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Poll: What do you think?
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Do you find these changes good...
57.14%
4 57.14%
...or just simply bad idea
42.86%
3 42.86%
Total 7 vote(s) 100%
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Other settings in ND (archived by Chris)
#1
I know some of you will be suprised that this post came from me.


Me and Joint had a conversation about these new settings in No Download and what we came up to was to do some other settings.

First of all, as I've read some complaints in game and forums too, seems like one fdops isnt enough (Just to reduce the air striker and artillery spam, with spam, I mean spam, you know? :P). So we came to the idea to reduce the field ops' to 20 percent of the team. So if there is 10 players in a team you can have 2 field ops and so on. And the artillery time would be one minute. And only one person can use artillery and support at once, even though there would be more than two field ops'.

Secondly, maybe the most biggest change; denying all spawn killing.
Not with grenades, molotovs, heavy weapons, light weapons..
I heard other servers uses this rules and it is working well, I dont have personal experiences about it, but what I have been thinking could it be more easier to explain visitors not spawn killing at all?
Not in any situation?

Therefore, when the spawn killing is forbidden, the objective players can do their job well.
Heavy weapons' charge time will be returned as it was before latest changes + the heavy weapons limits will stay the same. All kind of sk still allowed in capturable spawns

Spoilerset team_maxArtillery "1"

set team_maxLandMines "20"


set team_maxFlamers "2"

set team_maxGrenLaunchers "3"

set team_maxM97s "2"

set team_maxMG42s "2"

set team_maxMortars "1"

set team_maxPanzers "1"



Summarized:
-Spawn kill forbidden in the direct of the spawn.
-Field ops limited to 20 percent of the players in a team.
-Recharge time the same as before the changes.
-Shorten spawn shield time.
-All kind of spawn killing still allowed in capturable spawns

Before you even ask, yes. This is lots to explain to guests, but it is your job. There is no excuses you can not explain a guest how the things works in here and what has been changed.

I will leave a poll. And please, when you vote make a reply why and what to edit or do you disagree or agree on some things.
[Image: deivis_zpse2db29cf.jpg]

"Money is the McMansion in Sarasota that starts falling apart after ten years, power is the old stone building that stands for centuries. I can not respect someone who does not see the difference."
#2
you got really nice ideas over there, for real Wink

there were complains about heavy sk -> back only in capturable spawn
there were complains about slow recharge -> back to a bit more fast
there were complains about one only fo -> 20% of team is fair enough

i like it Smile
[Image: hwUGWHk.png]


#3
-Spawn kill forbidden in the direct of the spawn.
I disagree, for few reasons. Firsly because of simple situations like goldrush tankbarrier #2, or truckbarrier#1.
Also we will have epic discussions about "till where is it sk??" because if you apply our sk rules to light weapons too, it's not realistic and usefull to keep the spawn-zones we used to have for heavy sk, if you know what I mean (it's 4AM, i'm tired)
Another reason why I disagree is personal, I never liked a "No sk" rule, since 3 years I play ET I always did it, and I'm not sure I could stop doing it so easily. A third reason, is related to something you said: "I heard other servers uses this rules and it is working well"
Well I would like to know which servers, because the only I knew was DC and it's dead. Another reason, is that it is working well like it is NOW, actually, like it was BEFORE we started to try to change everything ... Every single member and visitor was always allowed to spawnkill with light weapons untill now, which effect will it have? Will we have members leaving? yes. Will we loose visitors? yes.

-Field ops limited to 20 percent of the players in a team.
This is useless I already told it in my previous posts in another topic ... Why putting a limit on fieldops if ONE fieldops uses as much arty as 100?
The arty is shared between the whole team, so if you have 100 fdops or 1 there will be the same amount of arty you see? All what reducing the number of fdopses will do is give a negative effect for the teamplay (less people giving ammo)

-Recharge time the same as before the changes.
Totally agree

-Shorten spawn shield time.
ehm maybe i didn't read your post well but i don't see any info about this Tongue
I think the spawn shield was good at 3 seconds like it used to be

-All kind of spawn killing still allowed in capturable spawns
I'll refer to my comment on the first statement to answer here. Basically I just want to return to the old good settings, which did bring the server on the TOP of it's ranking, and those settings which everybody who plays in ND often, likes, and doesn't want to be changed.


Btw, the poll is a bit weird, it's not easy to know what I should pick as option, as there are things I agree with and things I do not.

