Vice Underdogs

Archive => General Discussions => Vice War V: The Escobar Escapade => Archived Events => Suggestions => Topic started by: GangstaRas on December 30, 2015, 05:57:52 pm

Title: Improving Future Vice Wars
Post by: GangstaRas on December 30, 2015, 05:57:52 pm
Congratulations everyone who were involved in the making of this Vice War  O0


However there were some challenges that arose that I think needs attention for improvement. Best to get some ideas while our mind is still fresh on this Vice War that occured 4 days ago. Those challenges are:

Now for the incentives, my belief is that players should have been getting paid for capturing bases or driving their securicar home as well as earn points for their team. Maybe I'm just getting rusty but this Vice War was particularly challenging for me to cope with. Of all the Vice Wars I've ever played, this one felt the most limiting in what I could attain to defeat my enemies. aXXo I believe had to come along and gave everyone playing $1000 prior to the server restart at 12 hours. Even if you had a sense of teamwork, if you're doing the damage and someone else is doing the finishes, you find yourself absolutely struggling to attain what you want cuz at the end of the day everyone is selfish with their earned money.

So I'm thinking to both up the competition and to keep players from giving up, we should move to the widespread system of earning cash & points together. So take the Control Centre for example, instead of just earning just 2 points per 2 minutes you can also earn 2 points per 2 minutes and everyone of the team gets $20 every 2 minutes too. Fuel Station? Doubles everything so now 4 points and $40 per 2 minutes, that kinda idea in the next Vice War.

For the automated kicks, aXXo had to remove the scripts in order to keep the server from becoming unstable. But as a result it caused people to question the dignity of the event as admins had to manually kick persons with high ping and/or low fps. At first, admins, including myself, were kicking players once we experienced them in battle. You aren't fighting your teammates, so you can already imagine how this played out as being biased. To mend the issue, some admins had to stop playing and just dedicate their minutes into kicking everyone that had issues. But the feel of biased kicking still persisted with the frame rate kicks as you had to be fighting/seeing the player to know that something is wrong, and many times when the reports go out for someone having low fps, when we check them, their fps had now risen above 20 fps, as such we can't kick them. Loads of further problems and turmoil not mentioned here has been caused and yeah  :-\ we have to do something about it, it can't persist in the next iteration, it's the root of a lot of issues currently. I'm no big scripter but we have a year to optimize something that can hold up in a high player count

Post any thoughts, suggestions and comments. This will be the template for the next Vice War



Current Official Changes To Be Made:


Possible Additions:

Title: Re: Improving Future Vice Wars
Post by: Dr.Shawn on December 30, 2015, 09:42:44 pm
If you die even by suicide, you must pay the price.
People were helikilling and committing suicide in the heli so that they dont loose gold.
Later even I started to do so but it was too late  O0 O0
Nice vice war
ggwp
Title: Re: Improving Future Vice Wars
Post by: Milko on December 30, 2015, 11:01:45 pm
minimum fps 30 thanks
yes
Title: Re: Improving Future Vice Wars
Post by: Smok3 on December 31, 2015, 12:26:39 am
If you die even by suicide, you must pay the price.
People were helikilling and committing suicide in the heli so that they dont loose gold.

i feel a little bit identified (https://viceunderdogs.com/Themes/ViceUnderdogs_XMAS/images/ratings/funny2.png) (https://viceunderdogs.com/Smileys/default/afro.gif)
Title: Re: Improving Future Vice Wars
Post by: KakaroT on December 31, 2015, 08:16:30 am
Agreed with Gangstaras. So I will post my suggestions here. That's good idea so that scripter(s) can get enough time to prepare for future vice war(s)






minimum fps 30 thanks
yes
With average and some pizza boyz and some taxis and yes.
Title: Re: Improving Future Vice Wars
Post by: GangstaRas on December 31, 2015, 10:32:05 am
Agreed with most of your points Kakarot but for the premium weapons that cant come to be. No game does this and should we do it, its like in effect giving weapons away for free. There are 2 approaches though that im thinking towards that.

One is the same widespread money system I outlined earlier so just by your team constantly playing and earning points from bases not kills, money would be accumulating in your account regardless playing or not. Condition would be for new players you have to at least play an hour to benefit, cant just drop in and have free money just like that.

