[Server] Capture the Flag Server (Guns!) - Multiple maps!

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by Dragonop » Mon Nov 30, 2015 13:28

Please don't remove it completely, replace it with something else, those blood effects help knowing if you hit somebody or if you didn't
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by Kpenguin » Mon Nov 30, 2015 14:58

You need some way to tell whether or not you hit someone, so I don't know what you could do about that.
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by rubenwardy » Mon Nov 30, 2015 15:36

I agree, the particles indicate that you hit. Very useful at long range. Possible solutions:

Sparks
Less red and less particles.
While model flashes red (hard)

With a C++ server modification, it may be possible to allow users to opt out.
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by Kpenguin » Mon Nov 30, 2015 16:31

I like the sparks idea.

Are you planning on changing the map soon? If you want someone to design one, I might work on that. I think the map needs to be bigger and have more extreme terrain. I would like sprint to be enabled to make the game more fast-paced, however, that really wouldn't work with a small map.
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by rubenwardy » Tue Dec 01, 2015 01:38

I've added chests near each team's flag containing resources. I made the indestructible platform placement more reliable, and made sure that trees don't spawn over flag. I also added flag take sounds (when playing I found that it was hard to notice when the flag was taken). I have also made it so you can dig the floor below the flag, except the node the flag is standing on.
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by rubenwardy » Tue Dec 01, 2015 02:12

Kpenguin wrote:I like the sparks idea.

Are you planning on changing the map soon? If you want someone to design one, I might work on that. I think the map needs to be bigger and have more extreme terrain. I would like sprint to be enabled to make the game more fast-paced, however, that really wouldn't work with a small map.


Yes, this is rather high on my priority list. Due to the way CTF works, the map has to be generated during mapgen. I've been looking for suitable seeds and found a few, but they have some bad points. (such as imbalance)

I'm looking for trustworthing moderators to assist me in:

  • Dealing with saboteurs. Temp-ban of 1+ weeks. Perma-ban for repeated.
  • Dealing with excessive swearing. Depends on severity.
    • Swearing once or twice, which can be believed to be accidental, should result in a warning.
    • Continuing to swear should result in a temp-ban of maybe 2+ days
    • Bad swearing should result in a temp ban of 2+ days even without warning (c-word, etc)
    • Feel free to kick swearers
    • Distasteful behaviour such as sexual comments towards other players/children is justification for a perma-ban
  • Dating should result in warnings and kicks. If they don't listen, then deal out temp-bans of 1-3 days.

These guidelines are debatable, I don't know what works best. The main aim of moderators is to allow players to have the best time possible. Moderators will be given the following privs:

  • basic_privs (shout, interact)
  • kick
  • ban
  • xban2
  • ctf_team (move players between teams, coming soon)
  • ctf_match (skip the current match, coming soon)
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by Kpenguin » Tue Dec 01, 2015 14:40

I'd like to apply for moderator privs. I'm not a moderator on any servers, but I've played quite a bit on LinuxGaming2.com. If you need references, send a private message to LazyJ to ask about me.

rubenwardy wrote:I'm looking for trustworthing moderators to assist me in:

  • Dealing with saboteurs. Temp-ban of 1+ weeks. Perma-ban for repeated.

What do you mean by saboteurs?
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by rubenwardy » Tue Dec 01, 2015 14:47

people that sabotage their own team's base, and cause their team to lose. Traitor's, anyway.
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by PlasmaHam » Tue Dec 01, 2015 16:09

I do like the ctf_match command for moderators, a lot of ppl simply build big forts and then just defend, prolonging the match for up to a half hour or more. It will also be nice if their was a time limit on matches, maybe like 15-20 minutes, to prevent a lockup.
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by rubenwardy » Tue Dec 01, 2015 16:27

Normal players can use /vote_next to start a vote to skip the match. I'm going to make it so flag holders have a time limit before they drop the flag. For me, this game is about making castles and then attacking each other - that is the point. However, if no one attacks anyone then that's a bit boring. Maybe I could some how limit resources or something to drive teams against each other.
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by Alienant1 » Tue Dec 01, 2015 17:23

Could you change the command to just /vote like in Gunshippenguin's hungry games server? It is easier to type and people may have used it before.
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by PlasmaHam » Tue Dec 01, 2015 18:07

rubenwardy wrote: For me, this game is about making castles and then attacking each other - that is the point.

