Server Operators/Admins Wishlist

Lord SchnitzelLord Schnitzel Join Date: 2008-11-04 Member: 65377Members
Are you (or have you been) running an NS server or plan to run a Server for NS2?
Please list and discuss things that are important to you, svars you'd like to see in NS2, what their default value should be and so on.
For non-admins/ normal players: what information would you want a server browser to show to you before joining? Why?

My 2 cents:

On the technical side I of course want the server load not to skyrocket when there's a lot of buildings/action on a medium sized server (let's say 18-22 players). The NS1 server on linux and windows machines sometimes behaved a bit different (e.g. func_rotating and stuff like that) - that should be double checked.

Server Variables I'd like to see (meaning those that should be seen by players in the browser and can be used in filter rules to find a server one wants to play on):
- consistency (allow only players to join that use the stock models, textures, sounds, and so on). The default Value should be 1. This is first to prevent exploiting (spike models,...) and second to establish the look of the "core" NS2 before there are 4138582 custom entities available (wich will be seen on a lot of screenshots/videos than.
- friendly fire. You usual FF setting. I love to play with FF enabled because it prevents/punishes GL spamming and other "not that tactical" things. I'd recommend FF being enabled by default (although FF=1 still should mean a percentage of the daage enemies take... 33% or something.)
- scripts_allowed. If there will be the possibility to use scripts in NS2 it will most likely lead to a similar discussion about it that we had/have in NS1. I'd set scripts_allowed to 0 by default. BUT there are some things that I'd not consider to be a script but more a "bind" like a teamsay + voice command.

Also I'd like the server to show a list of plugins in the server details in the browser. So I know if and how a server is modified.

If possible I'd like to see a built-in slot reservation system. Currently the most popular plugin keeps one or two slots open until somebody with a reservation joins. This practically renders the "Auto-Join as soon as a slot is free" function useless - there are free slots, but you cannot use them. Maybe somebody has a good idea how to make res slots work better?

Schnitzel

Comments

  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    turn the default for FF to be off.....


    So, you want what Empire's uses on their servers?
  • NasderoNasdero Join Date: 2008-11-11 Member: 65423Members
    ff should be default off, most players in ns and servers dislike ff on (imagine a skluk hops into a rine squad skulk gets 1 player and 2 other die by FF)
  • Lord SchnitzelLord Schnitzel Join Date: 2008-11-04 Member: 65377Members
    Marines that are attacked by a single skulk and somehow manage to take out themselfs with a non explosive weapon... that requires quite some skill. FF doesn't deal full damage to teammates, just a certain percentage. On the server I play on most the time there are quite a lot of players (20 I think) and still teamkills occur rarely.

    Anyway can we keep this to a discussion about what server variables/features people want and not so much about what the default value should be?

    Schnitzel
  • TinCanTinCan Join Date: 2006-12-11 Member: 59010Members
    <!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->I'd like the server to show a list of plugins in the server details<!--colorc--></span><!--/colorc-->
    I have not invested too much time researching (yet) but aren't server ops going to just be editing some lua file(s)? Do you think there will be plugin capabilities for the "REsource" engine like AMXX does for HLDS?


    Not sure if they are going with the same ready-room concept, but if they are, I would like to see a variable <b>force_random_teams 1/0</b> //(round start)
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1693878:date=Nov 20 2008, 12:26 AM:name=TinCan)--><div class='quotetop'>QUOTE(TinCan @ Nov 20 2008, 12:26 AM) <a href="index.php?act=findpost&pid=1693878"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->I'd like the server to show a list of plugins in the server details<!--colorc--></span><!--/colorc-->
    I have not invested too much time researching (yet) but aren't server ops going to just be editing some lua file(s)? Do you think there will be plugin capabilities for the "REsource" engine like AMXX does for HLDS?<!--QuoteEnd--></div><!--QuoteEEnd-->

    It will be mostly LUA, but hopefully they will have in place a system to notify players about modifications from vanilla. The Helper Plugin is something I really approve of in NS1 AMXX, it lets you know what's active and how to use them. The devs also discussed having tags in the server browser to notify changes, similar to how in TF2 does it. Simple changes to cvars won't move it from the main list, but you'll know you're entering one with fastrespawn or something, while the custom servers might have modded it to death.

    As far as cvars go, here's a few on my wishlist:
    - control rate of res generation
    - control starting res
    - control starting tech, tech cap, etc.
    - dmg ratings (100% dmg, 150% dmg, etc.)
    - % dmg due to FF (if FF is on)
    - maxspeed
    - the usual (fps_max, max ping, min ping, etc)

