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ET NQ #1 Opinion on reducing the spam


Pferd

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3 minutes ago, Ford (Cz) said:

Just a note. That loosen medic class happened on baserace map (recent version). But first time it happened to me like ever was after that changes with numbers of weapons etc. Not before. It didn't happen in last few days but I didn't play much recently so hard to say if it is still happening. Heavy weapons loosing was on Italy map, sure it was more then Italy map, I just don't remember the rest of maps. Same as first case - after changes. But I guess I'm getting into different topic now ... 

Was this today (29/05/2020)?

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It was at the beginning. Week or more back. I lost track with day counts etc. Can't say what was week ago or month ago.  In this case it is "before" and "after" changes. 

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2 minutes ago, Ford (Cz) said:

It was at the beginning. Week or more back. I lost track with day counts etc. Can't say what was week ago or month ago.  In this case it is "before" and "after" changes. 

Ok mate, losing med is as cheep stated but bazooka etc should with hope be sorted. Really appreciate the feedback please try and keep reports to "from now" so to speak so i can keep track.

 

Frag ya later. ;) 

 

 

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  • 2 weeks later...

Hard to find a good balance here,...

 

and i do understand all sides of the point since i play all classes trying to win Obj.

I appriciate the limit of Rifles available, so the Rnade Fraggers cant just choose them to frag around.

The Biggest problem was on Adlernest or any other Rnade friendly Map...

I do like to use Rnade while playing Objective but only to clean my way since i have to face 3 rambo medics who are all lurking in their hideout, only waiting for me wo construct objective (i do play likewise from time to time 😝)

The Problem here is, that 6 Engies Rnading in a team of 10 people is not good for the team either, or even for their win, but everyone wants to win the obj. themselves... that selfish playstyle is mostly rewarded with loss of map...

Likewise with medics... cant go obj. if all medics run away from obj. and dont even considering to escort the vehicle... or take it out....

lately on daybreak axis won with scores against an frag team of 300 vs 450. 

But the axis underdog did a way much better teamplay. even if not so fraggy.

Like i said,... hard to find a good balance here,...

 

I wanted to throw in another point,... have you considerd limiting the medics hp to 100 only,... 

Or for example give them only the ability to heal others but cant be healed themselves...

I have talked about that with masa1964 in online chat lately on nq1... and there´s no limit to the fantasy here...

 

Maybee it should be considerd to be handled like a tender little plant,... to much water and it dies,... to less and it also dies...

Dont overdo or underdo the changes to keep the server fresh and likely to play.

 

Ps.

 

Keep on doing the good work guys, i really apriciate the way the server is right now...

Thx to daredevil and S!mples

 

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9 hours ago, Vice86 said:

Hard to find a good balance here,...

 

and i do understand all sides of the point since i play all classes trying to win Obj.

I appriciate the limit of Rifles available, so the Rnade Fraggers cant just choose them to frag around.

The Biggest problem was on Adlernest or any other Rnade friendly Map...

I do like to use Rnade while playing Objective but only to clean my way since i have to face 3 rambo medics who are all lurking in their hideout, only waiting for me wo construct objective (i do play likewise from time to time 😝)

The Problem here is, that 6 Engies Rnading in a team of 10 people is not good for the team either, or even for their win, but everyone wants to win the obj. themselves... that selfish playstyle is mostly rewarded with loss of map...

Likewise with medics... cant go obj. if all medics run away from obj. and dont even considering to escort the vehicle... or take it out....

lately on daybreak axis won with scores against an frag team of 300 vs 450. 

But the axis underdog did a way much better teamplay. even if not so fraggy.

Like i said,... hard to find a good balance here,...

 

I wanted to throw in another point,... have you considerd limiting the medics hp to 100 only,... 

Or for example give them only the ability to heal others but cant be healed themselves...

I have talked about that with masa1964 in online chat lately on nq1... and there´s no limit to the fantasy here...

 

Maybee it should be considerd to be handled like a tender little plant,... to much water and it dies,... to less and it also dies...

Dont overdo or underdo the changes to keep the server fresh and likely to play.

 

Ps.

 

Keep on doing the good work guys, i really apriciate the way the server is right now...

Thx to daredevil and S!mples

 

Thanks for the feedback, always appreciated.

 

It has been very hard to find a balance, your not wrong on that one. :D

Rifle nades were very overpowering so along with limiting the numbers allowed (player number dependent) we reduced the charge slightly to only allow 3 rifle nades shots within 1 full charge, meaning they then had to have a short wait for the 4th, 5th etc, (most will never have noticed unless they read this thread).

Up to now all has been quiet on the moan front regarding rifle nades so i'm quietly optimystic.  :)

 

Meds....Now i can understand where you are coming from and i have made a note of your lower HP suggestion, meds not being able to heal themselves though IMHO is a big no no, i only say that because for each "rambo" med there is one who will go above and beyond to heal their team and that is sometimes impossible if they cant heal themselves to get to said team.

As stated previously meds have been limited to 50% of a team which unlike rifles is enforced automatically in real time by the system....so if you have 10 players on a team and 5 meds (50%) and 2 none meds leave that team then 1 of the 5 meds will be randomly dropped and become soldier there and then....... rifles on the other hand although limited wont be taken from a player in the same map if they already had rifle, so for example the team has 20 players and 6 rifles are allowed on each team, if 5 none rifle players suddenly leave that team leaving 15 players and the allowed number of rifles per team drops to 4 then although no new players to that team can choose rifle the extra 2 rifles already in said team will be allowed to stay with their players until they either change class/weapon or the map finishes at which point 2 of the rifle naders will lose their rifle. 

 

I like the little plant analogy and pretty much what we have and are doing, too much change can kill servers and their player base so although we have changed a few things they have been quite minor overall, some of which would never have been known if i hadn't mentioned them.

 

I'm pleased your enjoying the server as it currently is. FA does listen and whilst we cant always implement every suggestion we do take note and appreciate them so don't think they go unnoticed and don't ever be shy to suggest changes or new things....frag you later. ;)

 

 

 

Edited by Snuffs99
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