Timelimit

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Comments

  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Alternatively you could just speed up spawn times which = more players on the feild which = more potential exp
  • slipknotkthxslipknotkthx Join Date: 2002-12-17 Member: 11016Members, Constellation
    or just remove hive/cc killing an add a objective that the team has to hold to win in the map so there is no spawn camping.
  • TugBoatTugBoat Join Date: 2004-04-22 Member: 28077Members
    <!--QuoteBegin-Zunni+May 3 2004, 01:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zunni @ May 3 2004, 01:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd like to remind everyone...

    It seems like when a new release comes out, people have an immediate opinion based on little play time, then over a longer time, people start to adapt to the changes that were implemented, and the true impressions of the build can be felt.

    So everyone who are complaining that time limits stink, please remember 2 things

    1) They are config'd by the admin, the admin can set them to be 120 minutes if he wants, Flay et all have added this bit of customization so that people who like longer games CAN FIND THEM!! So petition your admins on your servers if you feel this needs to be adjusted.

    2) Play the build before reacting.. .I mean play it for a good 2 weeks before forming an intelligent opinion on what works and what doesn't.. 2 weeks is a good amount of time to play, experiment and grow as the people's experience and ideas about the build grow...

    Thanks.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Hi,

    I think playing for 5+ hours you can get a good feel, I dont think you need to play it for 2 weeks to get a feel for it imho.

    Also, people are mere suggesting that the timer be changed, I find this not to be whinning, but a suggestion.

    Timer was to stop long games? Then put a 20-25 minute timer on all maps, this will stop long games. But also allow new comers as above post mentions to adapt, as that was what it was about yes?

    I havnt reached lvl 10 yet, and have played 4a for 15+ hours, I am allways allmost getting most kills/points, and still unable to reach lvl 10. Closest is lvl 9, and usually time you get that close, you are like lvl 9 for 10 seconds, as the game ends.

    Seems 90% of people want this changed, I must agree with them.
  • obsidobsid Join Date: 2003-09-16 Member: 20909Members
    I know most people dont like the idea of the timer, but what if all the timer did is cause the cc/hive to take constant damage for a period of time after the timer finished. Then if a team is really hurting the other badly, they deserve to win. This would also help aliens (although not as much as right now with insta win) as gorges healing the hive could keep it alive for a bit longer then the cc if the rines arnt attacking. This would also cause games to last a bit longer (as most people seem to want right now) then 10 min as the teams would have some time after the 10 before the hive/cc dies.
  • InsomniaInsomnia Join Date: 2003-06-10 Member: 17179Members
    I believe the time limit is a neato idea. However, as long as their is a gorge, a smart alien team will never lose.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    <!--QuoteBegin-Lucky_+May 3 2004, 05:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lucky_ @ May 3 2004, 05:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My main gripe with the default timelimit is the fact that it effectively kills the original purpose of combat - practice of higher lifeforms for aliens. It's downright impossible to get an onos in combat now (note - on default vaules, I'm sure you can crank the timer to any value, just like you can tweak a dosen of other balance settings, but we're talking about the settings that 99% of the servers out there use, not the 1% of permalagged smaller ones). Withing 10 minutes, majority of unexperienced players stay under lvl6, which means no onos and very weak fade tops. So all we see is mass lerks in combat now, and I'm expecting a lot of new people to be unable to learn fading/onosing well, unlike the people that came into NS community when combat didn't have a timer. Granted majority of us oldies have been here since 2.xx at latest, and had to learn these skills the hard way, I still think that that isn't a sufficient reason to alienate some of the new people. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Most co_ Fades just ended up blinking in once, swiping at anything that moved and dying. Learning under largely different conditions is highly overrated <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    This more likens the learning conditions a bit, showing new players around in the Skulkmobile - and all lifeforms, while maybe not as easy to get as before, are still totally risk free in co_.
  • Assassin_wmAssassin_wm Join Date: 2004-01-30 Member: 25754Members
    Unfortunately I don’t agree with the majority this time, I don’t like the timelimit. I liked the long co games. I don’t see any problem with letting co games last for a while, its good practice.
    IMHO 10 minutes is not long enough for an enjoyable game, 90% of the games I have been in the aliens have won, because, in most co maps, the aliens can surprise the marines, ruining their first attempt at the hive and after that the aliens have the advantage.
    The veterans want the timelimit because it makes the game more competitive, I don’t want the timelimit because a co game is ment to be a slow and easy, a nice way the relax after a long ns (at least that’s how I see it)
  • Robert_PaulsonRobert_Paulson Join Date: 2003-07-29 Member: 18543Members
    edited May 2004
    Change the timelimit to 9999, now you can play the same way you did before the timelimit implementation.

