Gaming Zone > Unreal Tournament 2004
Freon - balance, bio-camping, classic maps - others (discuss)
Miauz55555:
Make it 4% -> would be ~8,4% thaw with a full load That would be acceptable.
Piglet:
It was 50%. Moved to 30%, and now at 15%. You shouldn't fling your goop at frozen players in the same way as you shouldn't do it on teammates...
nyrde:
Ok. The smaller % is a good idea. IMO If we have the the bio thaw, it should be so that it doesn't discourage the use of bio to thawers, but nerfs the bio camping aka spamming bio to same corpses over and over again.
Miauz55555:
I will try to not use bio on thawers, but simply headshot them. You can HS someone with a shield. Just need to increase my aim a bit, or let's say where to hit .. the hs seems a litle bit random sometimes.
zeus:
Some food for thought
Elements affecting the gaming experience can be broadly separated into the following
1. 3SPN codebase running server side
2. Settings in the server (read: player count, tickrate, various network settings, server OS)
3. Internet routing & its quality
4. Client side computer & its settings (read: how new is the player's computer, whether the network is over wifi, etc)
5. 3SPN codebase running client side
At any point in time the gaming experience for the player is a player specific combination of all these elements.
Unfortunately the recent gaming experience ( > 1 week ) has been horrible for many players!
The server becomes a random lagfest when more than 2 players are actively playing on it. "Random lagfest" here implicating 2 main characteristics
* movement is lagged / shooting is delayed / feeling of "delayness" in gameplay
* hitting is inconsistent (= same shot does not hit the same way in the span of seconds) and receiving damage feels total random (= one does get hit before the client can draw the projectiles that caused the hit)
Good example - at the moment of writing it is 22 CET in Europe and there are 3 players trying to have fun. Server was full (18 players) 1h ago and most people did not go to sleep, they just _CHOSE_ not to play in a random lagfest! This random lagfest has resulted in games where 7.x PPR is on top with 18 players in server and players having 10+ thaw units. This has also resulted in Pig ragequitting because he doesn't get any thaws!
So far holy has said the element #3 (internet routing & its quality) is at fault mostly, but if we look into broader picture it could be also any of #1, #2, #5 at fault OR any subset of those. The only thing more or less constant in this whole array of elements is #4 as players do not switch / upgrade computers on daily basis
So my question is - WHY DO YOU KEEP ON CHANGING SO MANY VARIABLES 24/7 AND EXPECT A DIFFERENT RESULT EACH TIME? This is like the perfect counter example of a scientific experiment -> one changes so many input variables at the same time that is almost impossible to narrow down the exact cause of negative results. One has basically 0 control over how it will influence the player experience. So what if you STOP upgrading / updating all the settings / codebase at once (again randomly choosing the sub-elements to change, like BIO based thawing) or at all (PIG3SPN & server settings from 2 years ago were quite OK) and stick to running the best Freon experience instead?
And then perhaps Pig shall also get his thaws in maps other than trast & Goose
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