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Everything posted by Oldman
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I have an issue with Telefonica since a few days. Packets hop from Berlin to Spain, from Spain to the US(!), then back to France. A lot gets lost on its way. ESL 1 server though. But maybe related(?). Fwiw: Could be related to https://www.reuters.com/article/us-france-ovh-fire-idUSKBN2B20NU
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... just wanted to leave a quick thank you to the web and server administrators for the winter & xmas look and feel (skins, map choice, ...). Dunno who does that here at TM, but it's awesome, and I am sure it takes work and dedication, so cheers - appreciate the effort. Best, Oldman
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Ryuzaki .. That profile picture seemed instantly familiar... loved Death Note! Welcome & happy fragging
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Legacy update v2.76-1075-g765ea79
Oldman replied to MrMuppet's topic in General and Server Suggestions
Maybe related to the lag spikes, which I also witness upon others connecting - I now sometimes go 999, which afaik did not happen before. Got to reconnect then. Happened for instance ~2020-06-28 22:47 CET, last minute of Supply Depot. Just in case the server logs or something similar could shed light on the reason. Or, if it's just me, it's my internet connection? Edit: Happened same time today. Must be something with o2, my internet provider, or the router... -
A few improvement ideas to balance the gameplay
Oldman replied to n4x's topic in General and Server Suggestions
Interesting ideas. Especially 2 and 3. Ad 3: Imho, marking indusputable no-SK-areas as such could provide an additional help; on the other hand, I'm not sure if the effort (do the markings) is worth the result (less spawnkilling and discussions?). Ad 2: The full health revive provides an interesting tactical component and many "(un)lucky surprises". However, I personally also dislike the medic outpowering any other class with their health bonus (auto-recovery + packs). I've seen other servers anti-rambo'ing the class by medics not being able to eat their own packs anymore. Think it was another mod, dunno if it's possible with ETL. If so, could be sth to put to a voting, and to a test... This provides a completely new gameplay - not only for medics. (Not saying necessarily better, but different.) -
+ Inverted Goldrush.
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Legacy update v2.76-1075-g765ea79
Oldman replied to MrMuppet's topic in General and Server Suggestions
@Spyhawk Super interesting read, thanks for that. And also kudos to you and the ETL team - I would not have dared to install ET again a few months ago, until I accidentally discovered your work, which, since then, has provided me with many(!) hours of gaming-fun on the Muppet server! Love it... I think that's natural, as you look very differently at the game compared to regular players that most probably have no clue of 3d-game-development; I mean you've aten the red pill (admit it!), Neo! I haven't noticed the explosions-dont-gib bug. But at the pace, the game gets with 30 players and everything levelled up, I'd guess things like that are easily overseen; my attention is at heads popping up, not at bugs. 99 out of 100 players don't even know that you request bug reports, and how and where you request them? For someone who has experience in software develpment, it might come natural to visit a site like github and provide a reproducible example with a demo. I don't even have a demo of most of the games I play. "Thomas Bayes" - you think of Skill Rank, I think of an underground gabba dj in rotterdam There are always nagging people. Goldrush is to frequent. Fueldump is too white. Proning is too lame. Don't overrate it, but look at the many silent folks that play ETL with great passion and appreciate everything behind the development of it. Unfortunately, appreciation for work is often a silent thing. But I hope it's still on your radar. Thanks again and best, Oldman -
Syringe accuracy at main Legacy server
Oldman replied to Poyer's topic in General and Server Suggestions
I was also noticing strange behavior with regards to reviving, but also to healing someone - often times the needle just does not hit, although "social distance" seemed an unlike cause. I thought it was me being clumsy until now, but according to the above it seems more like a bug. When reading the developer notes... ... maybe it's time to test server and gameplay with reduced amount of spam (e.g. less artillery)? -
Hey gents, First of all thank you all for taking the time to answer, and also to extend the thread; this is far more than I expected. :-) But the Muppet servers seem to have become a living room for many folks from all around the world, and not everyone wears a TM tag. To prevent unnessecary confusion and frustration, it’s probably good to discuss, refresh, clarify and document this topic from time to time, since there still seem to be a few gray areas, or, as @Sebast1an imho summarised it well: responses show a mixed opinion so I guess it's up to whoever is online at the time. @MrMuppet No worries and no need to excuse, I don’t need to have a last word on things. It was more a suggestion to keep in mind maybe for future posts & critics especially from new people in the forum, and how these are being handled. @divine_one & @Ctrz I get the argument. Yet it appears a bit artificial/auxiliary, given that light weapons might also do damage to multiple players simultaneously, even if you are capable of shooting with a m00f‘ish headshot accurary. But ok, a nade inflicts area damage, and the likelihood that it impacts more players is probably higher. Not 100% sound, but got it. @divine_one Absolutely understand, and in general I haven’t experienced nothing else, which is also why I loved to play. Didn’t know about freeze and gib. But explains why I have seen a player exactly asking that. :-D If things go out of control, which has been mentioned in another thread as something to occur often, maybe pause the game? That might be annoying to to larger part, if it happen often, but this certrainly catches attention from everyone and offers an opportunity to clarify things. @Ctrz 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. 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? 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?) 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. In the end, any rules probably will never be perfect for everyone and be able to cover all situations. So with a wink, and in the veins of Monty Python, I add that if two opposing spawn mortars kill each other about simultanously on Goldrush, admins kicks themselves. ;-) Thanks again and have a great weekend, Oldman
