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

User avatar
Stix
Member
 
Posts: 1113
Joined: Fri Aug 04, 2017 14:19
Location: USA
IRC: Stix + Stix_
In-game: Stix

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

by Stix » Fri Aug 10, 2018 19:31

Chem871 wrote:Just promote someone to moderator who's trustworthy, and almost always on, or at least often.

Good idea, and i believe Aurika would be the best candidate for this.
They say life is love, but all i see is hysteria.
Need to know something? "Google it" --GreenDimond
Next release of your favorite game? "Bugfixes" --Wuzzy
[OLD]The new Minetest-offtopic can be found here: https://minetestoftopic.createaforum.com/index.php
 

User avatar
Stix
Member
 
Posts: 1113
Joined: Fri Aug 04, 2017 14:19
Location: USA
IRC: Stix + Stix_
In-game: Stix

Proposition for randomized team-spawning and balancing

by Stix » Fri Aug 10, 2018 19:52

Proposition for randomized team-spawning and balancing

As a popular topic on improving CTF is random spawns, i thought i would add to that idea:

Players respawning in random locations within a certain radius of the flag is the general idea, but its got some issues that could be fixed:

1. Players have to travel to the flag to access the team chest, this is bad as the whole point of random respawns was so spawnkillers couldn't target one area. Therefore players should be able to access the team chest in their inventory, but only in the same radius from the flag that they respawn within.

2. Players should respawn in groups of 2-4 players to make it harder to single out newly respawned players. How this would work is that when a player dies they will be sent a respawn formspec. In this formspec there will be 4 slots where a players name will go when they die. As soon as there are 2 dead players a 5-sec count-down begins, and when the countdown ends that group of players respawn at the same position and at the same time, but if the 4 slots are all filled the group respawns immediately even if the count-down timer hadn't ended yet.

3. Players should start with a stone pick/sword instead of wood ones, as wood swords are practically garbage and a pro with a steel sword can easily beat 6-8 pros at once who only have wood swords. Another reason is that with random-positioned respawns it will be harder for players to defend base, so this would also balance out that.
They say life is love, but all i see is hysteria.
Need to know something? "Google it" --GreenDimond
Next release of your favorite game? "Bugfixes" --Wuzzy
[OLD]The new Minetest-offtopic can be found here: https://minetestoftopic.createaforum.com/index.php
 

User avatar
Lone_Wolf
Member
 
Posts: 1864
Joined: Sun Apr 09, 2017 05:50
Location: You wouldn't believe me
GitHub: LoneWolfHT
IRC: Lone_Wolf
In-game: Lone_Wolf or Somebody

Re: Proposition for randomized team-spawning and balancing

by Lone_Wolf » Fri Aug 10, 2018 22:03

Stix wrote:Proposition for randomized team-spawning and balancing

As a popular topic on improving CTF is random spawns, i thought i would add to that idea:

Players respawning in random locations within a certain radius of the flag is the general idea, but its got some issues that could be fixed:

1. Players have to travel to the flag to access the team chest, this is bad as the whole point of random respawns was so spawnkillers couldn't target one area. Therefore players should be able to access the team chest in their inventory, but only in the same radius from the flag that they respawn within.

2. Players should respawn in groups of 2-4 players to make it harder to single out newly respawned players. How this would work is that when a player dies they will be sent a respawn formspec. In this formspec there will be 4 slots where a players name will go when they die. As soon as there are 2 dead players a 5-sec count-down begins, and when the countdown ends that group of players respawn at the same position and at the same time, but if the 4 slots are all filled the group respawns immediately even if the count-down timer hadn't ended yet.

3. Players should start with a stone pick/sword instead of wood ones, as wood swords are practically garbage and a pro with a steel sword can easily beat 6-8 pros at once who only have wood swords. Another reason is that with random-positioned respawns it will be harder for players to defend base, so this would also balance out that.


If you're in a noob match and die it might take a minute or more for someone else to die. I don't think I would like to sit there that long.

Suggestion #3 would be nice. It doesn't really balance out the random re-spawn area making it harder to defend base problem though. Although I'm not sure what re-spawn radius you are thinking of
I've noticed the number of mods I can contribute to has decreased. I'm sticking with Github. Even though I don't like MS
 

CESTRayCRYSTALwZ
Member
 
Posts: 38
Joined: Sat Feb 24, 2018 19:21
Location: xanadu Capture The Flag
In-game: SouperRayene10 CESTRayCRYSTAL

Re: Proposition for randomized team-spawning and balancing

by CESTRayCRYSTALwZ » Sat Aug 11, 2018 08:09

Stix wrote:Proposition for randomized team-spawning and balancing

As a popular topic on improving CTF is random spawns, i thought i would add to that idea:

Players respawning in random locations within a certain radius of the flag is the general idea, but its got some issues that could be fixed:

1. Players have to travel to the flag to access the team chest, this is bad as the whole point of random respawns was so spawnkillers couldn't target one area. Therefore players should be able to access the team chest in their inventory, but only in the same radius from the flag that they respawn within.

2. Players should respawn in groups of 2-4 players to make it harder to single out newly respawned players. How this would work is that when a player dies they will be sent a respawn formspec. In this formspec there will be 4 slots where a players name will go when they die. As soon as there are 2 dead players a 5-sec count-down begins, and when the countdown ends that group of players respawn at the same position and at the same time, but if the 4 slots are all filled the group respawns immediately even if the count-down timer hadn't ended yet.

