Jump to content

Ctrz

Clan Member
  • Posts

    1,942
  • Joined

  • Last visited

  • Days Won

    85

Posts posted by Ctrz

  1. On 6/10/2020 at 7:35 PM, Sebast1an said:

    Fascinating read.

    It is a shame some people can't recognize the effort the ETL dev team puts in, without any compensation, on top of their real life obligations. But I guess everytime you are dealing in any form of customer service, some bad apples are always bound to show up to throw some insults.

    I feel like players need to get better at dealing with small issues, like a reset. I mean prestiges take some time to gather, as does SR, but in the end neither will really help your gameplay. Inconvenience for sure but really nothing more. Just be happy the server runs smooth and you're getting the frags. :) From my experience I think bugs that truly affect every day gameplay are rare and in the event of one it is usually promptly reported/fixed.

    Thank you for all your work Spyhawk and the rest of the dev team.

    I agree. There is a thin line between blatant accustations and beeing everything except appreciative for their work AND feedback. I still havent filed in the issue for my pc FPS dropping from steady 125 to 76 while I can do for example CS:GO high settings. But to be honest - I have also not looked through all the options as I've been using 95% vanilla configuration for the longest time. I'll try to get @m00f to help me with conf and see how it goes and if the issue is with my equipment or something else. :)

    I know there are tensions but they will remain if things are not talked through and discussed how to proceed. In almost every free solution comes a breaking point where devs and community see things differently and its often overlooked resulting one side giving up and leaving.

    We surely dont want that and for sure we need to talk more whats going on and try to see the challenges from all perspectives. 


    C#

  2. On 6/4/2020 at 7:24 PM, MrMuppet said:

    Not had on the server for some years: ..

    Ive been in chartwell with 20vs20. Its insane as indoors are so narrow and we have teamdamage on, so its gonna be a mess :D. Also pretty sure axis spawn indoors can be blocked pretty easily. But otherwise - worth to try.

     

    Beach .. as soon as we have players who dont constantly do spawnkilling, we can have that map back. Until then it makes more sense to bypass it than keep at least 2 members constantly watching spawns. It has been a mess. In rtcw times I loves this map :) .

  3. 39 minutes ago, oliveira pt said:

    set to 128 reduce fps to 76 and it seems my image sometimes seems to be in slowmotion and taking long time to hit so set my fps to 100 and will check it get better  

    mkay. just 43, 76 and 125 are sweetspots for fps :) 

  4. 50 minutes ago, Beeker said:

    Hi,

    Fot he moment I regularly visit ET Legacy Small Maps as <=TM=>[T]Beeker. I presume that while playing the teams are rather on teamspeak or discord.
    If so, is this only reserved for actual Teammuppet-members or can I join in my trialperiod?
    If so, how can I join you guys on rather teamspeak or discord?
    It would be fun to communicate with the teamplayers while playing (better for tactics and so…).

    For the moment I only use the fixed teammessages...

    Regards,

    <=TM=>[T]Beeker

     

    i reckon sometimes discord is used. i think you can freely join channels? :) feel free to ask around in discord server tbh

  5. Quote

     seta com_maxfps 125 

    Set that to 76 or 43

    Quote

    seta com_hunkmegs 256

    Set that to 128

    See if it helps. If possible, try to understand if computer is has conflict with ET (firewall, punkbuster?) or it has some other issue. Do you play any other game and how is the lag there?

     

  6. 5 hours ago, oliveira pt said:

    on beg server 

    my pc is i-59400f 2.90ghz nvidia gtx 1660 16gb windos 10

    my confg im using this 

    ...

    Try lowering hunkmegs and also use fps cap on 76? Try also using specific reso. I use 1600x900 although my monitor goes much further. But it runs the smoothest and has no issue to see enemies on far distances also. r_customheight [value]; r_customwidth [value] and r_mode -1  should be used. Play with these few things and let us know if that helped. You can also make demo for us to see where you lag and how it is unhit.

  7. 11 hours ago, oliveira pt said:

    im having this problem a few weeks after a few confs with my internet provider this last one they check everything  run every test and its all good but im still having lags and cant hit most off the times is this problem can be with the server 

    Lets start with basics. What computer you have? What settings you use? Can you upload us your conf? Have you tried r_primitives 2 setting?

  8. 7 hours ago, Stumpel said:

    I think all is that game has lua system which moves afk players, but I didnt get the point of question.. Maybe Seto helped enough..

    He is complaining that game somehow gibs his body and teammates cannot revive him and he has to wait to respawn. We have told him that there is no such thing. 2 months has past but he still questions it. I assume soon that its not serious question but trolling because there is even no demo done and everyone else has no clue what is going on (if anything is even going on).

