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03-03-2008, 09:23 AM
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#1 (permalink)
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OFP Officer
OFP Admin 
Join Date: Oct 2005
Posts: 10,299
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TG:FFoW Server Settings - Give your feedback!
As of March 11, 2008, we have a new server up and running! It should now stay permanently visible in the browser! We are using the following settings:
Server Name (may be changed)TacticalGamer.com [64.34.202.159] Public TS!
Map Rotation- Gnaw
- Invasion
- Street
- Mountain Top
- Oilfield
- Round-About
- Solar Farm
- village
Server Settings- Max Players = 32
- Friendly fire = ON
- Rounds per map = 1
- Maximum team kills = 3
- Auto kick team killers = ON
- Auto balance teams = ON
- Players needed to start = 2
- Pre-round delay = 30sec
- Spawn Delay = 15sec
- Round Timer = 45min
- Ticket Limit = 150%
- Password = OFF
Last edited by Exploding_Silver; 03-15-2008 at 07:05 PM.
Reason: ffow.tacticalgamer.com
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03-03-2008, 09:54 AM
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#2 (permalink)
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Join Date: Mar 2007
Location: Undisclosed location
Posts: 2,026
Tournaments Joined: 0 Tournaments Won: 0
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Re: TG:FFoW Server Settings - Give your feedback!
I enjoy the server settings even if the population has been low. I have noticied that other "private" servers stay listed, why is it that TG's won't? <just curious>.
I think Panzer deserves a special "Thank You" for yesterday's work on the server.
Ticket Limit seems about right on as well as the re-spawn timer.
Good Stuff with more to come. Great Job guys.
__________________
"Don't tell people how to do things, tell them what to do and let them surprise you with their results." Gen. George Patton
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03-03-2008, 10:11 AM
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#3 (permalink)
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OFP Officer
OFP Admin 
Join Date: Oct 2005
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Re: TG:FFoW Server Settings - Give your feedback!
Quote:
Originally Posted by Bc2ID
I enjoy the server settings even if the population has been low. I have noticied that other "private" servers stay listed, why is it that TG's won't? <just curious>.
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KAOS has released "experimental" server binaries to prefered KAOS partners such ase Wolf and i3D. Those binaries stay listed, while ours don't. So those renting from "preferred partners" have their servers staying in the list.
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03-03-2008, 12:37 PM
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#4 (permalink)
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Join Date: Feb 2008
Location: Worcester, MA
Posts: 78
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Re: TG:FFoW Server Settings - Give your feedback!
Personally I think the respawn timer is a tad too high. 10 secs should be sufficient. Either way it reduces your ticket by 1. Maybe when we get our public server 15 will be good because of the amount of people on it.
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E6600 oc'd to 2.8GHz, Sapphire Tech x1950XTX oc'd, 2gig RAM, WinXP Pro, Soundblaster X-Fi Fatality
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03-03-2008, 04:56 PM
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#5 (permalink)
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OFP Officer
OFP Admin 
Join Date: Oct 2005
Posts: 10,299
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Re: TG:FFoW Server Settings - Give your feedback!
Since we're only playing one round per map, I was thinking it might be good to increase the rate that roles upgrade a bit... as it is now, unless you're in a smokin good squad it's going to take you some time to get your level 3 ability. What do people think about this? Or - perhaps we can look at it this way - on average, how much of the round should be played with level three role abilities?
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03-03-2008, 05:02 PM
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#6 (permalink)
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Join Date: Apr 2007
Location: Winston-Salem, NC
Age: 37
Posts: 3,696
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Re: TG:FFoW Server Settings - Give your feedback!
The role unlock thing still has me a bit perplexed. If your mediocre (like me) it takes a while to get your abilities and this can be somewhat of a let down. Unlike mods like POE where the kits are fixed with nothing to unlock. If only it were possible to link the unlocks with time rather than accomplishments then everyone would get the increased capabilities at the same time keeping the experience balanced for all.
Just my 2 cents.
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03-03-2008, 06:00 PM
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#7 (permalink)
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OFP Officer
OFP Admin 
Join Date: Oct 2005
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Re: TG:FFoW Server Settings - Give your feedback!
