ready room campers?
flain
Join Date: 2012-11-23 Member: 172970Members
So tonight i spent many hours on some 24 player servers with less than 10 people in game. So left the server and went to another 24 player server (waiting 30 minutes for the map to change and my pc to beat someone else in). This next server we had 11 players out of a 24 player server actually play the game.
Is this happening to other people? Is there anything the devs can do to stop ready room campers? The thing is these guys in the ready room weren't AFK they were just in there chatting about random stuff.
Is there any way to have 2 limits? A max "players on server limit" (aka ppl in ready room + ppl in game) and a seperate "max players in game" limit? To allow actual players to come in a supercede a ready room camper?
One more idea... increase the server limit by 1 or 2 and if someone joins while there is a ready room camper and picks a team within "X" timeframe then kick the other guy
Is this happening to other people? Is there anything the devs can do to stop ready room campers? The thing is these guys in the ready room weren't AFK they were just in there chatting about random stuff.
Is there any way to have 2 limits? A max "players on server limit" (aka ppl in ready room + ppl in game) and a seperate "max players in game" limit? To allow actual players to come in a supercede a ready room camper?
One more idea... increase the server limit by 1 or 2 and if someone joins while there is a ready room camper and picks a team within "X" timeframe then kick the other guy
Comments
That is a good idea. I like it.
good but i think better would be to give every player a timer when they join a server - if you don't pick a team in X mins (X defined by server admin) then you get KICKED or you don't count to the server player limit and you get banned from joining a game. Kicked is what I'm favouring cause they will get over it if they left for long enough. (my suggestion on timings is how long it takes to go pee)
Yep, that would need to be excluded from the random all thing. However you can't join a team when on spectator anyways (j1/j2), so I think the spectators would be excluded from that
i have no problem with spectating but server slots are limited, a spectator currently takes up a slot and therefore disadvantages a team on a full server
<3
Especially because of team stacking. You'll see a half-dozen people trying to walk in and out of the Marine door when they already have more players. I usually troll those people by joining before they do with a key bind.
It would be awesome if at some point we got some kind of HLTV type thing going on. For those that don't know, HLTV was part of the GldSrc/Source dedicated server that allowed "spectating" servers. The main server would have say 16 slots for actual players and then the HLTV server would have say 32 slots that allowed 32 people to spectate the game without being able to interfere with it. These server generally had like a 90 second delay and you couldn't talk to anyone except other spectators.
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Nah, I just didn't bother with proper punctuation and stuff :P
The problem is that while this might be logical, it's a lot of extra work, and UWE doesn't have time for that sort of thing. A more practical short-term solution is probably just to do some player-count related tricks to make spectating less of an issue without taking much dev effort. A cvar to have some spectator slots that don't count towards total player slots, or some sort of team balance thing to ensure a single spectator doesn't case a 1-man difference, that sort of thing.
Heresy! What have you done with the real Kouji‽
I don't think spectators in their current state are taking as much performance as a "full" slot on a server. Every additional player slot increases the processing requirement on the server exponentially because not only has the server to tell one more player about all the other players but it also needs to tell all other players about one more player.
Spectators should only have a linear impact on the bandwidth: the server only needs to tell the spectators about other players but other players don't need to know anything about the spectator.
Spectators should only have a linear impact on the bandwidth: the server only needs to tell the spectators about other players but other players don't need to know anything about the spectator.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think he is simply referring to freeing up the player slot (i.e. letting someone else play while you spectate) as opposed to bandwidth. sometimes players feel like spectating but it's not always in good taste to do so when the teams are uneven and the server is full.
it is an incredible feature in Quakeworld. you could just type /spec or /join and it would instantly take you out or into the game. SourceTV and HLTV were similar, and having it be this directly accessible was great and allowed the spectators to keep interaction without actually "leaving" the server.