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Mister J

Co-leader
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Posts posted by Mister J

  1. Hi Beeker,

    I think your problem is that most of the players in the Small Maps server happen to be actual bots. So non-human players. That explains them not replying to your messages. Try visiting the more human-populated servers, like: 

     TeamMuppet Beginners 

     TeamMuppet ETLegacy

    TeamMuppet ETL Campaign

    You will find people using team-messages a lot more here. I fact I believe discord is used mostly for events or besides the game, not for regular objective play.

    To join our discord, click here!

    Good luck!

    • Like 1
  2. I think it has improved a bit. Some things I did notice, and I will try to be specific to make it more tangible.

    • For many people the med-packs are not shown, they do seem to work (although invisible).
    • Sometimes the body of your enemy disappears, literally. So you don't need to gib.  But you cant pickup their gun for ammo either.
    • Sometimes this happens to a player. I was shooting this medic, when suddenly WOOSH, gone. No body, no sound, no notification of self-kill or any of that. Just vanished instantly. Not even a weapon on the floor.
    • Walking into teammates is still sticky, hitboxes are still off.

    All these things happened on a 7 vs 7 session, so not too many people online actually.. Well, hope this can be of any help.

    Also, I do hear a lot of complains on the forum as well as online, and people are actually leaving the server due to the problems. Even members start to leave our community right now. I don't want to be the bad guy, but I think we should be critical here. The current approach to the development seems to come with a high cost and maybe the costs are starting to get too high. Can we think of a solution for this? Members leaving our clan is probably not what we want. 

     

     

    • Like 1
  3. 2 hours ago, Spyhawk said:

    The collision box issue ("sticky chair" that might be seen in other context), has been solved nearly two weeks ago.

    Chair has, players seems to be a new issue.

     

    2 hours ago, Spyhawk said:

    There isn't anyone at TM that has free time to update the server in a way that ensure the transition is smooth (Eagle is busy as hell, and TM doesn't seem to have anybody else as backup), so the update isn't applied.

    I get that. Very unfortunate.

     

    2 hours ago, Spyhawk said:

    We (ETL team) can't do anything about weird issues that pop up because of a server that is too crowded. Blame the ET engine. Apparently TM admins decided they "won't increase or decrease the slots on the main server either at the moment" despite possible bad consequences. ¯\(°_o)/¯

    I don't expect the offset hitboxes to have something to do with the population of the server.  This problem has never occurred before, even with the high numbers of players. 

     

    2 hours ago, MiniMuppet said:

    @Mister J we are still waiting to update to the next build, we will let you know when we do so you can let us know if its any better.

    Thank you Mini, that's a good perspective. Let's hope for the better then.

  4. 6 hours ago, Spyhawk said:

    The syringe "accuracy" hasn't changed for many months - and when it did change it was to make revive easier.

    There have been changes on collision boxes though, with some issues fixed  - but TM is running an old version currently.

    So this would mean in the passed days nothing has changed. But gameplay is totally different compared to, say last week. How is this possible? 

     

    8 hours ago, Mister J said:

    While aiming at an AFK at the head, I hit the body. Aiming in the air would hit the head. Then proning sometimes makes you invincible, and you have to aim below your proning enemy in order to hit him. Syringes right in the middle of a body seem to miss most of the times. 

    This wasn't the case last week.

     

     

  5. To add to this.

    Hitboxes in general seem to be way off, and very weird. While aiming at an AFK at the head, I hit the body. Aiming in the air would hit the head. Then proning sometimes makes you invincible, and you have to aim below your proning enemy in order to hit him. Syringes right in the middle of a body seem to miss most of the times. 

    Also, there is a weird bounce from bullethits and nades. Enemy nades isntanly turn you into a NASA-pilot.  

  6. 46 minutes ago, Ctrz said:

    Update : can we add serverside delay between selfkill command and selfkill action or between selfkill action and tapout? 

    That in my eyes would ruin the game. I self-kill a lot to prevent full spawn, for example to defuse a dynamite. And only when not being shot at. 

    On Pub we used to have this feature that whenever you took damage from somebody, within two seconds a self-kill would count as a kill for the shooter (this feature is still in our list of rules). Unsure how complicated it is to re-implement it.

    Quote

    3.

    Selfkilling in battle is allowed, but it will count as a kill for the enemy player.

    Problem then remains for panzers. Although it are always those better shooters playing for frags that get frustrated by being panzered at and then start selfkilling. 

     

    Or we accept it is part of the game. The majority of players is fortunately still going for the objective nowadays. 

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