Since that is your perspective on it, their should be a more effective way to destroy buildings than just iron pickaxes. Maybe, something like, TNT? Just think of it, placing a bomb, igniting it as you run away Action hero style, and if you get far enough away in time you will be rewarded with a hole in the enemy fort that will take more time to fix than your standard pickaxe attack would.
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by rubenwardy » Tue Dec 01, 2015 18:09

I'd like to add TNT - but I need to fix some things first. I'm going to change it to vote now.
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by Hiradur » Tue Dec 01, 2015 20:27

How many points does one team have to score for a map reset? For the past 30mins or so the map was resetting frequently, is 1 point already enough? If so I'd propose to increase it because this way games don't last very long. They should be much more interesting when the teams build castles, dig tunnels, tech up their equipment...
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by kaadmy » Tue Dec 01, 2015 20:59

Yeah, I agree. When I play, I usually go to the first few chests I find to get guns, then the map gets reset :(
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by rubenwardy » Wed Dec 02, 2015 00:20

I've deployed a new map which puts the teams further apart, and more obstacles between them - it's not perfect though. At some point I'll need a map where I can put 3 flags per team.
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by Kpenguin » Wed Dec 02, 2015 00:52

Okay, couple things:

I like the supplies chest and longer building time.
I like the bigger map except for one thing - why no trees? Trees are essential for getting apples for health, sticks for tools and for making a stronger base (it takes forever to break wood with a pickaxe and you can use it to fuel a furnace to make stone bricks which are impossible to break with a wooden pick). I would suggest putting some trees nearby both bases. The old map was a bit imbalanced because the red base was rather far from any trees.
I like being able to mine around the flag.
I don't like not having sneak enabled. Having it enables makes building your base easier and safer and also provides a challenge to make the base invulnerable to sneak elevator attacks (for example, putting a ledge around the outside edge).
I like the idea of adding TNT. :) *fizz BOOM!
I like the idea of adding multiple flags.

Keep up the good work! This was a great idea for a server and subgame and you definitely have a lot going for you!

Kpenguin
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Players will always find the hidden flaw in your master plan; If there's no hidden flaw, it's against the rules; If it isn't against the rules, one player will convince the others it is. - Murphy's 2nd Law of Gaming

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by rubenwardy » Wed Dec 02, 2015 01:27

Not having any trees was a bug which has been fixed.
I'm going to rework the mechanics of crafting etc eventually. Wood shouldn't be harder than stone. I think that some weapons should be found, and some should be unlocked for the whole team if they reach a score / spend gold unlocking it. idk, I'm not decided.
Sneak elevators are an old-player thing only, and are not intuitive. They're also not good for mobile players:

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by Dragonop » Wed Dec 02, 2015 01:41

rubenwardy wrote:Sneak elevators are an old-player thing only

You are making me feel old.

Btw, maybe you should make the ammo packs more common, I usually don't find many of them in chests.
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by rubenwardy » Thu Dec 03, 2015 02:55

I've added a statistics page to track player numbers, available at minetest.rubenwardy.com/stats/

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That big drop there wasn't a server crash or restart, it just happened suddenly. Someone won just before then, I think it's either due to rage quits or to tea times.
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by PlasmaHam » Thu Dec 03, 2015 03:08

Wow, I remember when sneak elevators weren't even a thing.
I have been here way too long.

And the pie graph up there is amazing. That just gave me a completely new perspective on how people use minetest. People today are so obsessed with their phones, that they play a game that's much easier to control on PC. Actually kind of sad, if you think about it.
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by Minetest Sam » Thu Dec 03, 2015 14:09

Ruben its an awsome server. I am thinking that I will givee you the design of my map which based on Micro battles mini game from minecraft and i hope that you can make a server on it
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by Kpenguin » Thu Dec 03, 2015 14:17

rubenwardy wrote:I've added a statistics page to track player numbers, available at minetest.rubenwardy.com/stats/

Image

That big drop there wasn't a server crash or restart, it just happened suddenly. Someone won just before then, I think it's either due to rage quits or to tea times.

Why are there consistently more red players than blue players?
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Players will always find the hidden flaw in your master plan; If there's no hidden flaw, it's against the rules; If it isn't against the rules, one player will convince the others it is. - Murphy's 2nd Law of Gaming

All things are possible except skiing through a revolving door.
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by rubenwardy » Thu Dec 03, 2015 14:22

Kpenguin wrote:Why are there consistently more red players than blue players?


It's a stacked graph. The top of the red area is blue players + red players.
You can tell how many is in each team by looking at how much color is visible.

https://en.wikipedia.org/wiki/Area_chart
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by Dragonop » Thu Dec 03, 2015 14:38

PlasmaHam wrote:Wow, I remember when sneak elevators weren't even a thing.
I have been here way too long.

Sneak Elevators were here since the beggining, sadly we don't see them that much this days.
 

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