Two would be to severly hamper down on the ammo of the premium weapons but in exchange allow you to keep them until the ammo runs out. So it wouldnt matter if you leave, timeout or die, you have your remaining ammo to use until it its all done. Condition I'd probably put in here would be to enforce that max ammo. So if for example we selling rocket launchers for $2000 and you get 50 ammo, its your business if you would like to refill your ammo before you run out but you would still pay the $2000 for it to be reset to 50. No ammo accumulation
Title: Re: Improving Future Vice Wars
Post by: DarKFirE on December 31, 2015, 03:02:48 pm
minimum fps 30 thanks
yes

+

200 ping limit
yes
Title: Re: Improving Future Vice Wars
Post by: Kelvin on December 31, 2015, 04:39:00 pm
minimum fps 30 thanks
yes

+

200 ping limit
yes

Average ping of pakistani players is 250-300. If we dont let them play,we will lose a big amount of players and this is not  what we like.
Title: Re: Improving Future Vice Wars
Post by: Howl on December 31, 2015, 05:41:12 pm
minimum fps 30 thanks
yes

+

200 ping limit
yes

Average ping of pakistani players is 250-300. If we dont let them play,we will lose a big amount of players and this is not  what we like.
Players from Argentina and Chile also won't be able to play if we implement this rule. I'm completely agree with Milko's suggestion, if you still can't get even 30 fps in a 10+ years old game, it's pathetic.
Title: Re: Improving Future Vice Wars
Post by: Sevrin on December 31, 2015, 06:19:30 pm
I agree with 30 FPS limit.
Title: Re: Improving Future Vice Wars
Post by: Sora_Blue on December 31, 2015, 06:25:01 pm
minimum fps 30 thanks
yes
This is a must next time, sorry but if you have such a potato that you still can't even handle a 13 year old game then you seriously do not belong in the modern age.
yes
Title: Re: Improving Future Vice Wars
Post by: Asadullah on December 31, 2015, 09:15:04 pm

  • So the first suggestion I would like to see is /fix and /flip cmds. I posted /fix suggestion but it was too late. And this time I got more appropriate idea. /fix should work in a way that it takes 3 seconds to fix a vehicle and shouldn't work for helis. and /flip should instantly fix and flip a vehicle only when the vehicle is not in proper position or players will start abusing this cmd and this also shouldn't work for helis. And these both cmds shouldn't work for the special vehicle like we had securicar in vw5.
implementing /fix and /flip command along its cost would be much better..
or else i have another idea for this.

that is to make securicar bullet proof by changing its immunity and to add a certain time to approach the securicar to the base and if we failed, the car should be auto re-spawned to its original spawnpos and the points should be removed also...
Title: Re: Improving Future Vice Wars
Post by: Gohan on December 31, 2015, 11:30:03 pm
minimum fps 30 thanks
yes

yes
Title: Re: Improving Future Vice Wars
Post by: aXXo on December 31, 2015, 11:31:53 pm
The game mode will obviously change a lot in next Vicewar. There might be no Securicar and it certainly won't be played in Escobar International. Try to skip the specific details of game-mode for now and suggest fundamental stuff that went wrong this time, which can be improved.

Two would be to severly hamper down on the ammo of the premium weapons but in exchange allow you to keep them until the ammo runs out. So it wouldnt matter if you leave, timeout or die, you have your remaining ammo to use until it its all done. Condition I'd probably put in here would be to enforce that max ammo. So if for example we selling rocket launchers for $2000 and you get 50 ammo, its your business if you would like to refill your ammo before you run out but you would still pay the $2000 for it to be reset to 50. No ammo accumulation
This sounds good  :thumbsup:



