Popular Post MoFo Posted Saturday at 06:18 AM Popular Post Posted Saturday at 06:18 AM I was told repeatedly that suggestion I make on the server(Jay1) should be directed to the forums. But when I see threads like this, it is extremely discouraging. The fact is, most players don't utilize the forums, so getting real time feedback from those that choose to play on your servers seems invaluable, at least to me. When a topic is brought up, anyone has the option to add their two cent in real-time. Punting the conversation to a forum that will give you the run-around for 9 months doesn't really scream "community". That being said, I'll attempt to relay some suggestions here. These are all directed towards Jay1. Maybe this is simply a waste of my time. Hopefully not. I want to preface this by saying I've never maintained a server, nor do I have a developer background, so I don't have an inkling on how difficult these changes would be. I'll take that into consideration and fully expect the experience folks out there to keep me honest. 1. Nothing scales The biggest issue I see on Jay1 is that there is an enormous swing in player count throughout the day. Without having things(e.g. 'weapon count' or 'spawn times') scale with the player count leads to obvious balancing issues. I doubt F|A runs metrics on Jay1, but if they did, they would notice how much more often the defending team wins with a high player count, and conversely, how often the attacking team wins with a low player count - especially when bots are taken into consideration (I'll touch more on this in a bit). I understand that this is a server that is tailored towards non-competitive players, so 'fun' should always be the driving force in the decision-making process. That being said, there is an incredible amount of spam with a high player count. Maps are full of choke points, so when 4 players are spamming grenades, pushing is through is quite difficult. Now say there are 6 players throwing grenades. Now add a mortar. And now add 3 rifle grenades. Can you see how the 'fun factor' starts to lower as players are no longer really engaging in combat? This isn't even taking into consideration the players on your own team that are also spamming grenades in the same choke point. This issue seems like it would probably be the most difficult to address. Scaling seems like it would involve algorithms adjusting in real-time. The simpler answer might be to start putting a limit on some of the spam weapon, or nerfing the ones that already have restrictions. These don't have to be significant adjustments either. A little can go a long way in some cases. Here are a few examples off the top of my head: Add limits to rifle grenades and grenades. I don't have a good number for rifle grenades, but you shouldn't need to hold more than 2 grenades. Adjust artillery duration. It feels like artillery can be called as soon as the previous one finishes with a full level lieutenant. This prevents opportunities to push between artillery strikes. Adjust panzer fire rate or reload time. If the player using a panzer also has access to an MP40/Thompson, they shouldn't be able to rally off panzer shots at that rate. The panzer felt like a balance part of the game in RTCW, but that class somehow got a boost in almost every conceivable way on Jay1. The easiest thing to do would be to limit the player count to something like 16v16. This would solve a lot by itself, and maybe even send some traffic over to the lonely Jay2. 2. Recognize which weapons are only 'fun' for the players using them This topic may be the one I am most vocal about. There are a number of weapons that I feel have no place in Wolfenstein. Another player jokingly made a comment to me before(which I wholeheartedly agree with) when he said "Sometimes you just die, huh?" referring to Jay1. Look, I'm not here to argue their removal. I'm going on the assumption that they're here to stay. Knives. This may be the most obvious one. Having a weapon in the game that makes it so another player can't really play the game anymore seems crazy to me. I've never experience a weapon like that before in an FPS, and I hope never to again. But if it's here to stay, it should be far less impactful. I've seen whole squads get taken out because someone threw a knife. Friendly medics put down their weapons to help a teammate(because teamwork is good, right?) only to get steamrolled by the other team. When the best option is to NOT help your teammate, it's worth reviewing in my opinion. - Let medics heal themselves. I may never understand the logic behind this choice. If a medic has to pull out health packs in the middle of a fight and you STILL can't kill him, then you don't deserve the kill. This one seems obvious to me. - Knives deal a ridiculous amount of initial damage. They shouldn't do more damage than a bullet, right? See argument above. - Limit knives to 2 max. If you miss a shot, you are able to pick up the knife again. This doesn't apply to any other weapon, so there should be more focus on