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c45y

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Posts posted by c45y

  1. It would be possible.  I would take a fairly fundamental change to ModReq though, but it could be done.

     

    I've been toying with the idea of updating modreq to have clickable chat commands for claiming / viewing modreqs. If during this process we switched it to mysql and added a column for originating_server is there much else we need to consider?

     

    This may well be one of my lazy sunday scotch and programming adventures, so I'm keen to work out the details ahead of time.

    • Upvote 2
  2. The player who picked the sword up didn't see the funny side of it, that's why you're banned and this wasn't just a warning. 

     

    We don't allow racism of any sort on our servers, in chat, clanchat or the name of items.

     

    I don't believe you meant to cause harm with the name of this sword and you seem like a reasonably guy. Reply here to be unbanned in 6 hours

  3. Depending on the success of the CS:GO Server and how much of a strain it is on our hardware we plan to look at a TF2 Server. If we do this, I would like to save this event to go alongside the launch of our TF2 Server.

     

    As of this moment, nothing has been planned out for this event as you may notice on Trello. I intend to start fleshing out plans for this once our CS:GO Server launches.

     

    A TF2 server would still be quite some time off after we decide if CS:GO was a success or not.

     

    I think this idea would be a great way of engaging our community with a fun event while we begin to branch into other games

    • Upvote 2
  4. Have there been any changes to the server itself since Rev 27, like lower tick rate? I used to play here just fine. Now I have horrible lag, rubberbanding, etc. Opening chests and hitting mobs can sometimes be a 1 second lag or so. When I login or respawn from death, my character rubberbands back to spawn within a second of moving for about 30 seconds. My ping is only 130~ and I can play on other servers with 130 ping no problem, up/down speed is also fine. 

     

    I've also been getting this, especially bad when teleporting, I'll tweak some things and see if we can get it improved. The server itself is reporting a constant high TPS (between 20-19) but I've noticed a lot of lag trying to load chunks.

     

    It seems I can only reproduce the issue when running two clients both connected to survival. Are you by chance doing the same?

    • Upvote 3
  5.  

    Meetings a month can get tiresome and could eventually seen as bothersome by some. Not sure how to handle/fix it but it is a concern I have

     

     

    Attending a (hopefully shorter due to frequency) meeting once a week is a lot better than an hour or more meeting once a whenever, plus having them flow on from the top down will hopefully help us better communicate things to the community, something we are often not doing well enough

  6. Could the people who want it changed simply not fly?

     

    Currently players actually can toggle their gamemode with /mode if they wish

     

    As far as the idea goes I understand the reasoning, it would be great to give rails a purpose and other things we used to have, but I don't think the community would respond well to being forced not to fly. IMO give people the option and let them decide

  7. I doubt PvE would ever allow survival to return to a mixed PvP/PvE playstyle. That ship sailed when PvE got PvP enabled, a whole lot of S players jumped ship from memory. There would be absolutely nothing to distinguish the servers with your proposal. A PvE re-enterable spawn is another thing entirely, but allowing people to build in pve wouldn't fly.

     

    Thanks for your opinion, your ideas have merit and would be fun, but it wouldn't feel like survival to me. I've always enjoyed survival for being the stable server revision after revision, I believe we simply need to learn to market it better and retain players, everyone I talk to agrees that S is fun when there is people on, but nobody plays because nobody is ever online. A bit of a vicious cycle.

  8. A huge portion of abuse of choosing sides was players using lots of alts to get on the team of their choice. I think we should take the time to go above IP locking and lock alt accounts with all known IP's previously used to try to prevent this issue in the future. Something of that nature wouldn't be too difficult to just keep a large record of alt connections or possibly some other strategy to ensure one team isn't stacked with a huge amount of active players while the other is filled with offline alt accounts and so on.

     

    It already does that. It clearly doesn't work.

     

    Players are smart, if we lock an IP to a team a bunch of players just proxy through the same IP to get on the same team. If players are determined to be on the same team we can't really stop them, we should be thinking of alternatives.

     

    I like the idea of allowing people to switch teams when there is team imbalance, much like how a lot of other games handle this problem.

  9. I've broken my feedback into categories to make it a bit easier, as you are no doubt aware I have been very critical of parts of the process leading up to this event, so I won't include that feedback here ( although I hope there are improvements made in future )

     

    Communication:

    • Give a lot more notice than we did, both to players and staff
    • Advertise leading up to the event
    • Make better use of the mcpublic twitter ( Tweet final team scores per match? )
    • Make sure information such as an event description, server location and time converter are in the post announcement details, don't rely on previous knowledge
    • When we needed to take the server down for changes give plenty of notice. I feel like this was handled well, a massive thanks to Dumbo for being so active and effective :)

    Planning / Preparation 

    • Train multiple people in the use/administration of specific plugins ( including our tech team )
    • Encourage a lot more staff to participate in planning/design phase ( More notice helps with this )
    • Soft launch new events to staff members before a full launch, gives valuable time to test plugins and process and find things that might be broken ( block breaking in enemy bases lol )
    • Use todo lists with assigned jobs to members, always set an due by date ( time/project management principles ), the current planning thread was a mess

    During the event

    • Have a solid plan, are we running for 3 days straight? Do we have plans if we need to reset early? etc
    • Engage users for feedback during the event, is strength OP? do we need to nerf it? feedback these results into potential reset plans

    CTF specific

    • Strength was OP as balls, tone it down in future ( my bad, sorry )
    • Simplify base walls, no inner overhang so users can build up until the wall protection
    • Extend the per team build area to encompass the walls ( let them build a new gate if they want to )
    • Hunger regeneration seemed really popular, maybe enable it ( toned down ) in future. It makes the initial first few hours before a base is fully established much smoother without 30 people screaming for food
    • Provide a way for members of the staff team to talk to specific team channels
    • Outer walls may help defenders in future revisions of this event, review base/terrain placement to make this possible

     

    All that being said I think this CTF was a great success and we should all be proud to have produced something our players enjoyed, we will only get better at this with practice!

    • Upvote 3
  10. It would be a great lobby, but c45y practically bit my head off this morning when I started talking about using it. He said:

     

    -- snip --

     

    So I took that as the final word.

    It's ready to go, if you know how to make it happen, please do.

     

    I've been kinda stewing over this all day, my initial reaction was a giant fuck you for taking things totally out of context, I totally overreacted to the situation and had a go at Switch, who was just trying to do his job. 

     

    In the interest of whatever future interactions we have together MasterCommaThe I would like to apologize if what I said to you sounded harsh or mean, that was not my intention, I had your interests at heart and was trying to prevent you from wasting time on a project I thought could not be completed in the time left to us. The way I talk to to others is something that has declined as my frustration has grown at certain aspects of nerd.nu, it is something I have to continue to work to improve.

     

    In the interest of clarification for those not a part of IRC I have provided the full log of our interactions at the following url https://gist.github.com/stevommmm/d8b1eacb29831317ec17

    • Upvote 1
  11. I don't know much more than lady posted about the plan for the rev. However I can say that the plugins for the functionality they requested has been sourced or written and that the world is well on the way to being built, from my fuzzy memory of launching previous revisions it seems to me a lot of the hard work in planning has already been done.

     

    Again, I really wish they would post something to this effect, but from what I understand the situation with the admins is a little odd at the moment with what I have heard about people stepping down from the position.

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