READ AND VOTE if you care about spawnchances

Read the first post and vote.

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Sabre

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Would you also consider the other point I brought up regarding people being douches and forming a human shield around the chest? Consider that, and I say that you have created a compromise that everyone will agree to. :D
 

The Man In Black

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And I'm completely OK with things like that, but not taking away sv_password -.-

You may also want to check if things like "amx_leave" display "kick by console" or if you are going to need to add more things. There's also one more that I'll PM you in a sec...
 

Thothie

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Compromise my ass, this was the original plan. :p

Blocking the reward player wouldn't help, lest you, somehow knew who he was before the chest spawned and held him still for 60 seconds... I'm thinking the chest won't select any new players after 60 seconds, so if you held him off that long, and drove him to disconnect, it wouldnt do you any good. PVP'ing him might - but that's well, part of PVP so far as I'm concerned.

In anycase, both those possibilities are eliminated by simply having the Artifact Chests not inform players of who they are waiting for.
 

Sabre

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@MiB: TBH I'd rather Thothie take away sv_password, at the very least...Take for example Pimpsta's server, which was constantly passworded...And given the fact that members of his guild were [mega exploiting], God knows what was happening in there.
 

The Man In Black

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Thothie]Compromise my ass[/quote] That's not really how you made it sound. You made it sound like you were going to COMPLETELY cut off our ability to play by ourselves said:
@MiB: TBH I'd rather Thothie take away sv_password, at the very least...Take for example Pimpsta's server, which was constantly passworded...And given the fact that members of his guild were [mega exploiting], God knows what was happening in there.

And what about us who want to play with a select group of friends? Or the guild leaders who lock the map to go get crests? Or the noobs who want to train without the jerky high level people coming in with AOE spells?

There are MANY, MANY good reasons to keep sv_password.
 

PBarnum

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The Man In Black said:
Thothie said:
Compromise my ass

That's not really how you made it sound. You made it sound like you were going to COMPLETELY cut off our ability to play by ourselves, not just make it easier to play with a group.

Sabre said:
@MiB: TBH I'd rather Thothie take away sv_password, at the very least...Take for example Pimpsta's server, which was constantly passworded...And given the fact that members of his guild were [mega exploiting], God knows what was happening in there.

And what about us who want to play with a select group of friends? Or the guild leaders who lock the map to go get crests? Or the noobs who want to train without the jerky high level people coming in with AOE spells?

There are MANY, MANY good reasons to keep sv_password.

Agree.
 

Sabre

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P|Barnum said:
The Man In Black said:
Thothie said:
Compromise my ass

That's not really how you made it sound. You made it sound like you were going to COMPLETELY cut off our ability to play by ourselves, not just make it easier to play with a group.

Sabre said:
@MiB: TBH I'd rather Thothie take away sv_password, at the very least...Take for example Pimpsta's server, which was constantly passworded...And given the fact that members of his guild were [mega exploiting], God knows what was happening in there.

And what about us who want to play with a select group of friends? Or the guild leaders who lock the map to go get crests? Or the noobs who want to train without the jerky high level people coming in with AOE spells?

There are MANY, MANY good reasons to keep sv_password.

Agree.

Then what's to stop people from freely using exploits for ill gain (I know [megasploit] is as good as resolved, but I'm sure new ones will come along)?
 

The Man In Black

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There are plenty of other ways to keep people off your server while you're doing something. Taking away sv_password is going to do MUCH more harm than good.
 

evilsquirrel

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i need sv_password to stop people from getting my cheatmaps that i use to pimp up my serverside character for map beta testing.

get rid of it, and i'll find something else to do in my spare time.
 

Blasto121

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umm what about just setting the server player limit to the number of people in your party?

want to play by yourself make a server with 1 slot.

want to play with 2 friends make a server with 3 slots.

personally I don't care much anymore, this subject bores me now.
 

evilsquirrel

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because said method is a royal pain in the ass. i'd have to be restarting MSC like crazy if i did that.

solution: sv_password replacement that requires developer/mapper password to activate.
 