limiting how many you can have. Mines. This is one of the worst ideas for an FPS. Any weapon in an FPS should require you to 'aim' to some degree. But as I said before, I'm not here to argue their removal. - Increase the time is takes to plant a mine. Planting a mine in real life takes quite a bit of time I imagine. While understanding that this is a game, maybe planting a minefield in 30 seconds is a bit much. - Decrease the time it take to 'detect' a mine. Some people enjoy spectating as much as playing, and watching a player spend time detecting mines for their team is probably as boring as it is for the player. That time is better spent engaging the enemy, but teamwork is good, right? Mortar. This falls under that "Sometimes you just die" category. Maybe slow the fire rate? Decrease the AOE? I don't know. It's too similar to artillery, and nobody asked for more artillery. It's almost as mindless as mines, but requires the minimal amount of aim(if you want to call it that). 2. Sten The sten is the only weapon with a clear downside. It overheats(a bit too quickly IMO). The upside to the sten is that it is accurate at long distances. Unfortunately, the falloff damage completely negates the only upside. I've gone through clips trying to kill someone long-range with a sten. The MP40/Thompson are plenty accurate short/midrange, so the only benefit to using the sten is just to challenge yourself, which I don't think was ever it's intention. People may argue that it's meant to be stealthy, but Jay1 gives the enemy the ability to identify you as a 'Disguised Enemy'. If you're being stealthy, the sten is probably you worst option. It has a silencer, but anyone with a headset can hear the damn thing. - Increase the bullets in takes to overheat, or decrease the cool-down rate. - Adjust the falloff damage so the only upside the sten has isn't negated. This seems like enough to start with, so I'll give folks a chance to chime in on what I presented so far. I've always enjoyed servers like this, ever since RTCW, but i believe there is always room for improvement. - MoFo 3 3 1 3 Quote
HarryAimpotter Posted Saturday at 06:48 AM Posted Saturday at 06:48 AM (edited) I agree with most of what MoFo said. Only except for maybe knives. I am annoyed by poison knives as much as the next guy, but having poison knives in the server is actually a good thing. It broadens the META and makes the game more varied. It's high risk- high reward type of weapon that requires skill and experience to use effectively . Much more so than mines/panzer or even rnade IMO. With all the other suggestions to reduce spam and "random deaths" I agree with. But I think the whole issue boils down to the fact, that most of the maps played in jay1 are not designed for such a large number of players (16 vs 16) or more. If we had maps that did not have chokepoints that could be closed down by 4 players, these issues would not exist. Welcome to the forums buddy @MoFo Edited Saturday at 07:06 AM by HarryAimpotter 2 2 Quote
MoFo Posted Saturday at 07:42 AM Author Posted Saturday at 07:42 AM 49 minutes ago, HarryAimpotter said: I agree with most of what MoFo said. Only except for maybe knives. I am annoyed by poison knives as much as the next guy, but having poison knives in the server is actually a good thing. It broadens the META and makes the game more varied. It's high risk- high reward type of weapon that requires skill and experience to use effectively . Much more so than mines/panzer or even rnade IMO. With all the other suggestions to reduce spam and "random deaths" I agree with. But I think the whole issue boils down to the fact, that most of the maps played in jay1 are not designed for such a large number of players (16 vs 16) or more. If we had maps that did not have chokepoints that could be closed down by 4 players, these issues would not exist. Welcome to the forums buddy @MoFo Thank you. And like i said, I'm not arguing to remove anything like knives. I just believe they have room for adjustment, so that both sides are still having fun. Getting poisoned 20 times a game is not fun. If the plan was always to keep them, maybe consider implementing a couple tweaks. 3 Quote
HarryAimpotter Posted Saturday at 08:58 AM Posted Saturday at 08:58 AM (edited) 1 hour ago, MoFo said: Getting poisoned 20 times a game is not fun. Getting headshotted across the map, 40 times by a covie who you can barely see, also not fun. Or getting insta 3 headshotted by a rambo medic. So its ok to have 120 smg kills but not even remotly same amount of knife kills? Edited Saturday at 09:24 AM by HarryAimpotter 1 Quote