  9. 10 hours ago, 1212 said:

    seto u speak for yourself, but as your server on legacy it does. just happened in fact

    no. Im speaking and repeating the same thing to you that everyone has. 

    10 hours ago, 1212 said:

    security or just game code

    make demo and send us. right now you just say same things that noone else has seen, experienced and no admin / mod / owner / player / developer has seen. 

  10. On 5/18/2020 at 11:28 AM, Stumpel said:

    I have seen like example when gaming time has like 6-7sec left, guy with flamer runs to CP spawn (in frostbite) and start flame guys there.. <-------------------"They think its ok because map is ending, but it isnt.."

    If he shoots teammates, its not okay. If he shoots enemy, it is totally okay.

  11. 9 hours ago, Oldman said:

    Just to make sure: Capturable includes destroyable? Think of Braundorf: 2nd allies spawn in map phase 2, which can be satcheled, but afaik not build by Axis. Similarely, the near-bridge spawn on Goldrush. As an axis player, I could nade and block the spawn exit, and it would not be considered SK? (I’m not skilled enough to do so, and it feels unfair, anyway, but just for clarity :-D ) 

    Yes, this is a good heuristic. However, it fails sometimes – e.g. if leaves unclear where the first Allied spawn on Goldrush ends.

    Its what I describe here as:
    spawns that are capturable by one team by capturing flag or building CP " .  I made them separate point because as long as the room is not a spawnpoint there are no rules that denies shooting any weapon in there. Bremen CP spawn & goldrush near bridge spawn & braundorf CP & frostbite CP spawn & snatch CP spawn &  fueldump CP spawn (& ... ) are all just empty rooms as long as CP is not built or it is built but destroyed.

    So both of you exampled spawns, as long as they can be captured only by 1 team by building CP are free to shoot indoors as long as CP is not built and enemy does not have spawnpoint there. As soon as CP is built and allies can spawn there you cannot shoot mortar inside AND cannot spawnexit with mortar but you are free to use any weapon inside or camping exit. 
     

    9 hours ago, Oldman said:

    Understood. However, allowing to just return fire, is imho effectively a death penalty to the passing player, given the pace oft he game, and the criticalness to be the one shooting first in a 1on1 situation. Furthermore, I would not be able to pass the lower bunker entry on Beach, because up the stairs is an Axis spawn, which then has an unfair advantage. In practice this rule will be hard to prove and enforce anyway, I think. But maybe that’s the reason why it isn’t really enforced, is it?

    Well. There are ways to the objective without passing enemy spawn. Thats why that rule can be enforced and makes more sense. Attacker usually has a chance to choose their route to objective and to evaluate if spawning enemy can cause harm or not. Defender has mostly no other option than to spawn there. It is balanced in its unusual way.

    9 hours ago, Oldman said:

    I wasn’t aware of map specific rules either. Very good to know. They all make sense to me, because I remember how annoying e.g. the mortar on Oasis can be. Artillery and mortar on the Caen  exit are similarely annoying, and it’s difficult to get out on the other three exists (window + the two narrow corridors, where players stack up behind each other).  (I mixed up Caen and Venice; are there rules for Venice, too?)

    Yes. Spawn is the room where you spawn and spawnexits are the doorways outside from that building. 2 in front, 1 upstairs and 1 in the back.

     

    With mortar there is usually (at least for me) common sense in play - if player can see where mortar is landing and can choose to go same direction but avoid mortar then its not on spawnexit. As soon as player is exiting the spawn and has no other option after seeing mortar than go back in spawn then we call it "mortar on spawnexit" and do not allow it.

     

    10 hours ago, Oldman said:

    I thought I knew the basic set of rules. ;-) My point was mainly the gray areas, of which now a few have been uncovered and clarified, as well as presumably arbitrary decision: Admin A handles things different compared to Admin B. 

    If you  know basics, then you should live long an prosper. As soon as you go exploring gray areas, there fingers can be burned. 

    And as in life in general -  it is not black and white. No 2 situations are the same. For example. Oasis. Panzerplayer passes spawn accidentally in the middle of passing will fire it (and maybe kills himself/herself) and no harm is done to enemy - we are not gonna kick or mostly no even gonna warn as we can see - it was accident. But if someone shoot it in or into spawn on purpose, it can cause warn or even direct kick - depens who it was, what was the damage etc.

    Best thing to do when rules are broken by accident is to apologize. Kick or warn or ban is not automated but given out by one or multiple people who can see the situation very differently from the player in question and without added info will make some judgement. 99.9% those judgements are valid and correct.