Thothie

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That's not really how you made it sound. You made it sound like you were going to COMPLETELY cut off our ability to play by ourselves, not just make it easier to play with a group.
No, that was completely your (and J-M's) fabrication. I just said it was tempting to do so, but made it quite clear, IMO, I wasn't willing to go that far. J-M in particular, fabiracted some interesting scenerios of what I might be doing, that ran directly counter to what I actually posted. (eg. item spawn ratios)

collective said:
sv_password convo
I'd like to keep the password for, as MiB pointed out, people who want to play with a group of friends... Or maybe a specialist group - only archers, only role-players, only mages, or something similarly odd along those lines. As has been said, true, you can just kick people, but that's a pain. For role-players it'd be a particularly painful interruption.

I would *like* a special sv_password that FN admins could use, that would override the existing password, thus we could have "surprise" police. Even that is a little nazi'esque IMO.

A quazi-solution might be to indeed disable the sv_password, but restore it as an AMX plugin that just kicks anyone without the proper setinfo string or the FN admin string. FN Servers that alter that plugin so that they are not accessible to FN admins, shall be banned from FN, and hosted chars rolled back (FN log makes that easy). Might rig it so said plugin only lets FN admins stay for so long though, or only spectate, in case we get an abusive FN admin.

But, we CAN get a LOT of information just by pulling up the server info. I won't go into details, but if you are running ***mod or what not, we don't need to go into your server to find out. Many characters have already been deleted for playing on passworded cheat servers that we never got inside of.
 

J-M v2.5.5

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Thothie said:
That's not really how you made it sound. You made it sound like you were going to COMPLETELY cut off our ability to play by ourselves, not just make it easier to play with a group.
No, that was completely your (and J-M's) fabrication. I just said it was tempting to do so, but made it quite clear, IMO, I wasn't willing to go that far. J-M in particular, fabiracted some interesting scenerios of what I might be doing, that ran directly counter to what I actually posted. (eg. item spawn ratios)
You made clear in the other thread that you were going to keep base spawnchances the same (for soloers) and that you were going to increase them alot for multiplayer games.

However, you also made clear that some items would be impossible to get for singleplayers and that's what the thread is about. This thread is, seriously, getting drift out of subject.

Kuroneko gave you permission to work on a singleplayer/multiplayer fantasy role-playing modification, and right now you're working as hard as you can to make it multiplayer only (by even suggesting removing server passwords). What's up with that?

Soloers should be able to get the rewards they want. You are only wasting time with a system like this, and you are basically implementing a chance that the majority of the community does not want. And this "I'm not working on a singleplayer game" stuff is nonsense too; you've been working on a game that's partially singleplayer since Kuroneko gave it to you.

It's not like you can really tell the entire community how to play this game.
 

Thothie

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Well, if majority of the community wants a server set made up almost entirely of passworded single player servers dedicated to exploiting bosses over and over again, it can kiss my fine white ass. I have other projects I've been meaning to start, for people who like multiplayer games, and unlike this charity cause, they have profit potential.

If, on the other hand, it wants more servers, with more players, where people actually stand a good chance of getting an item out of the map, if they bring their friends along, rather than going after the same map, 5000 times, single player, I'm willing to continue dedicating almost all of my free time to it.

I'm betting on the silent majority.

Out of the 473 items in this game, there are thus far 8 I am looking into requiring multiple players. You'll get your gold, yer get yer expandables, you'll get all critical items. But for that one "gleaming" rare, you might actually have to go out into the virtual world and socialize (or wait for the single player variant). Hopefully those items are gleaming enough to get some people to brave it.

The community has been screaming about nothing louder than ninjas and treasure theives, and exploiters the past few months, this goes a long way towards resolving much of that.

I made it quite clear to Lord K, from day #1, I'm only interested in the multi-player game end of this. I've made it clear that my primary goal is to get more and larger servers and a larger multi-player base. He's given me absolute control over the HL1 end of this mod with that abundantly clear. The single player mod is secondary.
 

WeissberV

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i'm currently working on a map that would sort out both multiplayer and singleplayer use.
also i have an idea, thats if it will work. (its part of the storyline so i can't really tell)
 

Gurluas

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Thothie said:
Mind you, the spawn chances increased dramatically on this system, anywhere from 5% to 30% per player, depending on the item. That means, for instance, if yer looking for a rune shield solo, it might have a 2% chance to spawn. Get three players and it could go up to 60% real fast (say, 15% per player, with no increase for single player). So near as I can tell, the people who started this want lower spawn chances.