Platinum VIP -=HipKat=- Posted Saturday at 10:56 AM Platinum VIP Posted Saturday at 10:56 AM (edited) 4 hours ago, MoFo said: I was told repeatedly that suggestion I make on the server(Jay1) should be directed to the forums. But when I see threads like this, it is extremely discouraging. The fact is, most players don't utilize the forums, so getting real time feedback from those that choose to play on your servers seems invaluable, at least to me. When a topic is brought up, anyone has the option to add their two cent in real-time. Punting the conversation to a forum that will give you the run-around for 9 months doesn't really scream "community". That being said, I'll attempt to relay some suggestions here. These are all directed towards Jay1. Maybe this is simply a waste of my time. Hopefully not. I want to preface this by saying I've never maintained a server, nor do I have a developer background, so I don't have an inkling on how difficult these changes would be. I'll take that into consideration and fully expect the experience folks out there to keep me honest. 1. Nothing scales The biggest issue I see on Jay1 is that there is an enormous swing in player count throughout the day. Without having things(e.g. 'weapon count' or 'spawn times') scale with the player count leads to obvious balancing issues. I doubt F|A runs metrics on Jay1, but if they did, they would notice how much more often the defending team wins with a high player count, and conversely, how often the attacking team wins with a low player count - especially when bots are taken into consideration (I'll touch more on this in a bit). I understand that this is a server that is tailored towards non-competitive players, so 'fun' should always be the driving force in the decision-making process. That being said, there is an incredible amount of spam with a high player count. Maps are full of choke points, so when 4 players are spamming grenades, pushing is through is quite difficult. Now say there are 6 players throwing grenades. Now add a mortar. And now add 3 rifle grenades. Can you see how the 'fun factor' starts to lower as players are no longer really engaging in combat? This isn't even taking into consideration the players on your own team that are also spamming grenades in the same choke point. This issue seems like it would probably be the most difficult to address. Scaling seems like it would involve algorithms adjusting in real-time. The simpler answer might be to start putting a limit on some of the spam weapon, or nerfing the ones that already have restrictions. These don't have to be significant adjustments either. A little can go a long way in some cases. Here are a few examples off the top of my head: Add limits to rifle grenades and grenades. I don't have a good number for rifle grenades, but you shouldn't need to hold more than 2 grenades. Adjust artillery duration. It feels like artillery can be called as soon as the previous one finishes with a full level lieutenant. This prevents opportunities to push between artillery strikes. Adjust panzer fire rate or reload time. If the player using a panzer also has access to an MP40/Thompson, they shouldn't be able to rally off panzer shots at that rate. The panzer felt like a balance part of the game in RTCW, but that class somehow got a boost in almost every conceivable way on Jay1. The easiest thing to do would be to limit the player count to something like 16v16. This would solve a lot by itself, and maybe even send some traffic over to the lonely Jay2. 2. Recognize which weapons are only 'fun' for the players using them This topic may be the one I am most vocal about. There are a number of weapons that I feel have no place in Wolfenstein. Another player jokingly made a comment to me before(which I wholeheartedly agree with) when he said "Sometimes you just die, huh?" referring to Jay1. Look, I'm not here to argue their removal. I'm going on the assumption that they're here to stay. Knives. This may be the most obvious one. Having a weapon in the game that makes it so another player can't really play the game anymore seems crazy to me. I've never experience a weapon like that before in an FPS, and I hope never to again. But if it's here to stay, it should be far less impactful. I've seen whole squads get taken out because someone threw a knife. Friendly medics put down their weapons to help a teammate(because teamwork is good, right?) only to get steamrolled by the other team. When the best option is to NOT help your teammate, it's worth reviewing in my opinion. - Let medics heal themselves. I may never understand the logic behind this choice. If a medic has to pull out health packs in the middle of a fight and you STILL can't kill him, then you don't deserve the kill. This one seems obvious to me. - Knives deal a ridiculous amount of initial damage. They shouldn't do more damage than a bullet, right? See argument above. - Limit knives to 2 max. If you miss a shot, you are able to pick up the knife again. This doesn't apply to any other weapon, so there should be more focus on limiting how many you can have. Mines. This is one of the worst ideas for an FPS. Any weapon in an FPS should require you to 'aim' to some degree. But as I said before, I'm not here to argue their removal. - Increase the time is takes to plant a mine. Planting a mine in real life takes quite a bit of time I imagine. While understanding that this is a game, maybe planting a minefield in 30 seconds is a bit much. - Decrease the time it take to 'detect' a mine. Some people enjoy spectating as much as playing, and watching a player spend time detecting mines for their team is probably as boring as it is for the player. That time is better spent engaging the enemy, but teamwork is good, right? Mortar. This falls under that "Sometimes you just die" category. Maybe slow the fire rate? Decrease the AOE? I don't know. It's too similar to artillery, and nobody asked for more artillery. It's almost as mindless as mines, but requires the minimal amount of aim(if you want to call it that). 