I've boosted the Role Upgrade Speed to 150%... Please note how this plays tonight and provide feedback here! (Please note balance issues, and how long it takes to reach level-3)
(Note - these "small teams" settings are temporary until our server starts showing up on the server-browser. After KAOS releases the dedicated server binaries our server will reliably show on the server list and be much more populated [read:full])
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03-03-2008, 07:26 PM
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#8 (permalink)
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Join Date: Jun 2005
Location: Kansas City
Age: 36
Posts: 1,652
Tournaments Joined: 0 Tournaments Won: 0
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Re: TG:FFoW Server Settings - Give your feedback!
Quote:
Originally Posted by draeh
The role unlock thing still has me a bit perplexed. If your mediocre (like me) it takes a while to get your abilities and this can be somewhat of a let down. Unlike mods like POE where the kits are fixed with nothing to unlock. If only it were possible to link the unlocks with time rather than accomplishments then everyone would get the increased capabilities at the same time keeping the experience balanced for all.
Just my 2 cents.
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If you mean mediocre as in kills, here's something interesting that makes sense, although I never paid attention to it until I was by myself on the server yesterday just getting familiar with the maps. You can also level up for your unlocks by helping cap points, etc. I unlocked to level 3 very quickly yesterday by just capping points. So, achieving goals definitely contributes.
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03-03-2008, 11:58 PM
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#9 (permalink)
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Join Date: Apr 2007
Location: Winston-Salem, NC
Age: 37
Posts: 3,696
Tournaments Joined: 0 Tournaments Won: 0
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Re: TG:FFoW Server Settings - Give your feedback!
Whiskey,
I think the role unlock setting is perfect so far. We only had 8 players, but it seemed just right. The round timer at 1:30 may need to be extended to 2:00. Sometimes the load/deploy takes forever leaving only 15-20 seconds to get the squads formed.
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03-04-2008, 08:58 AM
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#10 (permalink)
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Join Date: Jun 2005
Location: Kansas City
Age: 36
Posts: 1,652
Tournaments Joined: 0 Tournaments Won: 0
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Re: TG:FFoW Server Settings - Give your feedback!
Yeah, I think the initial settings from last night were a really good start. Now we just need more players.
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03-04-2008, 12:32 PM
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#11 (permalink)
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Join Date: Apr 2007
Location: Northern Colorado
Age: 39
Posts: 3,661
Tournaments Joined: 0 Tournaments Won: 0
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Re: TG:FFoW Server Settings - Give your feedback!
Quote:
Originally Posted by draeh
Whiskey,
I think the role unlock setting is perfect so far. We only had 8 players, but it seemed just right. The round timer at 1:30 may need to be extended to 2:00. Sometimes the load/deploy takes forever leaving only 15-20 seconds to get the squads formed.
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I would agree here W6, last night I would join at the start of the round and only have 10-15 seconds to form the squad.
The roll unlock setting was great and the rounds last night TG vs TG were great.
__________________
|TG-8th|RAGE
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03-04-2008, 12:34 PM
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#12 (permalink)
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OFP Officer
OFP Admin 
Join Date: Oct 2005
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Re: TG:FFoW Server Settings - Give your feedback!
Pre-round delay you mean? It's currently 60sec, but we can bump that up.
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03-04-2008, 12:35 PM
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#13 (permalink)
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Join Date: Apr 2007
Location: Northern Colorado
Age: 39
Posts: 3,661
Tournaments Joined: 0 Tournaments Won: 0
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Re: TG:FFoW Server Settings - Give your feedback!
Yes, pre round delay, we found ourselves last night with very little time to get squads together and orginized due to the delay on the deploy screen, takes some longer than others.
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|TG-8th|RAGE
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03-04-2008, 12:40 PM
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#14 (permalink)
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OFP Officer
OFP Admin 
Join Date: Oct 2005
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Re: TG:FFoW Server Settings - Give your feedback!
OK - updated it to 1:45... that should give at least a full minute to get squads formed up.
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03-04-2008, 12:57 PM
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#15 (permalink)
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Join Date: May 2007
Age: 21
Posts: 16
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Re: TG:FFoW Server Settings - Give your feedback!
Hey guys i see you're server is finaly showing up in the browser...
What did you guys changed??
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