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Eldrek

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Eldrek last won the day on December 18 2015

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About Eldrek

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  1. Agreed. Only reason I can see against it is that it might be more open to rank boosting abuse
  2. Yeah the real solution to this is to basically forfeit if you are completely unmatched. That will accelerate the skill ranking process
  3. Are 'veterans' not entitled to a good match, as much as you are? It's very easy to get into bad habits by going easy on someone. Also, spawn fragging is a thing that needs to be practiced as much as anything else. Going easy isn't to anyone's benefit. If you are so outmatched that you aren't able to enjoy the game, there is a forfeit option. It might be better to use it rather than waste both player's time sticking to a 60-0 match
  4. Matchmaking Wishlist

    I like the morphing lobby server thing too. Also echoing what others said about a ready up time so we can coordinate teamwork pregame
  5. Matchmaking Wishlist

    Team sounds plz
  6. Matchmaking Wishlist

    Before matchmaking gets forgotten about in favor of more features, lets make a list of things we would like added to matchmaking... Party queuing queuing while in other modes some kind of match broadcast system, when a team queue is almost full? auto requeue on dropped players casual modes should add players to matches already in progress so ctf and ffa can actually happen
  7. Integrated pickups

    Not qualified? Anyone can make a training map. Get qualified
  8. Integrated pickups

    Pickups are dead. If you put together a pug of new players you can pretty easily be isolated from higher level players. That said, next update includes matchmaking. As for training, well we have a training mode in-game as well as workshop guides. It's pretty obvious dev time is very limited, so if you see an issue you could be capable of fixing (like a lack of tutorials) then you're going to see much faster results doing it yourself
  9. Game Mode Problems

    oops
  10. Game Mode Problems

    Arena CTF removing flags is easy enough to add. I don't know how to approach design issues with AFFA in this thread considering it's a 'new' mode in reflex and working as intended. If you can distill it down to a simple bullet point rather than redesigning the mode entirely I'm all ears. Otherwise it might need a thread of it's own I think
  11. Game Mode Problems

    I would like to see some ctf scoring for assists and things too, the person touching the flag stand with flag in hand is often not the person who made the play happen. Regardless, I don't think scoring is terribly important at the end of the day. Auto joining is really kind of atrocious and always results in a period of afk players, or players that join and disconnect without even moving, etc. There should be some input required to join a match in progress. Knockback netcode has been long overdue, between that and the collision stuff they're easily the biggest problems in reflex gameplay currently. In race it doesn't really even need to be networked, you could just do it all client-side. Granted it might be more opened to cheating that way, but I'd rather have the possibility of cheating than being unable to use weapons in race at all. Anyway thanks for checking in shooter, it has felt like radio silence the past few months and I know a lot of people have been losing faith in the game.
  12. Game Mode Problems

    Thanks, added. if you guys think of anything else, let me know
  13. Game Mode Problems

    So with matchmaking on the way, I think it's a good time to start talking about gamemodes and the flaws surrounding them. Right now almost every mode is seriously broken in some way. Let's make a list of the problems. I'll split them into two categories: flaws/bugs and missing features. Note that this isn't really the place to dream up new modes, its more focused on fixing the ones we currently have. FFA flaws/bugs Joining players are automatically added to the game, causing afk joins while they load the map. Disconnecting players are lagged out instead of removing them, causing afks and hitbox/model disconnect no autoremove for afks, again causing afk players.. missing features Gonna include workshop sorting issues here, because finding good maps is pretty important to the pub ffa experience TDM flaws/bugs No teamsize or lock team options. 2v2 does not exist in the game, despite having a 2v2 mapping contest.. pause match/timeout missing features Team info widgets in default hud is really important to tdm weapon drop CTF flaws/bugs Teamsize/lock team Arena mutator removes flags from map missing features team info by default again would be really important here callvote timeout flagdrop/weapondrop/quaddrop scoring for non-cap events Race flaws/bugs Weapon movement is terrible with ping spectating deletes score no option to hide other players missing features checkpoints leaderboards persistant records ghosts to race against, of fastest player or personal best Duel flaws/bugs spectators count towards votes Occasionally the order of the people in queue is mixed up. (Xytaglyph's post for details) missing items at start is still a thing changing name moves up in queue missing features Forfeit option while preserving stats All things considered, duel is the most complete mode I think. Would love to hear some issues others have with it.
  14. [0.46.3] Server crashing on map change

    That's really unfortunate. Newbie nights can't run effectively without map rotations
  15. Clients getting dropped for 'lagging due to excessive Delta game state size'.. I've had the server crash repeatedly on map change. Could be related to the rotation file or callvote nextmap, however it did crash once mid game. Server was full with 6 to 10 people playing ffa
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