2. Sten The sten is the only weapon with a clear downside. It overheats(a bit too quickly IMO). The upside to the sten is that it is accurate at long distances. Unfortunately, the falloff damage completely negates the only upside. I've gone through clips trying to kill someone long-range with a sten. The MP40/Thompson are plenty accurate short/midrange, so the only benefit to using the sten is just to challenge yourself, which I don't think was ever it's intention. People may argue that it's meant to be stealthy, but Jay1 gives the enemy the ability to identify you as a 'Disguised Enemy'. If you're being stealthy, the sten is probably you worst option. It has a silencer, but anyone with a headset can hear the damn thing. - Increase the bullets in takes to overheat, or decrease the cool-down rate. - Adjust the falloff damage so the only upside the sten has isn't negated. This seems like enough to start with, so I'll give folks a chance to chime in on what I presented so far. I've always enjoyed servers like this, ever since RTCW, but i believe there is always room for improvement. - MoFo You have completely changed my respect for you in a very positive way. Not that I didn't have respect for you before, but this echoes the thoughts and frustrations I've felt and been vilified for, for years. I wish I could be so level-headed when I say the same exact things. Fewer Rifle Grenades with fewer players on the server. Longer time between arty strikes and limiting, not eliminating kives (Because I've learned to pull one out when I'm low on ammo or before I can reload), knives. BTW, Medics have so many advantages, I don't mind not being able to self-heal from poison. Every class should have something that is its Achilles' heel. But you said the ONE thing that inspires all my frustration: It's not fun. I said this to Finger yesterday: Playing against people like him takes the fun away from people like me who still respect what makes ET so great. I said to Delfonic that he used to be a "normal" player. But now he's one of the disrupters. Yes, there should be a place for every type of player, but at the end of the day, it's still Enemy Territory, and the growing number of spammer-type players and the excessive access to those weapons frustrate those I refer to as ET Purists. (people like me). Great post, Mofo! Hope it falls on the right ears. 4 hours ago, HarryAimpotter said: I agree with most of what MoFo said. Only except for maybe knives. I am annoyed by poison knives as much as the next guy, but having poison knives in the server is actually a good thing. It broadens the META and makes the game more varied. It's high risk- high reward type of weapon that requires skill and experience to use effectively . Much more so than mines/panzer or even rnade IMO. With all the other suggestions to reduce spam and "random deaths" I agree with. But I think the whole issue boils down to the fact, that most of the maps played in jay1 are not designed for such a large number of players (16 vs 16) or more. If we had maps that did not have chokepoints that could be closed down by 4 players, these issues would not exist. Welcome to the forums buddy @MoFo ....or redirected to other servers at a lower player limit, like 40 instead of 60, populating those other servers.... Edited Saturday at 10:58 AM by -=HipKat=- Quote
ELSO Posted Saturday at 11:38 AM Posted Saturday at 11:38 AM Jay1 is a server for every kind of player. It allows all players to play their style and that's why this server is so populated because everyone finds something they're comfortable with. We have good aimers. mgs, panzers, objectives, mortars etc. Combining all those players together in a team creates a good mixture and theres always something different waiting for you around the corner. 5 hours ago, MoFo said: Recognize which weapons are only 'fun' for the players using them Isn't it the point that everyone finds something fun? You are very skilled player and your good aim might not be fun for others, should we make smgs weaker then? When it comes to Mortar and Arty. There is only 1 mortar and arty per team, why make them weaker? They are strong if used correctly but it's not something that ruins the "fun". It's just something that's part of the game. 5 hours ago, MoFo said: That being said, there is an incredible amount of spam with a high player count. Maps are full of choke points, so when 4 players are spamming grenades, pushing is through is quite difficult. Now say there are 6 players throwing grenades. Now add a mortar. And now add 3 rifle grenades. Can you see how the 'fun factor' starts to lower as players are no longer really engaging in combat? This isn't even taking into consideration the players on your own team that are also spamming grenades in the same choke point. I agree with this though and suggested before lowering the amount of nades people get to their disposal when server gets half full. It's impossible to run through 10 nades in a choke point so attacking team also decides to throw nades and it all turns into a nade throwing festival. 2 1 1 Quote