    Something also to consider is making it on a map basis as well. TF2 has this system where each maps has a .cfg file where you can tweak stuff just for that map. It's kinda shiny. This will be extra useful for things like res generation speed.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    Don't let server admins block scripts with a variable. They will be able to do it just fine with lua, and this will stop clueless admins from blocking scripts when they don't even understand their capabilities.
  • DarknsDarkns Join Date: 2004-09-05 Member: 31402Members, Constellation
    edited November 2008
    <!--quoteo(post=1693896:date=Nov 19 2008, 07:40 PM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Nov 19 2008, 07:40 PM) <a href="index.php?act=findpost&pid=1693896"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't let server admins block scripts with a variable. They will be able to do it just fine with lua, and this will stop clueless admins from blocking scripts when they don't even understand their capabilities.<!--QuoteEnd--></div><!--QuoteEEnd-->
    No it wont. Server ops will download the scripts to do it. They always have.
    Do you think the server ops are the ones doing most of the coding? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • Lord SchnitzelLord Schnitzel Join Date: 2008-11-04 Member: 65377Members
    <!--quoteo(post=1693896:date=Nov 20 2008, 04:40 AM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Nov 20 2008, 04:40 AM) <a href="index.php?act=findpost&pid=1693896"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't let server admins block scripts with a variable. They will be able to do it just fine with lua, and this will stop clueless admins from blocking scripts when they don't even understand their capabilities.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think that setting up a server should be as easy as possible. This means being able to set up the basic elements via simple "yes/no" (1/0) and some percentage values in a config file. My personal wish is a vanilla server with about 9vs9 players, FF enabled, a map vote option and and AFK-kick after ~2 mins (pretty much like the VH2.nl Classic server currently - hope they setup a NS2 server with the current rules *hinthint*) - however for every "mode" there are people that like or dislike it, so there will be a lot of different servers or better the need for diofferent servers.
    Admins that want to setup a server aming at a certain player style should not be forced to learn Lua first. This hurts the acceptance.

    Second, I don't really understand your definition of "clueless admis". Why is an admin clueless if he has a different oppinion about scripts than you do? If you don't like FF and I setup a server with FF=33% does that make me an clueless admin regardless of my PHD in computer science?

    Giving admin easy access to the basic gameplay values via a config file (pretty much like the .cfg file of most linux server deamons) will lead to a wide range of diffent servers. However sets up a server (wich almost all the time means that they actually pay good money for that!) makes re rules. If you don't like the rules an admin sets, there will be loads of other servers to choose from.

    So: PRO easy configuration of core gameplay variables for server admins
    (Lua scripting should only be necessary if you want to change gameplay _mechanics_)

    Regards from Austria
    Schnitzel
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    Things I'd like to see:

    Script command which allows you to be able to test to see if a map supports alien vs alien or human vs human games. If so, so long as it is before the actual game begins, can set it to be so if they wish.

    Ability for mapper to predefine structures / marine buildies and even better still if they could predetermine health on those structures as well. Placement doesn't have to make sense (imagine humans securing remants of a marine base already destroyed by the Kharaa and finding half-destroyed turrets but no turret factory). With this feature, server should be allowed to enable these extra structures or disable them completely.

    Script commands to allow admins to make comm orders for all marines (think of tutorials, etc.).
  • ghost in the shellghost in the shell Join Date: 2008-09-28 Member: 65094Members
    I've never run any servers and I don't know If anyones mentioned this but
    Tribes 2 had by far the best networking model.
    80 ppl on a dedicated server any the lag was about that of halo1 with 16 ppl
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1693957:date=Nov 20 2008, 07:25 PM:name=ghost in the shell)--><div class='quotetop'>QUOTE(ghost in the shell @ Nov 20 2008, 07:25 PM) <a href="index.php?act=findpost&pid=1693957"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've never run any servers and I don't know If anyones mentioned this but
    Tribes 2 had by far the best networking model.
    80 ppl on a dedicated server any the lag was about that of halo1 with 16 ppl<!--QuoteEnd--></div><!--QuoteEEnd-->

    And that model was.....
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    If I'm not mistaken, the source for Tribes 2 has been released, so they could easily take a look at how it was done. It's another thing to be able to implement it, however. Though it's always better being optimistic, don't you think?
  • Lord SchnitzelLord Schnitzel Join Date: 2008-11-04 Member: 65377Members
    I love Tribes2 (and would like to see a voice command system like that in NS2).. still play it from time to time. However I don't thik discussing the net code here will help much, unless you're giong into code details. And then I don't thik this would be the right thread for it, because netcode isn't really something a server admin can modify or setup in anyway, is it?
    However a thing server admins CAN adjust would be voice codecs. Please put in different voice codecs/bitrates the server operator can chose from (it can have a significant impact on server traffic). Also please make it a variable the player can see. After I bought my new headset I joined a server and it souded like total crap. It took a while until i figured out it was actually the server using a very low voice setting -.-

    Schnitzel
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1694237:date=Nov 24 2008, 02:10 PM:name=Lord Schnitzel)--><div class='quotetop'>QUOTE(Lord Schnitzel @ Nov 24 2008, 02:10 PM) <a href="index.php?act=findpost&pid=1694237"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please put in different voice codecs/bitrates the server operator can chose from (it can have a significant impact on server traffic). Also please make it a variable the player can see. After I bought my new headset I joined a server and it souded like total crap. It took a while until i figured out it was actually the server using a very low voice setting -.-<!--QuoteEnd--></div><!--QuoteEEnd-->

    A similar system is already in place from NS1. Hopefully a similar system is implemented in NS2, although really the codecs aren't getting that much better nowadays. This is one of those features that has to be well documented and publicized, or else it will get lost in the shuffle of basic setup and people will scratch their heads on why no one understand them.
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