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Posted: September 15th, 2007, 18:42
by HereComesPete
I do love a bit of ctf, is there no more than 2fort? Even though that map is the mostest classicest of them all.
Posted: September 15th, 2007, 18:44
by Dr. kitteny berk
HereComesPete wrote:I do love a bit of ctf, is there no more than 2fort? Even though that map is the mostest classicest of them all.
Not yet, I'm sure there'll be more added/made
Posted: September 16th, 2007, 1:56
by HereComesPete
Not long now, not long at all.

Posted: September 16th, 2007, 4:13
by Anhamgrimmar
Posted: September 16th, 2007, 5:20
by FatherJack
Read that instead, the medic has a sort of health hose that can bend around corners, it's going to take a lot to stop a heavy with a medic in support.
I suppose it encourages proper team work, but I kind of liked the way you could do your bit for the team, but on your own. Not sure how it'll work on random servers where everyone is a selfish frag-grabber.
Games like CS and BF2 have shown that games where organised teamplay yields the best results can be way more successful and popular than straight DM, but I wonder if the internet will ever be ready for a real team-only game.
Obscuring individual scores entirely and only showing a team score might get the message across, but then individual players lose any sense of achievement or indication that they are improving.
Posted: September 17th, 2007, 14:57
by Dr. kitteny berk
Posted: September 17th, 2007, 15:28
by HereComesPete
FatherJack wrote:Obscuring individual scores entirely and only showing a team score might get the message across, but then individual players lose any sense of achievement or indication that they are improving.
In part yes, the immediate impact of your personal performance isn't apparent, this loss of individual achievement would drive a lot of people, randoms, nublets, loners, griefers and cheaters to abandon the game. Its no great loss to have a less full server that has no raging cockends ruining it, except when its us

To people who have no clan/forum affiliation, the learing curve for forced teamplay would most likely drive them away.
So how to fix it? Here's what I'd do
1) Have practice servers where nublets could learn the maps a bit, and how the guns work, against each other.
2) Individual scores, you see the impact of your stees, and know when you're playing well, but you don't nada get if your team loses, that really would horse people to team play, but it would also make the griefers and cheaters fuck right off.
3)Have a sort of 'buddy' system, where randoms who have no real friends to go online with, are inserted (forcefully) into a clanner squad, they learn to fight as a team, make moar points and get forced not to suck by the others around them, give them a few minutes of play, then the clanners can vote on whether they're in or out, I'm aware this would probably lead to instakick from the squad, I'm relying on most clanners being
slightly less stupid than the average random, I'd like to think we'd give a random a chance, unless they honestluy sucked or pratted around at the wrong time. I haven't thought this one through fully yet.
4)...
5)Profit!
Posted: September 17th, 2007, 16:09
by deject
yessssssssssssssssssssssss Pyro time!
Posted: September 18th, 2007, 18:00
by Lee
Does anyone remember the launch command that stops source games from loading the menu background map? All it really does is makes teef take far longer than necessary to load.
Posted: September 18th, 2007, 18:16
by Dr. kitteny berk
+map none
I think.
-novid might help a little too
Posted: September 18th, 2007, 21:07
by Lee
Dr. kitteny berk wrote:+map none
I think.
-novid might help a little too
It worked, thanks

Posted: October 8th, 2007, 16:34
by Dr. kitteny berk
Posted: October 8th, 2007, 17:35
by Stoat
Needs more Twice-Nightly Whitely.
Although I suspect the non-British types might not understand what was going on.
Posted: October 8th, 2007, 18:08
by buzzmong