one team vote to keep an obnoxious player on the other team is there? - hello RTCW).
- there's no possibility to balance teams by switching teams.
that's a lot of room for abuse <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
1: Easy, don't vote to boot him.
2: If I'm not mistaken, that was actually a bug.
3: Agreed, though if every server had active admins on 24/7 it wouldn't be needed. The likelyhood of there being constantly active admins is a hairsbreadth from nothing, though, so we're stuck with what we've got.
4: IIRC, this was quickly discovered to be more of a detriment than anything else. I expect it to be fixed in 1.1, though as far as I know nothing at all has been said about it.
Where you from, boy? Perfection, USA? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
2: If I'm not mistaken, that was actually a bug.
3: Agreed, though if every server had active admins on 24/7 it wouldn't be needed. The likelyhood of there being constantly active admins is a hairsbreadth from nothing, though, so we're stuck with what we've got.
4: IIRC, this was quickly discovered to be more of a detriment than anything else. I expect it to be fixed in 1.1, though as far as I know nothing at all has been said about it.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
1. the problem isn't with -me- voting the comm out and then wanting him back.
If say, 4 marines vote the comm out, and the other 6 want to keep the comm, then what are those six gonna do?
It doesn't even require a -majority- to kick the comm.
2. has been a bug for some time, still is.
3. a public server doesn't/shouldn't need 24/7 admin.
pubs will never be perfect, but some good voting options can make it quite good. (it needs vote spam protection - in fact, put spam protection on anything that's spamable).
(sure i know, "it isn't done yet")
My actual point is that (especially on pub servers) anything that can be abused -will- be abused. Some people have fun spoiling the fun for others, one alone can do a lot of harm.
If they can vote spam, they will. If they can block a doorway, they will. If they can vote to not kick an annoying player on the other team (who's being annoying to the other team), they will. If they can build 6 comm chairs, they will.
To much abuse will kill a game's popularity, so it's worth it to do as much as possible to prevent abuse.
Edit: I think this is the variable in it's default state, as of 1.04. <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->mp_votepercentneeded .5<!--c2--></td></tr></table><span class='postcolor'><!--ec2--> Personal opinion says it should be .75, rather than .5, but whatever.
Edit: I think this is the variable in it's default state, as of 1.04. <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->mp_votepercentneeded .5<!--c2--></td></tr></table><span class='postcolor'><!--ec2--> Personal opinion says it should be .75, rather than .5, but whatever. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
.75 would be rediculous scince there isnt a "no" vote and getting 50% of the team to vote out a comm in the first place is a chore.
Edit: I think this is the variable in it's default state, as of 1.04. <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->mp_votepercentneeded .5<!--c2--></td></tr></table><span class='postcolor'><!--ec2--> Personal opinion says it should be .75, rather than .5, but whatever. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
.75 would be rediculous scince there isnt a "no" vote and getting 50% of the team to vote out a comm in the first place is a chore.
right, the real problem with comm kick voting is that you can't vote to -keep- the comm. if you want to keep the comm all you can do is not vote and hope there won't be enough votes to kick him.
now it only takes a few impatient newbies to lose a good comm.
if proper voting is implemented then it would make sense to require some minimum percentage votes for the 'election' to be valid.
much like player kick voting in other mp games.
2. It's a bug that is (I thought rather obviously) a client-side fix. Until there is a client-side patch, it cannot be fixed. Be patient.
3. There's that possibility in 1.1. Since most servers run admin plugins that allow this (most good servers, rather), it's not been a high priority. Kicking doesn't really buy you much though, as they can just rejoin in about 20 seconds. Without having an admin to evaluate the situation and ban disruptive players (hint: sv_contact again), it's not very feasible to alleviate the issue through game code.
4. The balancing code added in the 1.02-1.04 patches was to stop the effects of team stacking where 10 guys would go Marine and 2 alien. This is (again) a server admin specified variable to determine how much bigger one team can be from another. Sv_Contact.
sv_contact. sv_contact. sv_contact.
See where I'm going with this?
/me dodges dead skulks
S
>.>
impulse 5
Naw, seriously. Actually, I attribute this problem to cl_autohelp...
Specifically...
The tooltip that some MORON *glances at Monse. Hey, it's always Monse's fault!* put in NS that tells people to test out evolution by going gorge. -.- WHY?! WHAT IS WRONG WITH YOU PEOPLE?! DO YOU ENJOY TORMENTING US?! DOOO YOOOOU?!
Oh, and Monse, I still pwn j00 on Donce. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
Many of the problems with public servers could be resolved by implementing a well thought out default configuration so that things work ok if the admin does no special configuration.
Instead of just kicking a player he can get a temporary ban (ie 24 hours), maybe only if he has already been kicked once or twice during the last 24 hour period. (I feel that a permanent ban should never be issued automatically).
This will always be a matter of compromise between perfection (24/7 dedicated admin) and convenience wrt coding and operation (no abuse protection).
I'd say mp gaming history shows automated abuse protection is becoming more important. Quake1 had none, we have come some way since but it's still in the process of being invented.
Todays 'cutting edge' would be BF1942 automatic team switching to ensure balanced teams. It's primitive in that it does not notify the player and it may switch the same player several times over the course of one game (at least it only switches you while you'r dead), but all that can be fixed. Some day maybe the server can roughly gauge the skill/effectiveness of each individual player so that teams can actually be balanced wrt skill, not just the number of players.
I'm basically saying "please do keep working on automated abuse protection".
lost, but from the sentence: they had to take the long way around i presume you had fades and onos.
try to look it from other peoples point of view, i like building and don't bother being weak as long i have a escort but haven't been a gorge in a looooooong time. if i can manage to be he first gorge, there will always be 2-4 guys going gorge too, so i lerk. elevators are blocked because of fear, every gorge has a morale of 1, meaning that without escort they will run, with the exception of me who has a morale of 0(always retreat). elevators that are blocked slow the enemy or trap them. you expect perfection from your teammates cause you are perfect? then you must be not human.here in Belgium/netherlands we have the saying: mistakes are human. wether you guys in the rest of the world know it i don't know. dont start calling people noob because you can't win every game you play.
but then some people like screwing games up, but not everybody who is second, third or tenth gorge has bad intentions, some of them tryed prollie to help the team and others just were looking for a way to scew the game up.
REALLY, they didn't type or talk on voice comm! it was like they were bots! but they were not! and they did not de-elvove , they just kept running around doing useless stuff.
i capped most of the res, and they did not cap anymore res... they blocked elavators so we aliens had a hard time moving out.
our hives we not finished building, so we didn't get to use our last ability.
some newbie said use xenocide when our hives we not finished, in fact, the hives we not even close to finishhing....
very fustrating...... it fustrated me and the rest of the team.
Well, I had 6 nodes up, was getting 14 RPs a click, and had towers spread all over the map. We got the second hive up with minimal problem and finally won.
They all thought I was being stupid, but it's just another strategy you can use. You can invest 13 RPS in a O chamber to protect your 22 rp Node, or you can spend 22 to rebuild it after the solo marine knifes it to death while all the skulks are respawning from a base rush.
I've never been a fan of rushing anyways. Who finds it fun to win in under 5 minutes? Not me.
God damn, primal scream on a skulk rush is impossible to beat. Dont start me on fades with primal scream!
Im sure that you'll be delighted to know that 2 playtests before release of NS, primal scream reduced damage taken by 30%... ;D
I think that was it.