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Thanks all. :-) @eMMiel You actually made me laugh a couple of times with your introduction. I'm sure you will get to used to al the new things with ETLegacy. You are not the oldest one here, so you could still use Youngman! Glad to have made you smile. And… that is actually a pretty good idea, given also that the nickname oldman has been taken long before me by a meanwhile probably 70 years old ET viking - happy to respectfully give it back to him. And become Youngman! (Or, with regards to Ctrz‘s note on aging and my complaint, maybe "wine"? :-D ) @Matu You are old enough to be @Jessica grandson Interesting imagination, since I now know that uncle Jessica leads kids with a very, very hard hand. My butt is still hurting from the kick. @Poyer & @huNti and I've got to say that you're a pretty good shot as well (and that for someone who has been AFK for like 10 years). Welcome to the site, good player:) Merci! I can only say the same about you both. In fact, I even tried to look up a few things from HuNti. :-D Have a nice weekend Youngman
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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): 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. 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. 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. 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. 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? 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. ;-) With regards, Oldman
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Dear Muppets & visitors, Now, being registered, I also wanted to leave a quick thanks for maintaining the servers and the community around them. You might have seen me playing under the nickname 'oldman', which I obviously chose on the peak of my creativity.... not. (In fact I think I chose it after installing ETL to trigger some respectfulness for me being a newbie again, but instead I got pushed and teamkilled and asked if I am 60 years old in the first matches - the opposit of what I hoped for :-D ) Oldman in a nutshell: Living in Germany's capital, grew up in the Ruhr area, working in digital marketing, passionate about table soccer & other pub sports, about boxing & kickboxing, and obviously about ET - I played alot on pub like.. 10-15 years ago...? Even did a small ET weblog back then, where I curated interesting stuff that I stumbled across. Discovered ETLegacy by accident(!) like .. 3 months ago, was happy about seeing stable >76fps for the 1st time in my ET life, and immediately got en fuego again when playing.. I mean.. this thing is still beautiful: gameplay, pricetag, chat commands.. <3 Yet, I still don't know all the new maps in detail, and some things like the needle-heal (instead of TK-revive), and the covert staying disguised while shooting still feel strange... so, bare with me (and other elder ones). Fire in the hole! Oldman PS: anticipating the question - Oldman has just baby'ish 42 yrs on his account, but you're as old as u feel, right?! ;-)
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Thanks MrMuppet, Poyer, Eagle_cz and Stumpel, appreciate the welcome. Nope, sorry to disapoint you. ;-) For what it's worth, I will write a little intro in the "introduce yourself" section.
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I haven't noticed any of these.
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Thanks Charlie, but nevermind. Let's rather play than checking records. If Jessica agrees with some points I've made, good, if not, also good.
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I, like prly 99 out of 100 other players on the TM servers, don't have any problem with it, on the contrary. Although it might be subjectively assessed by the admin where claimable spawns begin and where thy end... Anyway, I won't argue here, because that can never be solved 100%. I argue that posting a wall of 100 words of text in chat at the beginning of a round alone does not necessarily help the SK problem, a problem btw, which in case of today's round I haven't seen from an Allies perspective. However, warning players with a note why the warning was filed, and kicking after a number of warnings (depending on the severty of the SK) presumably is more effective; that's prly why in the past warnings have been filed. I haven't noticed any warning in this match. (Correct me if I'm wrong: I've also not been given any warning.) And being kicked because of one nade that nullified one player for a few seconds is still... ridiculous... Opinions...
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I'm probably one of the last to complain, but... getting kicked without any warning because throwing an allies nade on Beach Invastion from outside into the axis top spawn bunker, to send a camper - in this case Jessica - to oblivion, is imho a bit over the top. Especially given that allies were raped several maps in a row. Just my two cents. I can imagine that administrating is sometimes not easy. But that felt not wrong, but stupid, and precious rights in wrong hands. I've seen that this is not the first time that Jessica seems to do some questionable adminstration, so maybe it's not the complainers, but the admin... Best, Oldman