Debriefing > Impressions & Feedback

Feedback From That Avid Fan Guy.

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VC:
I think all source games' server lists show the number of players.

We added a system to convert scenarioes to Teamplay whenever applicable, but if server hosts don't use it there's not much we can do.

keefy:
If the game sint designed for more than 16 palyers then dont allow more than that many by default and if server admins want more then let them fiddle about until they can manage it.

Storm101:
Yeah of course you can see the player count, but a lot of people don't realize that any more than 16 players is unbalanced, which is what the message would warn of. TF2 warns you of unbalanced gameplay when you enter a server with more than 24 players.

V!NCENT:

--- Quote from: VC on December 25, 2010, 06:55:45 pm ---It's programmed to supposedly find a clear spawn.

Long story short, KM didn't feel like it actually needs to analyze the player distribution, so instead it picks something like four potential spawns and then tries a best-fit.

But, I have an idea.
--- End quote ---
The way that it would defeat me would be like this:
1. Don't make items spawn closer to me than a newly spawned player if I have already picked it up there; let me walk to the other armour spot instead and than turn the mechanic around;
2. In case of all spawn points camped; never let a player spawn closer to me than someones else more than once/time and at the same splace more than once/time. In case of total dissaster; random.

That way I cannot take advantage of the system.

VC:
As my idea (which I've PM'd to KM; IDK when he'll RTFM, but W/E) addresses, "nearness" is not the issue.  You can get ganked easily across the big room of Stacks but be four feet away from someone on the other side of a Complex wall and be safe.

We really wouldn't want the item spawning system to try to analyze what everyone's current inventory is, especially to alieviate a problem that only exists because people let themselves get hit and dead in the first place. :)

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