Discussion: Battlefield 2142 / Battlefield 2142 - General Discussion - Staying Seeded - I've noticed recently that not only is getting seeded an issue, but staying seeded is
I've noticed recently that not only is getting seeded an issue, but staying seeded is also a bit of a problem. Server crashes are beyond our control, but I'm thinking of a few other things we may be able to tweak and fix.
First, leaving right at the round's end. It's convenient, but when public players see 3 or more |TG| folks jumping ship at once, it seems like it starts an exodus. Maybe leaving your game run until the next round actually begins would curtail that a little. I'm not sure that it will have a big effect, but I do think it will help a little.
Secondly, the pre-round timer. I can't count all the times I've heard complaints about that lately. I know there was a discussion a year or two ago about lowering it considerably... I guess I'd like to know if it can come back up for consideration. I've seen non-tagged, TG-minded folks arguing in favor of the pre-round timer in game chat to those who think the whole idea's ridiculous, but they also admitted that it's long. Two minutes feels comfortably long on a full server, but terribly long on a low pop, post-endround exodus server.
Sunday nights usually have a half-decent turnout, and I just saw the combined effect of those two things dive the server from 20+ down to 2 in about one short round (on small/medium? maps).
"The true genius shudders at incompleteness - and usually prefers silence to saying
something which is not everything it should be." — Edgar Allan Poe
If you are AFK, and a new map loads, you have to press join, to get further into the game. This JOIN button is so important, since if you do not press this, and it just stays at the loading screen, with map and server logo, you won't litteraly be on the server. It will not count you as a player - just a player that is about to join.
"The world is indeed comic, but the joke is on mankind"
H.P. Lovecraft
the pre-round timer. I can't count all the times I've heard complaints about that lately. I know there was a discussion a year or two ago about lowering it considerably... I guess I'd like to know if it can come back up for consideration. I've seen non-tagged, TG-minded folks arguing in favor of the pre-round timer in game chat to those who think the whole idea's ridiculous, but they also admitted that it's long. Two minutes feels comfortably long on a full server, but terribly long on a low pop, post-endround exodus server.
This. 1 minute or 1 min. 30 sec is more than enough, and people do complain about it a lot (even regs).
If you are AFK, and a new map loads, you have to press join, to get further into the game. This JOIN button is so important, since if you do not press this, and it just stays at the loading screen, with map and server logo, you won't litteraly be on the server. It will not count you as a player - just a player that is about to join.
I would add to this, if you are idle seeding, please check periodically and be prepared to play. I had two idle seeders on my team yesterday and when the game did eventually start they both remained idle for at least two rounds, making for a rather poor performance on my team.
I would add to this, if you are idle seeding, please check periodically and be prepared to play. I had two idle seeders on my team yesterday and when the game did eventually start they both remained idle for at least two rounds, making for a rather poor performance on my team.
This is maybe where speaking up in TS or chat can let the other team know you are a man down, and someone can kindly switch to help even things up. We've seen this quite often.
What about granting a few of the regular weeknight players admin rights to skip maps? Last night we were stuck seeding on Shingle until a long drawn out boring end finished. Next was blue pearl and by that time Mantis saw my post in the Seeding forum and hip next map giving us Tunis. Within minutes we were up to 10 v 10 and the server was rocking.
I love to hear anyones thoughts about the pros and cons of the round start timer being shortened. Even if someone is fully against it, I still what to hear the thoughts on why.
The soldier formerly known as, Eroak.
From the TG Primer: 2) Create an environment where there is
mutual respect for your fellow gamers and where all members
would be working together to advance the enjoyment of their hobby.
Below are the cons and pros as I see it (I'm sure that I will miss several important things though) of shortening the timer. The order is random and not: important -> less important.
Con:s
*Less time for pre-round planning
* Harder to run learn TG squads due to less time to explain things for new people. Depends on leadership style though.
* Less banter between rounds --> less fun ts. Same for voip. Fun is important imho.
* Anyone who runs with an old computer or bad connection might not spawn in before the rounds start.
* Beer needs to be closer to the computer.
Pro:s
* Rarely, if ever is the full 2 minutes planning time used, since most old hands don't need much "intro" before knowing what to do. It's instead mainly used for banter.
* Will make the server more attractive for less patient players.
* With so few players on the server, improvisation when it comes to tactics during the round, is more important and hence; makes pre-planning less important.
My opinion: Shortening it to 60 sec and evaluate after two weeks.
Last edited by Gorhaut; 03-09-2011 at 07:30 AM.
Reason: added my opinion.
When I count, there are only you and I together
But when I look ahead up the white road
There is always another one walking beside you
Gliding wrapt in a brown mantle, hooded
I do not know whether a man or a woman
- But who is that on the other side of you?
Pros: 60 seconds is still a lot (enough IMO) of time to plan/prepare. Often if there aren't many willing SLs it will take up to 20 seconds left before someone will finally reluctantly make a squad. Whie also allowing that time to prepare, and not comprimising our want/need for pre-round tactics, we're also less likely to alienate pubs who don't want to wait between rounds for too long.
Cons: Sometimes the post-round talk from last game can spill into the pre-round of the next game. While you could sometimes allow the first minute or so of that 2 minute timer for talk in TS, now it will mean the chatter TS will have to stop quicker, meaning less funny time. Plus all the other things also said by Gorhaut.
For me 1 minute is perhaps slightly too little. Maybe 1 minute 10 seconds? While 10 seconds doesn't seem like an awful lot of difference, an extra 10 seconds to give kits/instructions and allow people to load in and a bit more talk on TS, can make a real difference IMO.
For me 1 minute is perhaps slightly too little. Maybe 1 minute 10 seconds? While 10 seconds doesn't seem like an awful lot of difference, an extra 10 seconds to give kits/instructions and allow people to load in and a bit more talk on TS, can make a real difference IMO.
I second that. 10 seconds is more time than you think. You could read Sharingan's entire first paragraph aloud in 10 seconds. That's a lot of instruction time, but not so much that it will make it drag on for our pubby friends.
I got yer Dancing With the F**&ing Stars right here!!
It is not often that I encounter across myself when researching a topic. I found the following in a recent article on the uses of ethnography in virtual environments:
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