The problem I find with Vicewars is, that the competition does not last for 24 hours. The outcome of the event is usually laid out in a few hours. This was the first time when the winner was not obvious until 12 hour mark. That was due to the Russians joining late. Had they been all playing since the beginning, the event would have wrapped up in 4 hours.
We need a formula that makes the event competitive as long as possible. Both teams should have a belief that they can still nick the match or make a comeback.
Title: Re: Improving Future Vice Wars
Post by: Sora_Blue on December 31, 2015, 11:48:46 pm
Two would be to severly hamper down on the ammo of the premium weapons but in exchange allow you to keep them until the ammo runs out. So it wouldnt matter if you leave, timeout or die, you have your remaining ammo to use until it its all done. Condition I'd probably put in here would be to enforce that max ammo. So if for example we selling rocket launchers for $2000 and you get 50 ammo, its your business if you would like to refill your ammo before you run out but you would still pay the $2000 for it to be reset to 50. No ammo accumulation
This sounds good  :thumbsup:
I'd only find this acceptable if we were able to pick up ammo from dead bodies. As previously stated, money was a big issue in this VW.
Title: Re: Improving Future Vice Wars
Post by: aXXo on January 01, 2016, 12:53:25 am
I'd only find this acceptable if we were able to pick up ammo from dead bodies. As previously stated, money was a big issue in this VW.
No.

A guy buys 1000 M60s and dies. He respawns with 1000 M60s and 1000 M60s are also up for grabs from his dead body?  :-\
Title: Re: Improving Future Vice Wars
Post by: Sora_Blue on January 01, 2016, 12:57:19 am
I'd only find this acceptable if we were able to pick up ammo from dead bodies. As previously stated, money was a big issue in this VW.
No.

A guy buys 1000 M60s and dies. He respawns with 1000 M60s and 1000 M60s are also up for grabs from his dead body?  :-\
No need for 1000 M60 pickup, just make it so like it was in 0.3, I believe those pickups gave either 50 or 100 bullets.
Title: Re: Improving Future Vice Wars
Post by: Kessu on January 01, 2016, 03:56:01 am
Or take argo's system where only one can pick up the briefcase  ::)
Title: Re: Improving Future Vice Wars
Post by: GangstaRas on January 01, 2016, 03:21:46 pm
The problem I find with Vicewars is, that the competition does not last for 24 hours. The outcome of the event is usually laid out in a few hours. This was the first time when the winner was not obvious until 12 hour mark. That was due to the Russians joining late. Had they been all playing since the beginning, the event would have wrapped up in 4 hours.
We need a formula that makes the event competitive as long as possible. Both teams should have a belief that they can still nick the match or make a comeback.

If you ask me the problem was the point system, it was too weak and there were no antagonizing effects capturing bases. The Blues displayed that it was far better to just go out and rack up kills than to truly pay attention to the bases for points; capturing bases only turned a tool to gather Reds where they wanted them to be rather than something to truly invest time in protecting; if they had it, then it was just bonus points but not a main goal. It's for that reason I believe that the Fuel Station got the least amount of attention despite doubling the points you get from Control Centre. Also recall that the original idea of the Fuel Station was to stop an opposing team from getting points from the Control Centre, not to inhibit their doubled rate.

Based on the statistics, Red lost with 5899 and Blue won with 8480. 1719 of Red's points were objectives and 1414 of Blue's points were from objectives. If we multiplied all the objective points by 5 (which means all point rates from bases are equivalently multiplied by 5) and add this to the number of points each team got from kills and other miscellaneous deaths, the difference in points of Red to Blue shrinks from 30.4% to 9.6%, from 2581 to 1361 points. Still a lot of points but now the reality of the game has shifted from racking up kills (1 1 points) to maintaining bases giving you up to 20 points every 2 minutes (Fuel Station and Control Centre combo) or 40 points (original 8 points allowed to accumulate) at Delivery Bay.

Mix this now with the widespread team money being earned individually from certain bases you see fit and you probably will have the continual war you desire
Title: Re: Improving Future Vice Wars
Post by: Sora_Blue on January 01, 2016, 03:34:57 pm
The problem I find with Vicewars is, that the competition does not last for 24 hours. The outcome of the event is usually laid out in a few hours. This was the first time when the winner was not obvious until 12 hour mark. That was due to the Russians joining late. Had they been all playing since the beginning, the event would have wrapped up in 4 hours.
We need a formula that makes the event competitive as long as possible. Both teams should have a belief that they can still nick the match or make a comeback.