It's called incentive to stop making single player, passworded cheat servers.

Yeah and this is all right, what we dont want is that certain items get a 0% spawnchance in sp.
 

Oedipus

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Increased spawn chance for more players. Good.
Magic chests that let more than the fastest player get items. Good.
FN police. intresting.
Cant you just rig it so a stealth hltv is active and then fn mods can jsut go an have a nosey without invadeing and inturupting. Would be kinda funny to have 'immortals' watching you.
Could even inflate it to add some DM abbilities so give some surprise random events and rewards for valor and the like. If you give the "we ar watching you wether you like it or not" thing a twist like that I don't think anyone wouldn't go for it. Infact get working on it now! .. I can wish
 

PBarnum

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Funny, but I dont think people would want to watch a game being played rather than playing it themselves.

Or at least they dont have the time to watch the game for people and chests.
 

ITS'aME'aMARIO!!!!

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heh, i actually like this idea where multiplayer is actually beneficial... however, this game needs to be harder.... maybe cut player damage by half or something, if we are gonna be needing big groups to get good items, the game should be hard enough to require us to do so.

and hltv for [FN] moderaters is a good idea too

whats better:
ridiculously low spawn chances in single AND multiplayer
or
ridiculously low spawn chances in single BUT decent spawn chances multiplayer

I can see kind of why Thothie is doing this...

Imagine if you were new to this game again... a few high levelled players show up, they have uber items and everything... they decide to go hunt for some more items for themselves. They don't care that you have to sell your pelts and they tell YOU to go to another server. They outvote you and take you to a map so frustrating that you may decide to quit the game all together.

Now if those strong players would actually benefit from having you along... They would first help train you so you have some decent hp (how? iceshield +rejuv spam while you fight monsters above your level) They would probably give you an item or two, and when you and your group does travel to a difficult map... they will protect you so you don't die a lot and decide to quit. Then when the items are dropped they may get the item they are looking for and with the higher spawn chance other items they probably already have, you won't leave empty handed either...

I suppose this system rewards us helping one another instead of competing for items all the time...
 

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OK, i didn read all of the thread sorry if my suggestion already exist.
I know of the Problems with ninjas and thiefs (mostly low/med lvl Players) its insame how egoistically this Player are, if you wouldnt stop them they would take everything from a chest even theyre dont need it.

And here is comes:
a Low-lvl-Player, 10 for example, open a chest (maybe Ice queen-chest)
he gets health/mana potions a lesser iceblade, maybe a Potion of Forget or some low lvl scrolls.
After him a High-LvL-Player,lvl 35 open the same chest, he gets also Health/mana-Potions and a forgetpotion but he also gets high-LvL stuff like GiB, Rune-Shield one of the helmets.
And the Spawnchance of the Low and High-LvL-Stuff depends of how many Players are on this server.

I hope you all understand me suggestion. :)
 

J-M v2.5.5

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ITS'aME'aMARIO!!!! said:
whats better:
ridiculously low spawn chances in single AND multiplayer
or
ridiculously low spawn chances in single BUT decent spawn chances multiplayer
"Ridiculously low spawn chances, and some items that won't ever spawn in singleplayer BUT decent spawn chances in multiplayer."

Fixed.
 

J-M v2.5.5

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MS: C became a democracy the day Thothie decided he would continue working on it for the community, which he prefers not to listen to in situations like these.
 

Gaz

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I feel sorry for Thoth, I for one stand by him on the decision.

I prefer co-operation in games, and thats why.
Its not like all items are taken away either, it just makes rares, "rarer" for solo players.

However, it does amuse me somewhat, when the MS:C community throw childish tantrums at Thothie. Especally when he tries to improve the games experience, for the majority's benefit.

I'm really suprized he puts up with this crap to be honest, Once this Bludgeons finished, I'm leaving this mod, as a result of the minority's attitude, frankly its quite appalling, and I've had enough.
 

villager

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Gaz said:
I feel sorry for Thoth, I for one stand by him on the decision.

I prefer co-operation in games, and thats why.
Its not like all items are taken away either, it just makes rares, "rarer" for solo players.

However, it does amuse me somewhat, when the MS:C community throw childish tantrums at Thothie. Especally when he tries to improve the games experience, for the majority's benefit.

I agree, execpt for the whole leaving part oO.
 
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