    I really don't understand the problem with the timelimit, it isn't hard coded it is a variable that anyone can change. I played on a server with a 5 minute then changed to one that had a 15 minute all in the same day.

    If you don't like the timelimt have the admins set it higher than normal.
  • jplovejplove Join Date: 2003-06-18 Member: 17475Members
    Server admins only need to set <b>mp_combattime 0</b> to get rid of the time limit. There is no need to set it to a high number.
  • ThardinThardin Join Date: 2004-01-05 Member: 25081Members
    Biased and comforming ideas are always fun in my opinion.

    However, it makes it more difficult to show you guys the light.

    People whined about focus, it got a nerf, people whined about xeno and web, it got a nerf, people whined about combat length, it got changed.

    The admins listen to the majority, this topic has no real point besides flaming and arguing about nothing that truely matters.

    Now. . . . I don't mean to sound to harsh but this topic is a waste of space, time, and energy.

    You may debate about it but I'm going to tell you a few things.

    -Combat time limts are there for a reason, there staying.
    -You can change or join another server to find what time you perfere. (I choose to ask an admin)
    -What are you doing for the first six minutes to not level to at least 7-8? The marines usually can rush toward the hive to unload clips into it, skulks may pick you off but you'll be able to get to level 2 and a half provided all your team didn't die to a successful skulk ambush.
    -I still see those rigged fades of combat.
    -I haven't seen many onos, but it seems not many people ever go onos on my server. (Graveyard, 20 man limt Combat server)
    -Lerks are excellent now, they are what they are but I personally perfere spikes to bite.

    Marines need to learn teamwork or you're screwed in combat, or more simply put.

    GGNORETHX
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Zunni+May 3 2004, 01:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zunni @ May 3 2004, 01:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd like to remind everyone...

    It seems like when a new release comes out, people have an immediate opinion based on little play time, then over a longer time, people start to adapt to the changes that were implemented, and the true impressions of the build can be felt.

    So everyone who are complaining that time limits stink, please remember 2 things

    1) They are config'd by the admin, the admin can set them to be 120 minutes if he wants, Flay et all have added this bit of customization so that people who like longer games CAN FIND THEM!! So petition your admins on your servers if you feel this needs to be adjusted.

    2) Play the build before reacting.. .I mean play it for a good 2 weeks before forming an intelligent opinion on what works and what doesn't.. 2 weeks is a good amount of time to play, experiment and grow as the people's experience and ideas about the build grow...

    Thanks.. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Hi,

    I think playing for 5+ hours you can get a good feel, I dont think you need to play it for 2 weeks to get a feel for it imho.

    Also, people are mere suggesting that the timer be changed, I find this not to be whinning, but a suggestion.

    Timer was to stop long games? Then put a 20-25 minute timer on all maps, this will stop long games. But also allow new comers as above post mentions to adapt, as that was what it was about yes?

    I havnt reached lvl 10 yet, and have played 4a for 15+ hours, I am allways allmost getting most kills/points, and still unable to reach lvl 10. Closest is lvl 9, and usually time you get that close, you are like lvl 9 for 10 seconds, as the game ends.

    Seems 90% of people want this changed, I must agree with them.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I didn't use the term whine, and nothing is stopping anyone from setting the time limit to 20 minutes, just ask your friendly neighbourhood admin.

    The default is just that a default and like all things that customizable can be changed.

    5 hours is enough time to get a feel for the game, but certainly not enough time for people to adjust and adapt to changes in game style and play.

    I played 4a again last night and marines were still camping spawn, and aliens were still rushing in to their deaths.. This proves.. a few full DAYS after the release of 4a, people still don't understand the change in gameplay. They will but it takes time.

    Also understand that this is probably not going to be the final beta, so further tweaks should be expected. So perhaps an increase in default time can still be put in, I'm simply stating the fact that the time limit is adjustable, so there is no reason to complain since you can set it the way you want.
  • ASnogarDASnogarD Join Date: 2003-10-24 Member: 21894Members
    How about introducing a system that adds time to the timer if there is x amount of aliens in the vicinity of the hive - say a large enough diameter for the time add penalty - so you could have 1 or 2 aliens in the hive without incuring any penalties but if more aliens camp hive then the timer either a) halts or b) adds more time before timeout, giving the marines more time to win.

    Could even implement a similiar time penalty for marines that camp/hump at MS.

    Needs tweaking but that would get both teams out of spawn and into the battlezone.
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