uips
Tech Support-
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This would be the place to request a feature: https://github.com/etlegacy/etlegacy/discussions/categories/ideas
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I think mentioning it to legacy dev team might get things running.
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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.
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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
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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
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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?
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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:
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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?
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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)
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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.
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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.
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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.
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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.
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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
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Little survey to see how many are still using old client.
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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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something is different in legacy physics, trickjumping seems easier and moving faster also looks like its easier to achieve, idk if its just me or there is some explanation behind this. Why would u want your community player base to choose other servers than TM if there are resources to provide it? There are lots of servers hosted by TM, someone might confirm the exact number? over 10 at least? As TM is expanding over different mods like Beginners server, Why not provide even bigger variety like TJ server if there is enough interest?
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Teammuppet has lots of different servers. Some servers seem empty, not much activity? Perhaps turn one into trickjumping server if there is enough interest? As main objective based servers are focus on gaming. More shooting less typing. Then TJ server is more chilled on that matter. Sometimes theres more chatting than jumping . i warn, completing those TJ maps can be very addictive. Also gives players the option to practice "abusing the game physics" to gain more speed . Practice moving fast in certain parts of original maps or completing whole trickjump maps. Mastering trickjumping enables you to glide down fast from goldrush flag spawn or move fast from oasis flag spawn past the wall. (Just some examples). It is different experience from regular objective gaming that TM could offer.
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Similar thing seems to happen in braundorf, some axis spawn in base instead of flag.
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Different Shuffle options for admins to choose would not be a bad thing? Random shuffle SR shuffle K/D shuffle Damage shuffle
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Ive seen that too after shuffle things even getting worse as players change every map and people go to spec if they end up in team they dont want to be in. It is also Shuffle based on SR if i am correct. That is something u receive over time. A skilled player that just joined server can have 5 SR and be the biggest influence. I think it is somewhere suggested for Legacy to have command for shuffle based on K/d ratio. I agree to determine the state of game you have to be in the team experiencing it yourself. If you just join game its really hard to decide on. That auto balancing is weird. It does what it has to but i think there are ways to improve it. Perhaps auto balance giving popup suggestions to players that it determines as best fit for swap, even reward SR for it? if it helps to me weaker attacking team is not as bad as weaker defending team. As attacker you get lots of chances to try again or try new things. As a defender fail results in lose as u dont get those multiple respawns to try again. idk if it is good to just shuffle whole team because one player. Right now there is call vote for shuffle. What about shuffle call vote for one team only? If u think you should shuffle because axis losing you can call vote for axis players and let them decide and based on that info admin can make better decision.
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To me direction of those changes make a lot of sense. If it currently is balanced that is another question. As cover ops you can choose between sten, fg4, k43. Back in old times fg42 never felt a threat it was one of easiest targets in close combat fights. Now Undercover covert ops with fg42 can shred u down before u can react. I remember skilled shooters favoring sten for accuracy, even aimbotters going covert ops as sten for the very same reason. In ETL i rarely see someone using sten. Right now fg42 is the weapon to choose for close combat. If u wanted to snipe k43 was always the option. fg42 - near, scope (mid-far) (SMG - mid) Sten - mid-far K43 - far-very far to me those aim distances are very fair if they are balanced correctly. fg42 close combat monster with 2ndary range extension as scope. Sten should be superior over mid-far range compared to SMG. I think the variety is good when it is balanced and you can choose a weapon for yourself based on your desired playstyle. I might give even as far as K43 oneshots players without helmet, this way you as a sniper will look for players without helmet for secured kill. Players on other hand want to have that helmet. Right now it is not that hard to take down sniper with SMG
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!shuffle - Use this at the warm up of the map and use it when you notice one team is a lot stronger then the other or when a map ends less then 5-10 minutes. Finishing a map quick means that we lose players on our servers which means empty server, we do not want that It might be just me but sometimes it feels like shuffle is being used on situations where it is not necessary at all, maybe someone else felt like that? Example 1: Allies or Axis winning 3-5 maps in row. (players whining over losing) in reality game flow is balanced but just one team manages to result in win in fair balanced game. (Ive seen 2 games in row finished at last minute by allies and that resulting in shuffle in 3th map. In reality it was really balanced gameplay, allies were having tough time but manage to complete objective, yet it results in shuffle for favor of axis because some players whining and admins listening?) Example 2: Game won in couple of minutes for someones lucky or sneaky gameplay, lack of defense and positioning (Frostbite, beach documents). Could be a random map out of blue getting finished like that. Again in reality state of teams is balanced but sometimes this results in shuffle. Unbalanced state of game: People cant get out of spawn. (Venice for allies as an example) Objectives moving on fast without resistance. (Every milestone of map get done easily. (Caen for example axis advancing without effort to last part of map 20minutes left in game time) I might be wrong but the matter which team won the maps should not be considered when deciding for shuffle (again some in game feedback from player asking for shuffle because one team won too much maps in a row yet games are balanced). Also those sneaky map finishes should not be considered as well because they have not much to do with balance. it can happen in one map if luck favors it. I think !shuffle should be used mostly based on how the gameplay feels in general, not the outcome and those lucky, sneaky wins. There is also this Even up rule if it is still active? That encourages admins to take action first if it can help the situation. Even up rule & explanation: If you !balance doesn't mean that you don't need to switch and just use. You, as a member/admins, should be the first to switch teams to even. Those who will be abuse it will be take off this command. Remember, Admins and members are meant to be the first to switch when uneven. Example: if you're in a team a lot stronger then the other would be nice if you switch to the other team that has one player less then yours to even up and make the game more enjoyable Example 1: your opponent team has 2 less players then yours, even up asap! Example 2: if your team is losing badly and you end up being with 2 extra player I would honestly just stay in your team and help them out, it you would be kinda lame if you switch, no offense.
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I think it it final version of original one, etl reworks should have etl_ in front of map name