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Messages - GangstaRas

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586
VC:MP General / Re: 30 FPS vs 60 FPS
« on: January 07, 2016, 02:52:15 pm »
For me I notice the MP5 have a higher chance of firing inconsistently at 30 FPS than 60. If your fps is inconsistent at 30 FPS or if you play at 30 FPS and you're shooting while riding on top of a car, using that gun will likely result in a momentary freeze of the bullets fire rate, as much as 1/2 a second of a delay at times. In my experience at LW with this, the shots do seem to register as a freeze for other players too and it can be annoying for servers that have restricted weapons/weapon commands per skin. Personally not a big deal breaker but it is something I noticed

587
Suggestions / Re: Improving Future Vice Wars
« 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.

588
Suggestions / Re: Improving Future Vice Wars
« 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

589
Suggestions / Re: Improving Future Vice Wars
« 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

590
Suggestions / Re: Improving Future Vice Wars
« on: January 04, 2016, 03:42:08 pm »
Added the poll for FPS rate and limit. We will not be going below 20 FPS

591
Suggestions / Re: Improving Future Vice Wars
« 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

592
Suggestions / Re: Improving Future Vice Wars
« 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.

593
Accepted Applications / Re: Application - MM.
« on: January 03, 2016, 12:07:16 am »
You have a very good sense of supporting the team. In Vice War I was fighting someone and he stepped in and killed him. In technicality, he stole my potential profit but I didnt think badly about it and just continued on my way, thats just how it is right? Out of courtesy he sent the $100 he earned from the kill to me without me even asking. It was because of him that I practiced the same courtesy to others throughout the remainder of Vice War.

For that, I vote rookie

594
Suggestions / Re: Improving Future Vice Wars
« 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. 

595
Suggestions / Re: Improving Future Vice Wars
« 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

596
Suggestions / Re: Improving Future Vice Wars
« 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


597
Suggestions / Re: Improving Future Vice Wars
« 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

598
Suggestions / Re: Improving Future Vice Wars
« 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

599
General Discussions / Re: GGWP
« on: December 30, 2015, 06:34:08 pm »
Here's a video for you guys instead  ;D. Have some good laughs


600
Suggestions / Improving Future Vice Wars
« on: December 30, 2015, 05:57:52 pm »
Congratulations everyone who were involved in the making of this Vice War  O0

  • Advertisers, Graphic Designers & Admissions Crew - look at the stats, you did a damn fine job making a banner, advertising the event and registering everyone. Out of everyone that registered (both Red & Blue; 159 players), 71.7% (114) of them returned to play throughout the 24 hour period. Be damn proud of yourselves  :)

  • Developers - look at the graph, I know there is no scale of hours but I can attest that the fall-off point of players was somewhere in the 17 hour period. Outside the remaining 5 hours, the server never fell below 25 people playing, peaking at 47 players at a given moment if I remember correctly. We developed a fine game mode indeed to keep such an interest. Be proud of yourselves too  :)

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:
  • Incentives
  • Automated Kicks

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:

  • Kills - cash only; Bases - cash & points

  • Up to 60 FPS; 30 FPS minimum


Possible Additions:

  • Pizza boys & Skimmers

  • Displaying Points as apart of HUD

  • Allowing you to keep premium weapons after you die, timeout or leave (gone only when ammo runs out)


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