3. Players should start with a stone pick/sword instead of wood ones, as wood swords are practically garbage and a pro with a steel sword can easily beat 6-8 pros at once who only have wood swords. Another reason is that with random-positioned respawns it will be harder for players to defend base, so this would also balance out that.



-_- What if Multiple spawnkillers Fight Spawn in same time ?
At least At 6x6 Blocks Of Ennemie Flag Every Spawnkiller who do more Than 4 kills in 6x6 Blocks From Flag Will be Teleported or warned or kicked do anything with 6x6 Radus From Flag To detect Every SpawnSkill :/
 

Chem871
Member
 
Posts: 777
Joined: Sat Aug 19, 2017 21:49
Location: Ankh-Morpork, Sometimes the Nether
GitHub: Chemguy99
In-game: Chem Nyx
 

CESTRayCRYSTALwZ
Member
 
Posts: 38
Joined: Sat Feb 24, 2018 19:21
Location: xanadu Capture The Flag
In-game: SouperRayene10 CESTRayCRYSTAL

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

by CESTRayCRYSTALwZ » Sat Aug 11, 2018 15:14

Chem871 wrote:Idk if there's any way to reliably have spawnkilling be mechanically monitered, best bet would be to have a moderator on the server often.


Yep but Mods Are not online 24/24 hour :/
So Risks still everywhere
 

DragonsVolcanoDance
Member
 
Posts: 53
Joined: Fri Oct 28, 2016 01:07
Location: Wherever the Gold N Chocolate lies
IRC: DragonGirl
In-game: DragonsVolcanoDance

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

by DragonsVolcanoDance » Sat Aug 11, 2018 15:40

Chem871 wrote:Idk if there's any way to reliably have spawnkilling be mechanically monitered, best bet would be to have a moderator on the server often.


Chem's right. The best way for spawn-killing to be handled is just to report the player doing the spawn-killing. The only thing that we can rely on is good people who have good judgement to whether spawn-killing is happening or not.

But then again, what exactly is spawn-killing? I've known multiple players to get really angry and yell ''SPAWNKILLER!'' And ''Ban him now!!!'' when they were only killed by the same person two or three times in their base - that's not spawn-killing IMHO. That's something that will happen nearly everyday, and it's petty to ban/kick someone for that. I think people are forgetting what a real spawn-killer is, because a real spawn-killer is actually rather rare. In all my time playing CTF, I've only seen this happen a few times - When a player repeatedly kills defenseless players in their own base over and over and over again. [x10]

So when you get killed a few times near or in your base, you need to stop calling that person a spawn-killer and just grow a thicker skin and live with it. A real spawn-killer is someone who shows no mercy and will make sure to kill you at least 20 times. Not someone who goes into your base, kills you three times, and then usually dies shortly afterwards.
 

CESTRayCRYSTALwZ
Member
 
Posts: 38
Joined: Sat Feb 24, 2018 19:21
Location: xanadu Capture The Flag
In-game: SouperRayene10 CESTRayCRYSTAL

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

by CESTRayCRYSTALwZ » Sun Aug 12, 2018 18:27

DragonsVolcanoDance wrote:
Chem871 wrote:Idk if there's any way to reliably have spawnkilling be mechanically monitered, best bet would be to have a moderator on the server often.


Chem's right. The best way for spawn-killing to be handled is just to report the player doing the spawn-killing. The only thing that we can rely on is good people who have good judgement to whether spawn-killing is happening or not.

But then again, what exactly is spawn-killing? I've known multiple players to get really angry and yell ''SPAWNKILLER!'' And ''Ban him now!!!'' when they were only killed by the same person two or three times in their base - that's not spawn-killing IMHO. That's something that will happen nearly everyday, and it's petty to ban/kick someone for that. I think people are forgetting what a real spawn-killer is, because a real spawn-killer is actually rather rare. In all my time playing CTF, I've only seen this happen a few times - When a player repeatedly kills defenseless players in their own base over and over and over again. [x10]

So when you get killed a few times near or in your base, you need to stop calling that person a spawn-killer and just grow a thicker skin and live with it. A real spawn-killer is someone who shows no mercy and will make sure to kill you at least 20 times. Not someone who goes into your base, kills you three times, and then usually dies shortly afterwards.


Even Report dosen't work All the time
Because The message is send to Mods/IRC users
But They are not online 24/24 hour so
This happend to me in a time an Spawnkiller escape us Then he Stoll all ours Weapons Then he Start running In base and killing who move and when you try to Touch hil he Health himself by hiding before an teammate to Dont Get Damage.. Then he start killing with no end

/report isn't Good for Hard Times because There is no humain who still online 24/24 hour only if The mod want to harm his computer

Anyway The solution is

When an Player do Spawnkill in 6x6 blocks from Flag The server must detect More Than 6 kills in 6x6 blocks Then Kick/ban automaticly the person

Spawn can be Larger Than 4x4 blocks or 5x5

Its An solution for No Online Mod in server
Solution for spawnkillers who dont stop Making Players die in spawn And stol Weapons from you to Get Free kills To get into Rankings list so fast..
 

Previous

Return to Servers



Who is online

Users browsing this forum: No registered users and 3 guests