Gaming Zone > Unreal Tournament 2004

Freon - balance, bio-camping, classic maps - others (discuss)

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Piglet:

--- Quote from: Krellsan on March 15, 2023, 13:35 --- "suicidal label", which you can get with hitting ur frozen teammate. That bug is really awful.

--- End quote ---

That's not a bug. That's there by design. It stops you from having limitless health at no cost to you by suiciding by a teammate every time you get low, or by rocket-jumping into lava for full health like people used to do before we stopped that.


...and by the way, just in case you didn't know...we've spent a lot of time tweaking Freon. Small changes here and there to make it better over time. Lots of thought goes into each change. You're just seeing some of this in the thread

wife:

--- Quote from: Piglet on March 15, 2023, 09:35 ---Should be possible. I like it. Give me some code for that? Perhaps configurable radius so we can tweak it?

--- End quote ---

Changing the UClass from xPawn to something else might make frozen corpses go a bit weird on movers and bypass blocking volumes.  Might also prevent instathaws from lava dipping.    I'm not really sure on how to change it but I'll have a play around with it.

I was gonna suggest making the pawn have zero collision, but I like using people as shields when I'm thawing them so disregard.


--- Quote from: Piglet on March 15, 2023, 09:35 ---There are good maps out there. It would be nice if someone was willing to work through them to help identify / tweak maps that might work.

--- End quote ---

I'm happy to tweak maps if players have suggestions/find exploits.  Things like fixing sticky BSP, changing platform lifts into pillar lifts to stop them from getting stuck in a bump loop when a frozen corpse is underneath them etc.

I'm still working on the new pathing for trast and removing the collision from the lamps.  If anyone has any requests for map tweaks add me on discord: AngelPrincess#7837 (old acc is dead)


--- Quote from: Piglet on March 15, 2023, 09:35 ---I've added Rankin-FE

--- End quote ---

:D

Piglet:
Can't we just adjust the Class'BioBlob'.Default.DamageRadius, or is it something else that causes the issue?

wife:
I'm not entirely sure, I found this section in XWeapons.BioGlob under Actors->Projectiles:


--- Code: ---function BlowUp(Vector HitLocation)
{
    if (Role == ROLE_Authority)
    {
        Damage = BaseDamage + Damage * GoopLevel;
        DamageRadius = DamageRadius * GoopVolume;
        MomentumTransfer = MomentumTransfer * GoopVolume;
        if (Physics == PHYS_Flying) MomentumTransfer *= 0.5;
        DelayedHurtRadius(Damage, DamageRadius, MyDamageType, MomentumTransfer, HitLocation);
--- End code ---

But I can't find the DamageRadius variable in the XWeapons.u/XWeapons_rc.u/ XGame.u files.  Do you know what files I'm suppose to look in?

I also found this in the Redeemer projectile:


--- Code: ---HurtRadius(Damage, DamageRadius*0.125, MyDamageType, MomentumTransfer, Location);
--- End code ---

So maybe setting a HurtRadius is the way to go, but I'm still pretty unsure. 

Changing the functionality of the weapon is a little daunting as people have gotten used to how it works, so this would unintentionally nerf its use outside of biocamping.

holyspam:
------- damage adjustments ---------
@Piglet
Cannot check the code now, but we can easily add some extra checks in the 3SPN "ReduceDamage" function that would cover all weapon damage, not just Bio.
@wife
The way 3SPN/Freon is set-up now, changing Pawn class would create major issues, also creates huge processing times when spawning/destroying Actor classes.
That code is the relevant block, but I would prefer to leave the behaviour for the frozen player as-is and change only the splash/spread to nearby players.

--------- 3spn thaws/challengemode --------------
@Piglet
Changing 3spn thaw logic to take into account score advantage, but leaving the starting and resurrected health/shield to full should be good.
-- I say we start by adjusting the current code to always start at full HP. --
@Krellsan
This actually helps lower skilled players more than high skilled players, who usually adapt to running around the map with low health.

Expect 20-30% higher PPR on the server for people in the 0-6 range
Maybe 20-50% higher for 6-9 range and maybe 50-100% higher for >10PPR players
Range of 15-20 might become common for players who already have 10+
This will help the lower skilled players, as they would now be matched with 15+ PPR teammates for the average.


------------- Score calculations ------------

@Piglet
Like you said...you had 22 PPR...which is because having a lot of players to thaw you is elliminating the effect of challenge mode.
With regular 16 players it would be like 12-20 without challenge mode, depending on map/game.

If we remove it, PPR history will have to be emptied and to begin from scratch.
Since the change will affect the scores and gameplay, it would take 30 games for every player for the balancer to work properly.
If we set the current average as the "last game" and remove the other 29 datapoints, it should allow the new system to start calculating with the new "gameplay"

PPR-per-players or per-players-per-map would require a lot of additional database scripts/stats logic to work, yes it would create a "perfect balancer" but I think just using per-player-count covers 90% of edge-cases and does not require a full table of maps, with different map versions to make it work.


------- Thaw+Kill/Death ratio ------
It might actually happen more frequently, since it would take both kills and thaws at 50% weight, compared to deaths.
Very experimental, but it might work instead of PPR for rounds/matches where the PPR difference is <0.5 between teams, but one team is getting ahead easily

--------- equalizer  ---------------
Sure, I was just thinking adding some delays or extra checks, before the final swap, it looks like it's just instant and random now.


---------------- resurrect logic  ------------------
Yes I am aware of the current logic and agree, but I am talking about the case where most of the team is dead, you are being hunted by enemies, trying to reach the 90% thawed to touch before the enemy kills you, it resurrects them near you and they also die.
But the biggest issue is the Dead priority - only when not in overtime and also not for fresh joiners.

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