Pear Posted Saturday at 12:16 PM Posted Saturday at 12:16 PM (edited) I can see the changes to landmine working , other than that I'd say these changes can be very tricky for balance/fun. (eg changing rifle from unrestricted to 2-4 is a serious change, many regulars/players live for the rifle..) 39 minutes ago, ELSO said: Jay1 is a server for every kind of player. It allows all players to play their style and that's why this server is so populated because everyone finds something they're comfortable with. We have good aimers. mgs, panzers, objectives, mortars etc. Combining all those players together in a team creates a good mixture and theres always something different waiting for you around the corner. Isn't it the point that everyone finds something fun? You are very skilled player and your good aim might not be fun for others, should we make smgs weaker then? When it comes to Mortar and Arty. There is only 1 mortar and arty per team, why make them weaker? They are strong if used correctly but it's not something that ruins the "fun". It's just something that's part of the game. I agree with this though and suggested before lowering the amount of nades people get to their disposal when server gets half full. It's impossible to run through 10 nades in a choke point so attacking team also decides to throw nades and it all turns into a nade throwing festival. This 👌^ fully agree Quote Any weapon in an FPS should require you to 'aim' to some degree. Quote Having a weapon in the game that makes it so another player can't really play the game anymore seems crazy to me. I've never experience a weapon like that before in an FPS If you didn't already , I highly suggest you to try any modern competitive fps that has 'agents' or 'heroes' (e.g valorant or ow) , I'm sure you will experience many weapons or 'abilities' way worse /broken and easier to use than the throwing knife/landmines in et and that you will change your opinion a bit about FPS's . Edited Saturday at 12:18 PM by Pear 1 1 1 Quote
MoFo Posted Saturday at 04:20 PM Author Posted Saturday at 04:20 PM (edited) I'll touch on as many of these as I can. I appreciate the feedback. 7 hours ago, HarryAimpotter said: Getting headshotted across the map, 40 times by a covie who you can barely see, also not fun. Or getting insta 3 headshotted by a rambo medic. So its ok to have 120 smg kills but not even remotly same amount of knife kills? This seems a bit dramatic. The point I make about knives is, they ruin the spirit of the game. Having them available a last resort if you run out of ammo sounds fine, but IMO, they should be your least effective weapon. Primary -> Secondary -> Knives. 5 hours ago, -=HipKat=- said: Medics have so many advantages, I don't mind not being able to self-heal from poison. Every class should have something that is its Achilles' heel. Knives are non-discriminate. They are every classes' Achilles heel. If making it so the enemy can't shoot you isn't enough of an advantage for you in a fight with a medic, then I don't now what to tell you. Plus, you may be giving teammate too much credit. It's a normal occurrence for me to get poisoned, only to have a friendly medic simply ignore my plight and run right past(either out of ignorance, but usually out of spite). If the point of knives was to have some sort of paper-scissors-rock balancing to counteract medics, why would medics have knives as well? I do like your use of the word 'disrupter', though. That description aligns with my point above about how knives 'ruin the spirit of the game'. 5 hours ago, ELSO said: Isn't it the point that everyone finds something fun? You are very skilled player and your good aim might not be fun for others, should we make smgs weaker then? Not if that weapon is lowering the fun-factor for others by it's very nature. For example, some players love using the panzer. Yet it's limited to 1 per team. Having looser restriction on something like the panzer(3 per team?) would obviously have a negative affect on the overall experience. F|A knows this, so they put limitation on it. That may be the easiest example to show. Unless you feel that the server is going to lose players because knives and mines are a bit less effective. I do not believe this. SMGs are the foundation of this franchise, and why most players still play this 20+ yr old game. If your 'fun' has more to do with the opposing players skill and less about the weapon, then maybe multiplayer isn't your thing. In my experience, player don't complain about other players skill(unless they think they're cheating). They complain about certain weapons. And when specific complaints begin to stack up, admins should take notice. 