If you ask me the problem was the point system, it was too weak and there were no antagonizing effects capturing bases. The Blues displayed that it was far better to just go out and rack up kills than to truly pay attention to the bases for points; capturing bases only turned a tool to gather Reds where they wanted them to be rather than something to truly invest time in protecting; if they had it, then it was just bonus points but not a main goal. It's for that reason I believe that the Fuel Station got the least amount of attention despite doubling the points you get from Control Centre. Also recall that the original idea of the Fuel Station was to stop an opposing team from getting points from the Control Centre, not to inhibit their doubled rate.

Based on the statistics, Red lost with 5899 and Blue won with 8480. 1719 of Red's points were objectives and 1414 of Blue's points were from objectives. If we multiplied all the objective points by 5 (which means all point rates from bases are equivalently multiplied by 5) and add this to the number of points each team got from kills and other miscellaneous deaths, the difference in points of Red to Blue shrinks from 30.4% to 9.6%, from 2581 to 1361 points. Still a lot of points but now the reality of the game has shifted from racking up kills (1 1 points) to maintaining bases giving you up to 20 points every 2 minutes (Fuel Station and Control Centre combo) or 40 points (original 8 points allowed to accumulate) at Delivery Bay.

Mix this now with the widespread team money being earned individually from certain bases you see fit and you probably will have the continual war you desire
ganstrag
yes
Title: Re: Improving Future Vice Wars
Post by: aXXo on January 01, 2016, 04:13:31 pm
Or take argo's system where only one can pick up the briefcase  ::)
In case of a briefcase, you can't choose which weapons to skip. Individual weapon drops are better.
Anyway, the amount of ammo dropped should also be subtracted from the ammo stock of the dead player, so that it is not duplicated on respawn.



If you ask me the problem was the point system, it was too weak and there were no antagonizing effects capturing bases. The Blues displayed that it was far better to just go out and rack up kills than to truly pay attention to the bases for points; capturing bases only turned a tool to gather Reds where they wanted them to be rather than something to truly invest time in protecting; if they had it, then it was just bonus points but not a main goal. It's for that reason I believe that the Fuel Station got the least amount of attention despite doubling the points you get from Control Centre. Also recall that the original idea of the Fuel Station was to stop an opposing team from getting points from the Control Centre, not to inhibit their doubled rate.

Based on the statistics, Red lost with 5899 and Blue won with 8480. 1719 of Red's points were objectives and 1414 of Blue's points were from objectives. If we multiplied all the objective points by 5 (which means all point rates from bases are equivalently multiplied by 5) and add this to the number of points each team got from kills and other miscellaneous deaths, the difference in points of Red to Blue shrinks from 30.4% to 9.6%, from 2581 to 1361 points. Still a lot of points but now the reality of the game has shifted from racking up kills (1 1 points) to maintaining bases giving you up to 20 points every 2 minutes (Fuel Station and Control Centre combo) or 40 points (original 8 points allowed to accumulate) at Delivery Bay.

Mix this now with the widespread team money being earned individually from certain bases you see fit and you probably will have the continual war you desire but the focus
But then a team which is getting the most kills and also controls the bases would build up a much bigger lead in terms of both points and finances. That makes a comeback impossible.

How about - Kills give no points, only cash. Points are only generated by bases.
Or, the other way around - Kills give points, but no cash. Cash is earned through bases only.
Basically, I want to remove all sources of cash+points. So, that the emphasis on both bases and kills is equivalent.
Title: Re: Improving Future Vice Wars
Post by: GangstaRas on January 01, 2016, 06:07:14 pm
But then a team which is getting the most kills and also controls the bases would build up a much bigger lead in terms of both points and finances. That makes a comeback impossible.

aXXo it is this fear of comeback that made our comeback impossible lol. On kills, we were outclassed therefore our only chance of winning was to capture bases and earn points through that as much as we could, but because of that perpetuated comeback point, we nerfed the amount of points to earn from bases beforehand to equal what we assumed would be a reasonable rate of deaths for 24 hours. I now see that we really didn't give that point rate enough thought and research. I mean look at it, the game had throughout the hours at least 20 people fighting, just 4 kills per team in 2 minutes already makes controlling the Control Centre + Fuel Station absolutely worthless. We created a serious imbalance there

