Global Communications > Development Media
VC's Laboratory 81122
VC:
Got a small test in the euro timezone.
Damage seems mostly alright, but there is a problem somewhere. I've requested from coding a little something to let me test and debug locally.
CMag seems to suffer the most from this issue; it's almost not worth using. I'm also looking at the trigger/fire delay; it may need to be shortened to keep it competitive with the other weapons.
My current concern beyond damage is with respawning of items. It's way too fast, armor espcially, for a small match. Also, ammo pickups are simply wrong. I have a plan, I'll bug KM with that after damage is sorted out.
killermonkey:
ge_weaponrespawntime
ge_itemrespawntime
nuff said
CCsaint10:
ok...but why not just change it in the release so we wont have to input those server commands. It should be at a happy medium to begin with. :)
VC:
That's cute and all, but an adaptive system is better because that prevents the server host from needing to touch anything and will handle fluctuating server populations reflexively.
respawntime = 35.0 - 5.0 * sqrt( (25.0 / 16.0) * currentplayercount );
(or a simple lookup table containing the results of this calculation)
This assumes a hard player limit of 16 players and will scale respawns thus:
0 players: 35 seconds.
1 player: 30 seconds.
2 players: 26 seconds.
3 players: 24 seconds.
4 players: 22½ seconds.
5 players: 21 seconds.
6 players: 19½ seconds.
7 players: 18½ seconds.
8 players: 17¼ seconds.
9 players: 16¼ seconds.
10 players: 15¼ seconds.
11 players: 14½ seconds.
12 players: 13½ seconds.
13 players: 12½ seconds.
14 players: 11½ seconds.
15 players: 10¾ seconds.
16 players: 10 seconds.
Now, a loaded server will be kept well-supplied while a light server won't see people picking up the same damn armor three times in one gunfight. (Happened during testing; I caught someone getting armor, we played autoshotty, I picked it up, more autoshotty, I grabbed it again just in time and ended the combat. That stunk.)
The existing cvars could become multipliers to allow some customization in release and ease of beta testing.
Look what you did, making me bug about this before damage is sorted out.
killermonkey:
This is why we test VC... otherwise we don't get all these little minute details... its not like I can magically make every aspect of the game perfect from one go. This is why Alpha 1 - Beta 1.1 failed, it was never tested. We have been testing Beta 3 for 3 months now every week, which in and of itself is going to make the final product amazing.
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