5 hours ago, ELSO said: When it comes to Mortar and Arty. There is only 1 mortar and arty per team, why make them weaker? They are strong if used correctly but it's not something that ruins the "fun". It's just something that's part of the game. When I get killed when no enemy is in sight, I do feel that adversely affects the experience. Especially when it's coming from multiple different weapons. Maybe that's just me, though. I think the quickest way to lose new players is by continually killing them off before they even get to engage with the enemy. Also consider the point that these weapons don't scale. The impact of these weapons(e.g. mortar, arty, panzer) is actually most glaring with a lower player count since a larger percentage of your team is killed per/shot as opposed to when the server is full. Nerfing these types of weapons a bit would make them less impactful during off hours, but still allowing a player to naturally get more kills when the enemy count is high. Plus, they compound the 'choke point' issue. 4 hours ago, Pear said: If you didn't already , I highly suggest you to try any modern competitive fps that has 'agents' or 'heroes' (e.g valorant or ow) , I'm sure you will experience many weapons or 'abilities' way worse /broken and easier to use than the throwing knife/landmines in et and that you will change your opinion a bit about FPS's . You left out the final part of that quote that reads "and I hope never to again" 😜 For a broader picture on the impact on these weapons, I think it's important that we make a list of all the weapons that can kill you in a single shot. I'm pretty tired right now, so remind me if I missed any. Panzer Mortar Artillery Airstrike Rifle grenade Grenade Mine Shotgun(close range) - This weapon should have increased spread. It's not a mid-range style weapon, though I find it still surprisingly effective in mid-range engagements. Knives - lets be honest, these are lethal the vast majority of the time when they connect(and backstab technically is one-shot kill) Bots on MGs. This one is just me being hyperbolic, but f*** allowing bots to man MGs. It sure feels like a single shot. The trick is to look at a list like this and ask yourself "How can keep these under control with a 20+ vs 20+ player count while also not letting them dominate a 10 vs 10 game?" Another good question is "Why is the defending team's win-rate so much higher with a populated server as opposed to off-hours, and how can we address this?" Edited Saturday at 04:47 PM by MoFo 2 2 Quote
Platinum VIP -=HipKat=- Posted Saturday at 08:26 PM Platinum VIP Posted Saturday at 08:26 PM 4 hours ago, MoFo said: For a broader picture on the impact on these weapons, I think it's important that we make a list of all the weapons that can kill you in a single shot. I'm pretty tired right now, so remind me if I missed any. Panzer Mortar Artillery Airstrike Rifle grenade Grenade Mine Shotgun(close range) - This weapon should have increased spread. It's not a mid-range style weapon, though I find it still surprisingly effective in mid-range engagements. Knives - lets be honest, these are lethal the vast majority of the time when they connect(and backstab technically is one-shot kill) Bots on MGs. This one is just me being hyperbolic, but f*** allowing bots to man MGs. It sure feels like a single shot. The trick is to look at a list like this and ask yourself "How can keep these under control with a 20+ vs 20+ player count while also not letting them dominate a 10 vs 10 game?" Another good question is "Why is the defending team's win-rate so much higher with a populated server as opposed to off-hours, and how can we address this?" I don't know anymore what can be configured in the server cfg's, luas, etc, but the easy solution that may not cover scaling completely, but limit knives to two instead of three with limited damage because you're right, a bullet should not have less damage than a knife. Allow meds to self-heal from poison. M97's - 1 per team. 2 R-Nades per team all the time. 15-20 seconds between mortar shots. 2 minutes recharge for Arty. Quote
tipsy Posted Saturday at 11:39 PM Posted Saturday at 11:39 PM With all the whining and suggestions, if any of you notice, nobody is complaining about medic class. If you see those good shooters on the server, they are mostly complaining of "spam" on Jay1 and keep asking to apply restrictions to weapons and class and other stuff to make "their own gameplay time" more "enjoyable and comfortable." but they never talk about how powerful medic class is, and how medic class has more HP compared to any other class, or how much faster medic class recovers HP and steps to make medic class less powerful. Isn't this hypocrisy? When you point one finger toward others, 3 fingers are pointed toward you. 2 1 2 Quote