Title: Re: Improving Future Vice Wars
Post by: Milko on January 02, 2016, 08:37:39 am
i agree w ganstrag yes nd 30 fps is a must nd there must be pizza boys yes

and please don't add custom textures as those from vw5 caused extreme fps lag for many players nd fercho fps was 12 top kek nd most reds fps too so they kept us busy trying to hit them nd eaf  m60 us ez pz no fair thanks for implementing

yes
Title: Re: Improving Future Vice Wars
Post by: GangstaRas on January 02, 2016, 12:49:30 pm

and please don't add custom textures as those from vw5 caused extreme fps lag

Which reminds me, Fercho and Wilson, anyone hear who knows their fps tanks looking at a molotov tell me your system specifications
Title: Re: Improving Future Vice Wars
Post by: krystianoo on January 02, 2016, 01:36:08 pm
Quote
How about - Kills give no points, only cash. Points are only generated by bases.
sounds good..
without this the bases may as well be removed, their point generation compared to the points gained by the kills is ultra-low.
Title: Re: Improving Future Vice Wars
Post by: 4KUM45 on January 02, 2016, 08:18:00 pm
minimum fps 30 thanks
yes
30 FPS can hinder or distract from game. 60 FPS looks good smooth and fluid and low FPS looks bad choppy and laggy. This is because in games frames are generated prefectly and interactively controlled.
Title: Re: Improving Future Vice Wars
Post by: GangstaRas on January 02, 2016, 11:47:37 pm
Added a poll to see what people think is best in terms of keeping the war alive for the losing team. Take into consideration factors such as limited unshared money individually, consequences of total domination of the winning team and opportunities and disadvantages each option would create before you answer. 
Title: Re: Improving Future Vice Wars
Post by: stormeus on January 03, 2016, 06:02:18 am
minimum fps 30 thanks
yes
30 FPS can hinder or distract from game. 60 FPS looks good smooth and fluid and low FPS looks bad choppy and laggy. This is because in games frames are generated prefectly and interactively controlled.

60+ FPS in VC also causes discrepancies in physics calculations that allow you to scale inclined surfaces at warp speed, but only after a certain FPS threshold.
Title: Re: Improving Future Vice Wars
Post by: Kelvin on January 03, 2016, 08:45:20 am
30 is recommended frame rate. There should be a reason.
Title: Re: Improving Future Vice Wars
Post by: krystianoo on January 03, 2016, 09:58:17 am
There is a reason 60 fps is an option and if you want to play the game the way Rockstar intended, go play singleplayer.
Nobody complained about desync due to framerates higher than 30 which is a fact; the minimum should be 25. How  do you want to operate kicks on minimum 30? Everyone gets FPS drops, and when you have 30 30 30 and a drop to 20 for a second (example), the average will drop to somewhere around 27.5 and bam, you get kicked.
Title: Re: Improving Future Vice Wars
Post by: GangstaRas on January 03, 2016, 02:07:49 pm
Wow, 18 votes already. I'm calling it

The people have spoken. The next Vice War will then be Kills - cash only; Bases - cash & points.
Title: Re: Improving Future Vice Wars
Post by: NewK on January 03, 2016, 06:31:39 pm
How about we don't force any frame limiter setting? Let each player choose how they want to play.
Title: Re: Improving Future Vice Wars
Post by: Dr.Shawn on January 03, 2016, 08:42:47 pm
I guess someone have to survey the effect of FPS
Then we can set a suitable FPS Limit
Title: Re: Improving Future Vice Wars
Post by: Sora_Blue on January 03, 2016, 09:01:57 pm
How about we don't force any frame limiter setting? Let each player choose how they want to play.
Code: [Select]
[15:05:19]  [VU]Fercho's FPS: 10.9709 Frames/Second
[15:05:22]  [ON]KakaroT: 10 fps lol
[15:21:07]  [DnA]Noori: Fercho , your FPS is too low..
[15:21:14]  [VU]Fercho: it's 35 apparently
[15:45:12]  *> [ON]KakaroT killed [VU]Fercho with a shotgun to left leg. <*
[15:45:12]  [ON]KakaroT is on a killing spree of 10. Reward: $1000
[15:45:18]  [VU]Fercho: didn't noltice that tard was there lol
[15:45:47]  [ON]KakaroT: i don't have 10 fps fercho ::D
[15:45:57]  [VU]Fercho: I don't neither
[15:46:00]  [VU]Fercho: lol
Quote
[15:05:19]  [VU]Fercho's FPS: 10.9709 Frames/Second
Quote
[VU]Fercho's FPS: 10.9709 Frames/Second
Quote
Fercho's FPS: 10.9709 Frames/Second
Quote
FPS: 10.9709 Frames/Second
Quote
FPS: 10.9709
( ͡° ͜ʖ ͡°)

