Making this post public for discussion.If I don't post it today, I will keep forgetting.quick summary:==========================================================================================High priority issue:==========================================================================================---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Challenge mode:----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------> takes away HP based on won rounds, that is 5 per round, up to 45 when your team score is 9-X-> takes additonal away HP from winning team, that is 5 per extra round that your team is ahead compared to the enemy team-> allows "weaker" team to win -> inflates PPR of lower skilled players -> reduces PPR of higher skilled players>>> Result <<<Most players are "compressed" into the same PPR range between 6-12, instead of a range from 5-20Makes the PPR scale non-linear.Suggestion:Disable or adjust formula
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Balancer:----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------> works perfect in picking the correct numbers according to its programming, including when and where to swap>>> Result <<<-> expects linear scaling-> takes the average PPR and in most cases does a good job with the numbersSuggestion:Leave as it is, maybe tweak the HistoricalPPR/CurrentPPR weight formula and maybe add priority picking/exclusions
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Balancer + Challenge mode - game breaker combo----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------> winning team gets ahead by 3 points, score is 9-6-> challenge mode means 140hp for winning team and 170hp for losing team at this point-> team that had 3 losing rounds, now has lower average PPR due to lower performance-> balancer is triggered and balances the PPR-> a good player is swapped to the losing team-> losing team wins 3 rounds in a row, because 125-140 starting HP means you're dead with 1 shot-> losing team is now full of adrenaline because they easily won the few rounds-> losing team proceeds to win the game in 70% of games>>> Result <<<1. The player skill was not balanced2. The conditions to achieve victory were not balanced (one team had lower starting HP)3. People whine about the balancer swapping incorrect players4. The team that just lost 3 rounds in a row, probably spent all their adr trying to win the round, but the team that won 3 rounds has more adr to spend5. The score number was balanced! 9-9 is balanced!#winMy suggestions:Disable challenge mode completely - offers nothing but dumb kills, stats that do not reflect reality, breaks the balancer and creates easy "comebacks"Add the (thaws+kills)/deaths ratio into calculation for similar PPR and use that for balance, see how it works.
==========================================================================================Lower priority issues:==========================================================================================---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Equalizer:----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------> Randomly swaps a player even if they're alive when someone leaves>>> Result <<<Breaks the game for the swapped playerSuggest changing the behaviour or disabling it
--------------------------------------------------------------------------------------------------------------------------------Bots:---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------They are useful for low player counts, but they are completely OP and hard to hit.Suggestion:They should be removed from the game when player counts are 12 or higher.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Bio-camping:---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------The way spawn protection works now, it checks for any nearby teammates>>> Result <<<In the olden days, we used to always get spawn protection after being thawed and you would thaw nearby teammates too, without losing it.Then you could resurrect - usually from the adr received by thawing them - and you would still not lose spawn protection.We made necro combo disable spawn protection.Spawn protected people are unable to thaw frozen teammates next to them, unless they move around a bit.Disabled spawn protection for grouped peopleSome are abusing this, to land 1 kill and then die.Shooting the frozen player and dealing full dmg like you shot an alive player and killing the player next to him is unfair.Suggestion:Force the biocamper to shoot the person being thawed, not shoot at the frozen body and benefit.- Only disable spawn protection for more than 3 teammates nearby.- Disable splash damage for frozen pawns. (make the frozen bodies react like objects, instead of players)
==========================================================================================Other:==========================================================================================---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Available maps:---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------The alternative maplist has been in play for 3 years now, the people have chosen their favorite maps, shockingly, it's the same maps that were chosen over the last 20 years by every other server.Suggestion:Retire the never played maps and bring back the original classic maps (example: Rankin-FE, Lea original, Under original, Grendel), the community likes them for a reason.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Overtime suicides:---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Currently in overtime you need to suicide to save yourself from dying.>>> Result <<<Loss of score, slow thawSuggestion:Change the way suicide works in overtime
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Necro combo priority---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Currently it's random/oldest thaw priority>>> Result <<<People get resurrected when thawed at 90-95%.Dead teammates stay dead - no chance of thaw unless someone resurrectsSuggestion:Pick players who are dead first, then oldest death, check for completion (don't resurrect at 80%+)
Disable Challenge mode or adjust formula
Suggestion:Balancer: Leave as it is, maybe tweak the HistoricalPPR/CurrentPPR weight formula and maybe add priority picking/exclusions
Add the (thaws+kills)/deaths ratio into calculation for similar PPR and use that for balance, see how it works.
Equalizer:Suggest changing the behaviour or disabling it
Bots:They are useful for low player counts, but they are completely OP and hard to hit.Suggestion:They should be removed from the game when player counts are 12 or higher.
Bio-camping:Suggestion:- Disable splash damage for frozen pawns. (make the frozen bodies react like objects, instead of players)
Available maps:Retire the never played maps and bring back the original classic maps (example: Rankin-FE, Lea original, Under original, Grendel), the community likes them for a reason.
Overtime suicides:---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Currently in overtime you need to suicide to save yourself from dying.
Overtime suicides:Necro combo priorityCurrently it's random/oldest thaw priorityPeople get resurrected when thawed at 90-95%.Dead teammates stay dead - no chance of thaw unless someone resurrectsSuggestion:Pick players who are dead first, then oldest death, check for completion (don't resurrect at 80%+)
"suicidal label", which you can get with hitting ur frozen teammate. That bug is really awful.
Should be possible. I like it. Give me some code for that? Perhaps configurable radius so we can tweak it?
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.
I've added Rankin-FE
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);
HurtRadius(Damage, DamageRadius*0.125, MyDamageType, MomentumTransfer, Location);