MoFo Posted Sunday at 12:52 AM Author Posted Sunday at 12:52 AM 1 hour ago, tipsy said: With all the whining and suggestions, if any of you notice, nobody is complaining about medic class. If nobody is complaining about the medic class, then why bring it up? I started a thread so I could provide my observation and see how people feel about them. I didn't start this thread to talk about what players aren't complaining about. Unless you're offering up your own suggestions, Tipsy. If that's the case, I suggest starting your own thread instead of shitting on someone else's. 1 1 1 Quote
Platinum VIP -=HipKat=- Posted Sunday at 03:54 AM Platinum VIP Posted Sunday at 03:54 AM (edited) 4 hours ago, tipsy said: With all the whining and suggestions, if any of you notice, nobody is complaining about medic class. If you see those good shooters on the server, they are mostly complaining of "spam" on Jay1 and keep asking to apply restrictions to weapons and class and other stuff to make "their own gameplay time" more "enjoyable and comfortable." but they never talk about how powerful medic class is, and how medic class has more HP compared to any other class, or how much faster medic class recovers HP and steps to make medic class less powerful. Isn't this hypocrisy? When you point one finger toward others, 3 fingers are pointed toward you. Medic class, when played correctly, needs the extra strength to keep the rest of the team alive to keep fighting. That's by design or intent. The problem is lazy (Rambo) medics who don't make healing their priority and other players who tapout too quickly when many times a Medic is nearby to heal them. Edited Sunday at 03:55 AM by -=HipKat=- Quote
Platinum VIP Snake in the Grass Posted Sunday at 08:49 AM Platinum VIP Posted Sunday at 08:49 AM Thanks @MoFo to use some valuable time for feedback on forums, what you said in this long OP wouldn't be accurately communicated in in-game chats, so thank for it. Using the forum is the right way ! As for the number of people, personally i don't connect much night time (GMT+1) because I've tasted enough of Oasis 27v27, it's not fun for allies. Even the larger maps don't support well more than 20v20 as @HarryAimpotter recalled. I guess Jay1 was historically designed to be the crowded fun server, the only one with a rigid preset rotation (all other servers use map selection). Touching one server limit and hoping to increase other servers traffic is a strategic choice, therefore can only be done by DD with suggestions from FA upper management (lvl17+), just to make things clear. Tbh, each of your other points would need a specific thread Anyway, as an avid gamer myself, let me add my two cents to the discussion: - Knives: the problem is not so much the throwing, the biggest problem is the poison, which has no legitimacy in any battlefield. Poison was always used in politics in human history, used by spies and traitors. I am a strong opponent of poison knives. - Sten: this has been discussed extensively in a dedicated thread already; i don't think the muffled weapon sound is meant to remain concealed, for me it's useful to try and keep your enemy uniform to open team doors, which is a powerful tactical weapon. - Stolen uniform: I do agree it's too easy to spot disguised enemies on Jay1; this is not the case on other servers. Basically, the power of infiltration is greatly reduced on Jay1 (its just impossible to sneak in on Saberpeak to attack from inside the enemy territory for example) - Mortar is not so easy to use and is highly dependent on team fops to be most effective, as @ELSO mentioned. If anything, i would only remove the limit of mortars and flamethrowers per team, as it was the case in Vanilla ET. - Imo landmines are a great add to the arsenal of the engineers. Please keep in mind: 1. older FPS used to have traps (ex: Duke Nukem 3D) 2. Jay1 ONLY have landmines whereas both silent and NQ have trip mines as well, which are also valid for indoor traps. That said we can probably play on the number of total available landmines. If we could, it would also nice to limit the mine "density", i.e. the number of landmines per surface unit. Many other points can be discussed, cf. @tipsy post on medics, it's good to exchange and the forum is definitively the right place to do it 1 Quote
