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Everything posted by uips

  1. This value will define rotation length. If we take most popular map adlernest for example. It will be played every 10th map, increasing this value to 12 will give spot for 2 more maps and increase variety and decrease the amount of times u play your fav map. If majority feels like we keep playing same maps all the time this value should be increased. I agree. Voting should be ENCOURAGED. Bigger vote button? Colors, sounds messages, changes to menu. Its important that every player vote for map for most accurate pick for next map. That is the best way. If there are 40 players then all of them should participate in the voting for best results. Visible voting is bad idea, ive seen it on other servers and ive end up manipulating the system, last minute voting etc. It should be neutral decision from every player that decides the outcome. Ive also made suggestions to legacay dev team about map voting to make it more simple and clear. it will also fix the issue for you when u cant decide which new map to vote for https://github.com/etlegacy/etlegacy/discussions/1939
  2. 2.81.0 patch Increased (doubled) UI memory pool size for x64 architecture, fixing cases where UI would run out of memory on x64 but run fine on x86 due to different pointer sizes. 2.81 version should fix the memory issue. Once this patch goes live i think its ok to test menu again to see if the problem is solved. Meanwhile maybe someone would like to check over the rules if all the info is up to date or anything needs to be changed, removed, added and exactly like admins want it. Current Copy/paste from https://teammuppet.com/home/rules.html/ Notice: trying to keep the changes to original files minimum so there are only 2 files that overwrite original ones (nothing is removed just added lines) ingame_main.menu menus.txt If there will be changes or updates to those files from legacy team then need to adjust new ones (just copy some lines)
  3. in a full server choke points mainly happen due to only 2 main ways. 20 players divide between 2 corridors. some kind of MG way edition might make it better "GA" edition of Caen. But i also see the door way opportunity for surprise capture of the flag. I think enabling the documents door to objective for covert ops missions might make the flag part easier. When covert would steal objective allies have to give up the flag to secure objective or lose the map. Covert can cause enough mess to make the flag capturable. It will not be easy to get past all those allies or im wrong?
  4. This map can be considered "classic". It is on first page of popular maps according to splatterladder data. Most people know the map. Small short map with objective similar to erdenberg. I think it could switch places with one of those rarely getting voted maps currently in the rotation?
  5. I made a post about it. Perhaps we will see it in future updates of legacy.
  6. it still does it, only on 2nd crate
  7. every time axis returns gold it displays +5min time bonus message
  8. This would be the place to request a feature: https://github.com/etlegacy/etlegacy/discussions/categories/ideas
  9. I think mentioning it to legacy dev team might get things running.
  10. i think its not part of 2.80 patch yet so no changes made yet, probably same results if try now. Perhaps 2.80.1 in future will have it fixxed.
  11. Memory pool issue added to the future milestone of legacy. When this is fixed i think it will be safe to try again on server https://github.com/etlegacy/etlegacy/issues/1924
  12. any reason why it cannot be set under 35000? I remember in old times it was "default" recommended was 25000 and people with good connection could go higher, something like that. rate ETMain Client Cap on the connection bandwidth to use, 1000=~1KB/s. For 56k use about 4000, broadband 25000
  13. it seems Default values for ETL are rate 35000 and maxpackets 100 as i see most people use these values. Rate can be set as high as 45000 and maxpackets up to 125. Those are the values i see some players use. Is there any real benefit between rate 35000 and 45000, maxpackets 100 and 125. Does it make any noticeable difference?
  14. I created topic on particular map so it will focus on that map. If there is one big topic and everyone starts posting about different maps i think it will get a bit messy. But maybe having one locked/unlocked informative topic about maps currently on rotation + time lengths and bonuses or any additional info that can be provided, that will get updated in case of changes. But i think having such big topic open will eventually result in lots of posts and hard to keep track at one point. Something similar to this:
  15. I agree with this one. Giving something to do for axis covert (trying to sneak past allies for objective) makes it more interesting for axis perhaps. As allies i would not mind losing to sneak covert play because the stalling part that can happen in beginning gets boring for both sides. The same way maps with docs can be done and finished fast sometime, Oasis tunnel door also. Why restrict it on caen unless it somehow really unbalances things?
  16. Currently it is 15min initial time, +5min tank blowing gate, 5+min tank reaching its destination. What about 12min initial time? Allies can get stuck first spawn and i think 12min will work better in such a situation. What about 3th time bonus once docs get delivered to boat. Boat escort really feels like 3th part of the map and getting the docs is again another hard milestone for allies once the server has lots of players. 25min=15+5+5 (Right now) 24min=12+4+4+4 (I would prefer this one) 30min=12+6+6+6 (if the map needs to be longer)
  17. I suggest 12 (min) Initial time and 3-6 (min) time bonus after blowing gate. Allies are often stuck in this one once the server has more players. It will make one of those games 3min less painful for allies.
  18. Goldrush is 25min no time bonuses right now. Another thing i notice about longer maps such as Goldrush, Venice, Caen i tend not to vote them because of possible stalling that can occur. I tend to prefer "smaller" shorter maps because the duration of whole map is shorter. Dunno if anyone else has the same thoughts about those bigger maps. Thats why think total time 24min is better than 25min and time bonuses make the game feel shorter when u dont see the 20+ time ticking from beginning.
  19. uips


    Identity theft occurs when someone uses another person's personal identifying information, like their name, identifying number, or credit card number, without their permission, to commit fraud or other crimes. The term identity theft was coined in 1964.[1] Since that time, the definition of identity theft has been statutorily defined throughout both the U.K. and the United States as the theft of personally identifiable information. Identity theft deliberately uses someone else's identity as a method to gain financial advantages or obtain credit and other benefits,[2][3] and perhaps to cause other person's disadvantages or loss. The person whose identity has been stolen may suffer adverse consequences,[4] especially if they are falsely held responsible for the perpetrator's actions. Personally identifiable information generally includes a person's name, date of birth, social security number, driver's license number, bank account or credit card numbers, PINs, electronic signatures, fingerprints, passwords, or any other information that can be used to access a person's financial resources.[5] Wikipedia Identity theft is a serious crime no matter the scale. Although it might seem innocent in a game. Punishment has to strong enough that person will not try it again in game or somewhere else. Perhaps add few words about it in server rules and consequence so it will be clear to everyone.
  20. Most of the time Allies manage to get tank running. Although i think there is no harm in having such system activated in Goldrush as well. In essence what it does it prevents the game from continuing when the attacking team cant get our of spawn. 15+5+5 that is currently in use in similar long maps (Caen, Venice) will work fine i think. 12+6+6 will lessen the being stuck with -3mins if needed. Although i think it is even worse in the map Pirates. Ive seen allies stuck at first spawn lots of times. 12min initial time would be nice here with bonus once gate is destroyed.
  21. There is another topic that involves a lot of additional and perhaps more in detail discussion about Caen. So il try to keep this around map time and time bonus variations only. Axis being stuck for 15min feels too long i think some people might agree as well. poll option 1 if you are happy the way Caen is right now. poll option 2 suggest lowering Initial time. Every vote increases accuracy of the feedback so if u have an opinion over this matter i encourage you to vote
  22. Little survey to see how many are still using old client.
  23. save and load position, no respawn, infinite adrenaline, ability to choose maps, vote for next map and add time. That should pretty much do it i think.
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