Quote
<Fercho> .since when do I lag lol
yes
Title: Re: Improving Future Vice Wars
Post by: Milko on January 03, 2016, 09:13:45 pm
Textures shouldn't be changed, so with original ones players would have better FPS rate. Dunno why exactly, but I noticed FPS drops when I looked at smoke for a second, which never happened before on any server. My FPS dropped to 50, others' dropped to 10 or lower, for example [VU]Fercho's FPS: 10.9709 Frames/Second (tho this guy's FPS was this low most of the time). Since it's 0.4, laggers, especially those with extremely high ping and low FPS rate simultaneously have a huge advantage over us, the non-lagging community, which unbalances the game. My goal is to keep the gameplay smooth for everyone, or at least have it better than the last disaster.

yes
Title: Re: Improving Future Vice Wars
Post by: DarKFirE on January 03, 2016, 09:17:08 pm
Simple, get a real PC and stop playing this poverty 80's shit game at 10 FPS, ain't that hard. Just stop using your gay-ass wooden PC.

( ͡° ͜ʖ ͡°)

yes
Title: Re: Improving Future Vice Wars
Post by: NewK on January 03, 2016, 10:13:06 pm
How about we don't force any frame limiter setting? Let each player choose how they want to play.
Code: [Select]
[15:05:19]  [VU]Fercho's FPS: 10.9709 Frames/Second
[15:05:22]  [ON]KakaroT: 10 fps lol
[15:21:07]  [DnA]Noori: Fercho , your FPS is too low..
[15:21:14]  [VU]Fercho: it's 35 apparently
[15:45:12]  *> [ON]KakaroT killed [VU]Fercho with a shotgun to left leg. <*
[15:45:12]  [ON]KakaroT is on a killing spree of 10. Reward: $1000
[15:45:18]  [VU]Fercho: didn't noltice that tard was there lol
[15:45:47]  [ON]KakaroT: i don't have 10 fps fercho ::D
[15:45:57]  [VU]Fercho: I don't neither
[15:46:00]  [VU]Fercho: lol
Quote
[15:05:19]  [VU]Fercho's FPS: 10.9709 Frames/Second
Quote
[VU]Fercho's FPS: 10.9709 Frames/Second
Quote
Fercho's FPS: 10.9709 Frames/Second
Quote
FPS: 10.9709 Frames/Second
Quote
FPS: 10.9709
( ͡° ͜ʖ ͡°)

Quote
<Fercho> .since when do I lag lol
yes
That has nothing to do with what I said... I just want the option to play at whatever FL setting I want to.
Title: Re: Improving Future Vice Wars
Post by: Sora_Blue on January 03, 2016, 10:29:30 pm
That has nothing to do with what I said... I just want the option to play at whatever FL setting I want to.
And what do you think the others want to do.
There's bound to be players who are like HMM ANY FRAME LIMIT I WANT HEH
Quote
FPS: 10.9709
Title: Re: Improving Future Vice Wars
Post by: GangstaRas on January 03, 2016, 10:57:34 pm
I guess someone have to survey the effect of FPS
Then we can set a suitable FPS Limit
Hmm, this would actually be easy to get done, Rivatuner can limit the FPS to any rate you like, even 1 FPS. All that's needed now is a partner to witness and record combat. From testing it by myself awhile ago, 20 FPS and up seems to keep things in sync with time, any lower and the world plays begins to play out slower and slower, 10 FPS was off by a whole second
Title: Re: Improving Future Vice Wars
Post by: NewK on January 03, 2016, 11:00:56 pm
That has nothing to do with what I said... I just want the option to play at whatever FL setting I want to.
And what do you think the others want to do.
There's bound to be players who are like HMM ANY FRAME LIMIT I WANT HEH
I don't see the issue. You're saying there would be players who wouldn't like having the option to choose and would prefer that the server enforces it instead? That would be a first. I've seen people complaining because some servers enforce FL ON and I've seen people complaining because some servers enforce FL OFF, but I've never seen anyone complaining about being able to choose their setting of their own free will.