Lusciousdrunk Posted Sunday at 04:03 PM Posted Sunday at 04:03 PM (edited) 15 hours ago, MoFo said: If nobody is complaining about the medic class, then why bring it up? I started a thread so I could provide my observation and see how people feel about them. I didn't start this thread to talk about what players aren't complaining about. Unless you're offering up your own suggestions, Tipsy. If that's the case, I suggest starting your own thread instead of shitting on someone else's. I wouldn’t say he is shitting on your suggestion just offering a different point of view. He also has a point, 90% of the people wanting to make changes to the settings on Jay1 play medic and nothing else. You are somewhat the exception because you play covy but not any of the other classes. I agree with you about the sten and knives to a point, and that’s about it. I play engineer class a lot and on some maps you can’t even plant mines or there are little or no places to plant them. Not to mention 30 mines are usually being split between 5-7 engies. As for the rifle nade spam, are there really that many players you would say are very accurate with the rnade or K43? Maps like Capuzzo or River Port rnades are largely ineffective because it’s all open space with people on roofs. Maps with hallways or corridors I can see rnade spam being an issue, but it doesn’t last all that long and honestly some of us like the chaos. Arty for me is a non issue because each side gets to call 1 airstrike or support fire a minute. When it’s 27 vs 27 and there are 4-5 field ops on a team a lot of the times you only get a chance to to call a few a map. You can also see the smoke from the enemy arty, so if you’re paying attention it’s pretty easy to avoid. Heavy weapons, I mean it’s Jaymod man. 1 panzer and 1 flamethrower for each side is nothing. Mortar can be very annoying, that one I can understand. But each side only gets one with the exception of Baserace I think there can be multiple. If you’ve played these maps for years you should know where the mortar hot spots are. I’m glad you took the time to come here and make some suggestions. The only way settings on jay1 would be changed, there would need to be an overwhelming want for it to change from regulars and admins alike. I don’t see that at the moment. Some of the setting you guys suggested are implemented on our Silent server. No poison knives, I believe only so many engies with rnades per side, less mines etc. There is also far less nade spam and the skill level there is definitely more challenging. Might be more of what you’re looking for. Edited Sunday at 04:05 PM by Lusciousdrunk 2 Quote
MoFo Posted Sunday at 05:33 PM Author Posted Sunday at 05:33 PM 27 minutes ago, Lusciousdrunk said: I wouldn’t say he is shitting on your suggestion just offering a different point of view He referred to me as a 'whiner' and 'hypocrite', all while never even posting a single take to any of the actual suggestions I brought up. And the sad part is, he's one of the admins that told me to come post here. The rest of you managed to be the adults in the room, and i thank you for that. You stayed on topic, and responded respectfully. But the subject of 'self-restraint' warrants it's own thread(probably in a separate forum altogether), so I digress. Lets get back on topic: 45 minutes ago, Lusciousdrunk said: Arty for me is a non issue because each side gets to call 1 airstrike or support fire a minute. When it’s 27 vs 27 and there are 4-5 field ops on a team a lot of the times you only get a chance to to call a few a map. You can also see the smoke from the enemy arty, so if you’re paying attention it’s pretty easy to avoid. My issue with arty is that it seems like it lasts for that entire minute. I don't know the exact duration, but that's how it feels. So when used diligently, it's just a continuous death trap that's normally placed in/near a choke point. Having axis mortar the bridge on Venice for 25 straight minutes is brutal. Seeing the smoke(if you even had the chance) doesn't necessarily help if that's the only way forward, especially if that way forward is exiting your own spawn. Spawn shield is nice, but lets be real...getting out of spawn on Jay1 before that shield wears off is a challenge onto itself. If anyone here knows the actual duration of a artillery from a fully leveled lieutenant, that would be helpful. 8 hours ago, Snake in the Grass said: - Knives: the problem is not so much the throwing, the biggest problem is the poison, which has no legitimacy in any battlefield. Poison was always used in politics in human history, used by spies and traitors. I am a strong opponent of poison knives. Completely agree, though I never took the actual human history of political saboteurs into consideration on this one😜. I'm working under the assumption that the 'poison' aspect of throwing knives isn't going away(though I would love if it did). But working under that assumption, I'd prefer them to be less impactful to the overall experience of other players. Sometimes nobody is really using knives, and it's great. Then suddenly 10 players are all slinging them around, and everyone else is inevitably affected by their 'fun'. 8 hours ago, Snake in the Grass said: - Imo landmines are a great add to the arsenal of the engineers. Please keep in mind: 1. older FPS used to have traps (ex: Duke Nukem 3D) 2. Jay1 ONLY have landmines whereas both silent and NQ have trip mines as well, which are also valid for indoor traps. I'm not advocating to remove any specific weapons on this thread. The suggestions I made for 'mines' were concerning specifically plant duration and detection duration. 4 2 Quote
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