Support (Read Only) > Suggestions
Temp Servers as a Testbed for Ideas?
Travelsonic:
There have been a lot of suggestions for improving stronghold, ZS, TTT, etc, and was wondering if we could work with the people hosting the temporary servers to possibly testbed some of these ideas?
For example, on one thread I came up with this idea-that-still-needs-refinement to better handle karma in TTT, RDMers, first blood RDMing, and removing the fear of killing the wrong dude, etc:
--- Quote ---The recalculation of karma for teamkilling yes, but there isn't anything for not screwing the karma of someone killing an RDMer or teamkiller.
IMO:
We should add a mechanism that does the following:
If someone kills another player who is on the same team, he or she loses karma, BUT if the person killed ends up killing Y number of team mates > 0, karma is recalculated, and the loss is far from dramatic - this would apply even to the killing of an RDMing detective, in which case the regained karma would be higher to offset the massive loss from killing a detective as an inno or fellow detective.
On top of that, add a mechanism that does this: If a guy kills a Traitor as inno or detective, and the Traitors collectively have damaged or killed nobody, that person suffers karma loss - the intent being to deter or prevent first blood RDMing. The only issue I see with this idea is if a T has a knife or C4 or Newton Launcher, etc, and shows it, or uses it, or tries to use it, then that is grounds to kill said person, to recognize that exception make it so if the Traitor was carrying a knife when he died, or had just thrown or used it, then this karma loss would not occur.
An explanation of the above idea:
Round begins:
Inno v T
If Ts have damaged or killed nobody:
- If Traitor is carrying a Traitor only tool or weapon and it is visible, or if he/she had just used one in plain sight, or said traitor is disguised: No karma loss for damage or kill
- OTHERWISE: small karma loss for damage, median for kill?
It needs work, but the idea I outline above would, IMO of course, help A LOT in offsetting the effect of killing RDMers, and help deter first blood RDMing without nuking the system outright.
--- End quote ---
which, once I learn LUA, I'd be happy to code if we could have a testbed.
[of course, so far as TTT goes, if I ever get my own thing going, having wanted to host my own TTT games, I'd testbed ideas there, but it'd be cool if potential ideas for future rNd server / game fixes could get a proper testing that way when the servers go back up in 6mo we could approach Coolz and say we have this idea, tested, we'd like to see it added to the rNd server [whichever gamemode it is for]]
Eion Kilant 739:
According to an admin, the less karma lost from killing RDMers is already calculated...
As for the Traitor RDMing mechanism, it should also be if all of the Traitors have not bought any non-passive T items (such as anything that isn't body armor). There is still a problem though, Traitors may do Traitorous map-specific things such as opening the trapdoor on ttt_thething. I think that it would not be a very good idea.
Pilgrim:
I was thinking about this sort of thing about the Temp servers, since the rotation server seems like it will be switching game mode every few weeks, what if we add certain game modes that have been disputed in the community due to differing opinions? game modes such as RP(don't mind which type) a few others could be used is-well. (cant think of any ATM)
also, on the karma issue, it could work, but it would need alopt of testing and approval to actually be implemented on RND severs
Travelsonic:
--- Quote from: Eion Kilant 739 on February 11, 2012, 01:12:36 PM ---According to an admin, the less karma lost from killing RDMers is already calculated...
--- End quote ---
Not exactly - IIRC of course
Karma is updated behind the scenes, but not such to my knowledge that if you kill somebody who RDM'd you'll get anything back from that being a jusifiably made kill.
TehHank:
The melee weapons in zombie survival are still bugged :/
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