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  1. #16

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    Re: Server(s!) settings

    I'd go with 45-60 minute games and probably 30-45 second spawn times. Going with the stock settings wouldn't fit our style no matter how you slice it.
    While I agree with you, they make a valid point. When those that haven't played in beta start playing they are going to be getting killed quickly and that respawn timer is going to be a negative thing to them. They are going to need fast respawns in order to learn the game. Even if we only keep the respawn stock for a couple nights (or have one server with a stock respawn timer and label it our learning server) it'd be beneficial.

    RO is so different from BF2, anyone who thinks they are going to be able to come into RO and compete with those of us who have logged 30+ beta hours is going to be severely disappointed. Like has already been said, you have to forget about any game if you played before except save the UT2004 RO mod, R6, and GR.
    It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV


  2. #17
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    Re: Server(s!) settings

    That's true, and if you assume a minimum of 3 man spawn squad, if you're the first to spawn, you could be waiting 120 seconds to move out.

    I predict frustration for the first few days, I think having to wait around would only add to that.
    |TG-7th|Tac-D

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  3. #18
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    Re: Server(s!) settings

    I really think all that we should change from stock initially is the map time limit. I totally agree with Apophis that it should be 45 minutes at a minimum and personally I think 60 minutes would be perfect.

    I think the 20 second re-spawn in the beta may be a bit short but for the first week or so it should be fine. Long-term I think it should be closer to 45 seconds to allow squad coordination.

    There will definitely be some frustration but I think there is some benefit for those of you that have NOT been exposed to the beta. It's been especially frustrating as a beta-tester because until there is a good TG presence on one of the beta servers it's the same old pubbie story. As a result, I think the beta-testers have some ideas on how to make the initial learning curve a little less painful for everyone else. Once we can host our own servers and enforce specific team-play oriented rules I think game-play will go to the next level.





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  5. #19


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    Re: Server(s!) settings

    Quote Originally Posted by Tac-D
    That's true, and if you assume a minimum of 3 man spawn squad, if you're the first to spawn, you could be waiting 120 seconds to move out.

    I predict frustration for the first few days, I think having to wait around would only add to that.
    Yeah, there's definitely going to be some frustrated people.. but that will pass quickly.. there's more info about the game now which will help immensely...


    also - I'm just saying that I'd rather spend 120seconds running around the spawn area in-game instead of sitting on my hands waiting for the reenforcement counter to tick to zero

    "...a lot of "cover" is only "concealment" when the right ordinance is applied." - Draeh


  6. #20
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    Re: Server(s!) settings

    Quote Originally Posted by Bonehead
    Why? We have been playing stock on the beta servers, one of the reasons we are discussing the modifications to fit TG.
    First of all, the majority of us who haven't been lucky enough to get beta access have no point of reference so you can only expect us to ask for stock settings to begin with (so that we can actaully develop said point of reference).

    Second, I'm not sure what the likelihood is that there will be changes to the default settings from Beta to release but I wouldn't rule it out.


  7. #21
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    Re: Server(s!) settings

    Good point RandomGuy. I don't think any of us in the beta are trying to impose our personal preferences on everyone. However, I think if you were to survey the beta-testers you would find pretty much an across the board vote to increase the map time limit. The 20-minute limit in the beta is so restrictive it's not even funny.

    Re-spawn time limits...now that indeed needs to be discussed and to allow as much in-game time as possible I definitely think it should stay relatively small for the first week or so. I just think in the same way keeping the re-spawn limit low allows more in-game time, having the map time limit relatively high means more time to learn the maps.

    To be honest with you, there are areas of the beta maps I have never even seen because the battles are so intense and long that you never get to the next objective before the map time runs out.





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  9. #22
    Obi
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    Re: Server(s!) settings

    I think the spawn times should be 30 to 40 seconds.

    Remember that you when you die you spawn in WAVES. Say the spawn time is 35 seconds, that is the LONGEST you will be waiting. Most of the time you will have to wait less than this. Every 35 seconds everyone that has died since the last spawn will respawn together.


  10. #23

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    Re: Server(s!) settings

    Okay, then, so does something like 30 secs and 45 min sound reasonable? It does to me. Not too long to provide frustration, but not too short as too promote recklessness.

    Ah yes, and while we're discussing server settings, what about class limitations?


  11. #24
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    Re: Server(s!) settings

    My personal view is we increase the game time to about 45 min and leave the stock spawn times as is. Let's get all the members who have not had the chance to play the opportunity to experiance the game play. I agree that in the near future that we increase the spawn time so that we may get our style of play going. What I mean is, then we can get our newly spawned players to work as a squad to get the objective completed. I think that we would benefit more as a team with more players coming out of a spawn then with one or two.

    This is not a game that will be mastered over night. When playing RO you are going to have to forget about BF2 and other games and concentrate on what you/we are doing. We are going to have some frustrated players and it will take all of us that have had a chance to play to help them stay focused and entertained.


    TG_Mateo: "Forget freedom, democracy, the blues and New York Pizza: Our lasting contribution to human society is Bourbon."




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  13. #25

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    Re: Server(s!) settings

    We are going to have some frustrated players and it will take all of us that have had a chance to play to help them stay focused and entertained.
    That may include 'letting them' kill us just to make them feel good about themselves. In fact, you can be sure that if any non-beta player kills a beta player within the first 3 days it was because the beta player allowed it to happen.
    It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV


  14. #26

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    Re: Server(s!) settings

    Speaking of spawning and squad-forming, that brings up a question regarding VoIP. Can dead people talk there? If yes, can they talk to the whole team, or only amongst themselves (or both, depending on team or local VoIP!!!)?


  15. #27
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    Re: Server(s!) settings

    Some of these maps are not designed for 45 straight minutes. When you take another point and the warehouse the defense cant take it back. If you make the maps to long then the assault team will always win. Something to think about.

    Also as OB1one said you spawn in waves so if you die and their is only one sec till the other wave you spawn right away.

    Dead people can talk to everyone.



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  17. #28

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    Re: Server(s!) settings

    Some of these maps are not designed for 45 straight minutes. When you take another point and the warehouse the defense cant take it back. If you make the maps to long then the assault team will always win. Something to think about.
    I was thinking about this but the defending team will easily be able to wipe out more opposition because they will have defensive positioning and know the only entrances to the designated cap areas. I think it's more likely that the assaulting team would run out of reinforcements (at least on our server) than for them to win 'all the time'.
    It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV


  18. #29

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    Re: Server(s!) settings

    Hmm, could there be a possibility of individualizing settings to each specific map?


  19. #30
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    Re: Server(s!) settings

    Quote Originally Posted by Llyranor
    Ah yes, and while we're discussing server settings, what about class limitations?
    These are built into the map by the map designer.



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