Keep in mind the FL is not a fix for anything, I never implied that, it's not going to fix the low fps' of players. Like I said, I just want the option of playing at whatever FL setting I want to.
Title: Re: Improving Future Vice Wars
Post by: Sora_Blue on January 04, 2016, 01:03:10 am
No what I mean is that if players can choose what ever limit they set, there will be players that will intentionally play at like 10 FPS (HONEY_SINGH). I personally want to play at 144hz and if there is going to be some limit then I will force my way around it.
Title: Re: Improving Future Vice Wars
Post by: NewK on January 04, 2016, 02:16:20 am
No what I mean is that if players can choose what ever limit they set, there will be players that will intentionally play at like 10 FPS (HONEY_SINGH). I personally want to play at 144hz and if there is going to be some limit then I will force my way around it.
You missunderstood. I'm not talking about an "FPS Limit", I'm talking about the actual "Frame Limiter" option on the game settings. There's only 2 settings for it: ON or OFF. On this VW the "OFF" option was enforced by the server in case you didn't notice, you couldn't change it to "ON". When I said I wanted to be able to choose the setting, I meant that I wanted to able to choose if I wanted it ON(30fps) or OFF(60fps).
Title: Re: Improving Future Vice Wars
Post by: Kessu on January 04, 2016, 05:58:37 am
Being able to choose the frame limiter setting can help with FPS laggers a lot (FPS spikes between 10 and 60 are far worse than 10 and 30)
Title: Re: Improving Future Vice Wars
Post by: KakaroT on January 04, 2016, 03:05:44 pm
I am totally agreed with Stormeus. If you ask me I have experienced all/most of those cons in MP too. Recently me and my mate [ON]552x are doing heli safari (standing on tail of heli and killing people down on roads). The heli starts up faster for me as I am always on 30fps and 552x is on 60 fps and that cause lag for me (because the heli isn't started up for me and it starts flying) and most of the time I fell down (you can ask 552x).

Quote
Your guides and threads are about singleplayer VC in which the frame limiter option set to OFF makes the FPS to go to unlimited values, in VCMP it's 60. Which probably doesn't cause every single issue that you pasted down in your post.
Remember me ? I was supporting 60 fps on LW ? Ofc I was until I experienced all those cons. Even the bullets on 60fps are slightly faster (or maybe it is me who thinks that). If you remember the comparison of FPS by Stormeus in 0.3 on XE forum it was like the higher the FPS the faster the game. If you wanna test then Go to some server that gives choice to turn ON/OFF frame limiter and test. Turn on you limiter and tell the other player to turn off and see how fast the other player moves and the slide is more than the 30fps.

Quote
You enforce frame limiter off on VC:MP servers instead of FL on, aggravating the effects of FPS warp because now people who can barely hold 30fps are warping 15-50 instead of 15-30 when people moan enough about laggers as it is.
^ Even the fps spike between 30-60 is worse. And the players now playing at 15-60 spike makes them lag more.