     

    Hopefully cleared all your questions, but if you want anything else explained or discussed - let me know. I can say and @Eagle_cz can confirm how rebellious I was and sometimes still am about some rules or habits that we have in server. But I have understood and accept them and will stand for them because they have been put together based on long observation, experience, common sense and discussion. 

    C#

    • Like 2
  12. 11 minutes ago, MiniMuppet said:

    Welcome to the forums Oldman nice to meet you. Hope you enjoy your stay here.

    @Ctrz watch who your calling old at 42 years old :D 

    Im calling them old who are old :D. Age is just a number. Some age like wine, others age like milk.

  13. 18 hours ago, Oldman said:

    Hey there,

    I am pretty sure the team has spent alot of thought over the last years on how to handle and prevent spawn killing, and the existing rules are imho very good and clear in general. However, whether there are rules or not, it often remains a subjective decision by the team themselves who to kick and what to warn: where does for instance a spawn area end? Also it's sometimes not bad to have a general second view from outside. Thus, a few considerations for thought & discussion, if you like (didn't know where to put them, thus I use this forum area):

    Oof. I like me some long and essay type answers, so here we go.

    There are few different spawns so we have few rulesets for them:

    a) spawns that are capturable by one team by capturing flag or building CP (examples : bremen and frostbite cp for allies)

    As long as that CP is not built, you can shoot whatever inside there or camp the doorway with whatever weapon you like (mortar included) as it is not spawn. When that CP is built, you can still kill people inside spawn or camp the spawnexit with whatever weapon you like except Mortar inside spawn and on spawnexit. Usually those spawns are surrounded by walls and between walls is the spawn and the way out to next room is considered spawnexit.

    b) spawns that are capturable by both teams by capturing flag or building CP and remain capturable (example : battery flag spawn, battery cp spawn)

    As long as it can be captured, every gun except Mortar can be used inside spawn and on spawnexit. Usually those spawns are surrounded by walls too and spawnexits are easily distinguishable

    c) spawns that are capturable by both teams by building cp or capturing flag and will become one team permanent spawn as soon as some mission for map is completed (example : oasis flag spawn for allied, caen flag spawn for axis, radar flag spawn for allied)

    As long as spawn can be captured back by other team, its okay to kill inside there or camp the exit with every weapon except mortar.

    When the spawn will become permanent, it is against rules to use any heavy weapon inside there (soldier weapons + grenades + riflenades + satchel + arty + airstrike) and players (who are in team that is not spawning there) are allowed to pass through this spawn and return fire with light weapon when getting shot first from spawning enemy. When spawned enemy goes out and comes back to spawn then they are free to be killed with light weapons immediatelly. Also whoever who stays inside that spawn and shoot out will be counted as "spawned player who attacked first" and is allowed to be killed with light weapon. This includes also mortar who sits inside spawn and shoots out.

    Also (when spawn has become permanent spawn) it is allowed to use heavier weapon to block spawnexit ONLY when there is multiple exits from that spawn that are usable by default. That is why we have a rule in Oasis that we dont allow heavy weapons past broken wall for axis because allies have by default only one way out from that area (as the waterpump exit is a object to complete on its own). We dont allow arty or heavy guns to block the Supply depot flagexit for allies as strike/arty/mortar can block both ways out and in Erdenberg the little area in front of Allied flag spawn is also the only way out for allies. Also area in front of Axis flag spawn in Caen should stay arty-mortar etc free as there is no other way out.

    This ruleset will cover also spawns that are not capturable and are there in the beginning or will become available when map progresses and attacking team completes some objective (for example : goldrush tank area spawn, fuel dump tunnel upper spawn for allied).

    So. Those are the most of spawns covered and scenarios described. Questions?

    18 hours ago, Oldman said:

    The prohibition to spawn kill should not lead to a strategic advantage for a spawning team. E.g. if one throws nades out of a bunker that contains a spawnpoint, one should not accuse of SK if one eats a nade afterwards. This is also why an invisible wall like this, which allows bullets from just one side, would not be the best option.

    Throwing grenade back is not allowed because it can kill or damage also other players who are currently inside that spawn. As it can do damage to multiple players simultaneously we count nade as heavy weapon. If someone stays in spawn and throws nades out or shoots mortar - it is allowed to enter / pass that spawn and return fire with light weapon. But its important to keep in mind that you cannot be agressor in that spawn but you can only fire back.

    18 hours ago, Oldman said:

    Maybe establish a soft-kick variation that let's one rejoin within a minute wait time or so? I mean, since I now have been kicked, just after opening a new beer to accompany the map, I can tell you it's annoying enough, if you had just warmed up and fun playing.