@Gangstaras, please add a poll for fps. 30fps locked, 60 fps locked or optional 30/60 fps. And can you or any admin move my vote to 4th "Kills - cash only; Bases - cash & points" or remove it? I mistakenly selected 3rd one.
Title: Re: Improving Future Vice Wars
Post by: GangstaRas on January 04, 2016, 03:42:08 pm
Added the poll for FPS rate and limit. We will not be going below 20 FPS
Title: Re: Improving Future Vice Wars
Post by: ZUBI on January 04, 2016, 04:32:25 pm
Option 1. 30 FPS locked; 20 FPS min will be fair for every player, but if its under 20 then its unplayable
Title: Re: Improving Future Vice Wars
Post by: Tom on January 04, 2016, 04:40:20 pm
It's funny and sad at the same time how people that are far from practical gaming decide for everyone how to play.
Title: Re: Improving Future Vice Wars
Post by: GangstaRas on January 05, 2016, 01:29:15 pm
Hmm, honestly not sure how this will effect player count of Vice War but majority vole rules; the people have chosen and we will perform. The next Vice War will be up to 60 FPS; 30 FPS min
Title: Re: Improving Future Vice Wars
Post by: KakaroT on January 05, 2016, 02:14:54 pm
Hmm, honestly not sure how this will effect player count of Vice War but majority vole rules; the people have chosen and we will perform. The next Vice War will be up to 60 FPS; 30 FPS min
so locked? or optional ?
Title: Re: Improving Future Vice Wars
Post by: GangstaRas on January 05, 2016, 03:01:50 pm

What does 30 FPS MIN mean? That people will be kicked for having average FPS below 30?



Yes that is what it means

Hmm, honestly not sure how this will effect player count of Vice War but majority vole rules; the people have chosen and we will perform. The next Vice War will be up to 60 FPS; 30 FPS min
so locked? or optional ?
Its optional of course, can play FL on and hold nothing but 30 fps or FL off and play within the range of 30 - 60 fps. Enforcing this will not be super super sensitive however because at every death scene, no matter how good your PC is, if you playing with FL on you tend to dip to about 26 fps for a split moment when the screen whites out. People that can hold 60 fps do not have this issue, a dip yes but to about like 58 fps
Title: Re: Improving Future Vice Wars
Post by: morphine on January 05, 2016, 04:27:11 pm
The way I see it, the only way out of the mess that is currently being piled up on is to force frame rates for all players to either 30 or 60, and given the PC performance of a select few players that we had witnessed, I believe the former option would be the safest and least nerve breaking.
Title: Re: Improving Future Vice Wars
Post by: GangstaRas on January 05, 2016, 05:41:24 pm
As you guys debate this equality stuff, theres something I think you guys are missing. Where are the complaints about these issues in this Vice War? Did anyone cared about the physics consistency, heli launch speed, the rare random health loss from sidewalks whilst playing the 24 hours? I didnt see anyone say "in this Vice War all I had happening were people who heli started too quickly, guys doing glitches I cant do" and so on, the closest thing is the scroll wheel switch which they can personally help themselves to by running FL on 30 fps. All anyone cared about during the event were the persons below 20 fps that were visibly acting up as they are desynced. So if you ask me, if the people were ok with the potential inconsistency that they didnt even notice, why is it so big a concern? the only true concern then is the cut-off point we allow.
Title: Re: Improving Future Vice Wars
Post by: Dr.Shawn on January 05, 2016, 06:51:01 pm
Go rambo in a helicopter
Kill 2-3 peeps
Commit suicide
Gain money
Lose no money
Lose no points
Lose no motion (ok but seriously)

For the sake of Vice war VI, I just want that people should not abuse heli killing like they did in this vice war.
Title: Re: Improving Future Vice Wars
Post by: aXXo on January 05, 2016, 09:09:11 pm
Go rambo in a helicopter
Kill 2-3 peeps
Commit suicide
Gain money
Lose no money
Lose no points
Lose no motion (ok but seriously)

For the sake of Vice war VI, I just want that people should not abuse heli killing like they did in this vice war.
You did lose points on every death.
To be more precise, every death granted an additional point to the other team.
Players were supposed to lose cash too, but that was a bug in the script.
Title: Re: Improving Future Vice Wars
Post by: aXXo on January 06, 2016, 12:30:52 am
The FPS lag was not caused by the Airport custom glass, but due to all the cars that were dumped around the Airport. This explains why we never experienced lag during the testing phase because we only used a handful of cars. During the war, all the red and all the blue cars were parked around the Airport.

At the script update midway through the event, the vehicle idle respawn time was changed to 120 seconds, so vehicles would have spawned back at the bases more frequently. I suppose, that made the FPS situation better. This can further be improved by not having an almighty base that attracts a lot of attention.
Title: Re: Improving Future Vice Wars
Post by: aXXo on January 06, 2016, 08:37:18 pm
FPS discussion has been split from the topic.