    We dont tolerate rulebreaking. And to let the cooldown be just 1 minute will not make the rulebreaker to think back and reflect on what he did wrong.

    a) Kick without warning first is not common practise in our server. If you see in chat that you or others are warned because they broke some rules then learn from it. If something is going out of hand, then its common practise to announce in public chat that from some moment forward - all punishments for breaking rules can be stronger than just a warn. If I see 3 people in row throing grenades in axis Oasis last spawn and killing people inside there, I do one round of warning and then inform that everyone who will do it again will be booted off. 

    b) command  !rules is there to use for everyone

    c) it is always okay to ask member (whatever level they have) in game, in discord or in forum if something is or is not allowed. Chicken nugget asked some info about something some time ago and instead of going over the line and getting punished, he understood well where the line is drawn and kept his act cool and fine within rules.

    d) kick is designed to be annoying. but its surely less annoying than getting banned

    18 hours ago, Oldman said:

    Imho, a kick should be ultima ratio; if there are milder ways, like a warning, use them. Putting a wall of text in chat at the beginning of the match will not help much, since people - at least me - don't read it, or rather have no chance to read it. Warnings to others might also often go unread.

    Use !rules is my best suggestion. Not knowing the law does not make someone innocent. It is the same way in real life. What is allowed where I live might not be allowed to where I travel. And when I am guest there, I act according their rules. Mostly !warn is used and the mistake is explained but we also keep an eye and if you do something against rules over and over again, then be ready that after 1st warning, the 2nd and 3rd can be skipped and you may be awarded with well-earned !kick. We follow the rules and expect our members, guests, owners etc to follow them. But if someone clearly do not like to play there on same terms as others than actions will be taken. :) 

    18 hours ago, Oldman said:

    Don't just enforce the rules because you have rules. In the end, they should imho prevent unfair practices that kill the fun not only for newer players. That being said, it's something different if someone intuitively throws a nade in spawn direction, without much thinking about it, or if someone places and airstrike and blocks the spawn exit. SK is not equal SK.

    I have been here more than 3 years and I have not seen someone who is new to be booted off when they break rules. !warn is usually handed with information what was done wrong and if they have questions - we will answer them. That "intuitively thrown nade that lands in spawn" can also kill and gib team only engineer for example and decide the endresult of the game. SK is equal to SK because its unfair to whoever is at the receiving end. The effect can be small or mighty but SK is still SK. If you run through axis spawn in goldrush, drop a grenade and did that by mistake and turn back and prone over the nade or say sorry immediatelly in chat then it is handled much more softer because on cannot pick up his mistakenly dropped grenade. 

     

    19 hours ago, Oldman said:

    When banning, consider that you have sort of a monopoly - it seems there are not many servers left today, which are well adminstrated, and well visited. Or did I oversee them?

    First of all, to receive a ban - you have to do something extremely bad. If you could see the comparison between the amounts of ban or kick or warn given out, then I reckon its like 80% are warns, 18% are kicks and 2% are bans. Maybe it can be even more lopsided.

    When we use warn, kick, mute, ban - whatever "tool" to keep some order in server then its not to show power but to keep that stability that every player ingame has equal chance to attack the object or defend it and if someone abuses others then they will be "made equal" or "taken out of equasion". If we lose 3 players who do not care about rules and that the space in server is shared by everyone but keep 2 players then I reckon its a quality over quantity deal that we take every day. We have followed that somewhat strict all the time and Im confident that because we are well administrated we are also well visited.

     

    19 hours ago, Oldman said:

    Lastly, for a better discussion culture, I'd suggest you don't close threads, let only Muppets reopen it so they can add thoughts, and re-close them again immediately afterwards. It's feels like gagging registrants, who might still have something to add. ;-)

    I understand you mean Jessica responding to your topic about him although Jesus closed it for review - im sure it will discussed if found necessary.


    If you have any further question - let me know.

     

    C#

     

     

    • Like 2
  14. 8 hours ago, Mister J said:

    GoldenDunk would be cool! We had it in ETpub years and years ago, map lenght set to 10 minutes I believe. Very nice to have a map to fool around between all seriousness of blowing bunker controls, big bertha's and fuel dumps. 

    Would love it but its better with DJ (I dont think we will implement it) and without arty and strikes. :) 

  15. 4 hours ago, Dmxj said:

    Nope not yet, because then we have to fix my level back and the recruiters have to put me back on splatterladder etc... 

    Maybe there is a way to fix it :help:

    I dont think splatterladder is effected by etkey anyway. There was a suggestion to store etkeys in teammuppet "safe" when Oli kept deleting his etkeys consistently. I use regular ET launcher and works still. Hope you find fix and good conf soon. 

×
×
  • Create New...