Cheers and goodnight...
[Image: h9QO84a.png]
#4
So you can't kill an afk player, who is standing in his spawn? I think that light weapons should be allowed in spawns, but the spawn areas must be massively cut down compared to what was before (with the heavy sk rule)
So for example in gold rush, when axis are in their second spawn, the area where you could only use light weapons is the room itself (and also the small corridor leading out of the spawn)

Idk, I just hate it when I see an afk player in spawn and I can't kill him... Biggrin
OldtimerOldtimer
#5
The setting which are now are perfect Wink
Then the players who are scared to come out and fight will camp and the players who don't know English will sk and will get punishment and they will DC without knowing what happened..
Field ops must be at least 40 percent per team is better as i told that if 1 guy is afk(whose field ops ) and there are 5 players in a team and no high admin , then the team will not be able to get ammo if the team is axis and the map is Fuel dump..
the recharge time is good , nothing to change with it.
Shortening spawn shield will not help if heavy sk is still allowed.
All kind of Spawn killing must be allowed to make the offensive team under pressure.
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[Image: oie_Qowammo1y7x_V.jpg]







#6
Good rules! The spawnkilling rule as it should be. Only thing missing is a longer spawn time so that being medic has more purpose and dying is really waiting for atleast 10 secs Smile

Thanks !
You think you can own me?
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Chinese fastfood lady doesn't thing soww
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#7
(11-05-2013, 04:31 AM)Sky Wrote: -Spawn kill forbidden in the direct of the spawn.
I disagree, for few reasons. Firsly because of simple situations like goldrush tankbarrier #2, or truckbarrier#1.
Also we will have epic discussions about "till where is it sk??" because if you apply our sk rules to light weapons too, it's not realistic and usefull to keep the spawn-zones we used to have for heavy sk, if you know what I mean (it's 4AM, i'm tired)
Another reason why I disagree is personal, I never liked a "No sk" rule, since 3 years I play ET I always did it, and I'm not sure I could stop doing it so easily. A third reason, is related to something you said: "I heard other servers uses this rules and it is working well"
Well I would like to know which servers, because the only I knew was DC and it's dead. Another reason, is that it is working well like it is NOW, actually, like it was BEFORE we started to try to change everything ... Every single member and visitor was always allowed to spawnkill with light weapons untill now, which effect will it have? Will we have members leaving? yes. Will we loose visitors? yes.

-Field ops limited to 20 percent of the players in a team.
This is useless I already told it in my previous posts in another topic ... Why putting a limit on fieldops if ONE fieldops uses as much arty as 100?
The arty is shared between the whole team, so if you have 100 fdops or 1 there will be the same amount of arty you see? All what reducing the number of fdopses will do is give a negative effect for the teamplay (less people giving ammo)

-Recharge time the same as before the changes.
Totally agree

-Shorten spawn shield time.
ehm maybe i didn't read your post well but i don't see any info about this Tongue
I think the spawn shield was good at 3 seconds like it used to be

-All kind of spawn killing still allowed in capturable spawns
I'll refer to my comment on the first statement to answer here. Basically I just want to return to the old good settings, which did bring the server on the TOP of it's ranking, and those settings which everybody who plays in ND often, likes, and doesn't want to be changed.


Btw, the poll is a bit weird, it's not easy to know what I should pick as option, as there are things I agree with and things I do not.

Cheers and goodnight...

Yea there might be errors in the post, I was sleepy too. :P

But what I was wondering about that arty is that, when you do objective, you want to shoot arty somewhere to help it doing it and then some random just spam it on the other useless point.

And what I understood on what Joint suggested to me you are allowed to shoot the guy immediately when he moves in his/her spawn. So basically just dont kill the guys who are standing on spawn, and that is the most easier way to explain this to guests. "Dont kill the guys who is standing on the spawn."

@Maths

I dont understand your second sentence. What are you trying to bring out?
And about that field ops, this is maybe just an opinion what comes for many players, and its great to receive these opinions.
All kind of sk is allowed when the spawn is capturable, as before.

PS: If someone wonder do Joint put these words to my mouth: No.
I actually liked most that spawn killing rule. It really could make things more simply.

For me the previous settings were good almost perfect, but could these settings, at least this new sk rule be better?

/Edited poll
[Image: deivis_zpse2db29cf.jpg]

"Money is the McMansion in Sarasota that starts falling apart after ten years, power is the old stone building that stands for centuries. I can not respect someone who does not see the difference."
#8
denying all spawn killing. Not with grenades, molotovs, heavy weapons, light weapons..

NO NO NO NO NO NO NO NO! I dont think anyone will like this rule, what if you are running through enemy spawn,
and they just respawn. Then you are not allowed to shoot back... + there will be more thousands more splats when people dont follow this rule and
I dont think guests will like that


Therefore, when the spawn killing is forbidden, the objective players can do their job well.

How? Dont think when sk is forbidden, the obj player can play objective better,
because when you play objective, spawnkilling is very important


Heavy weapons' charge time will be returned as it was before latest changes +
the heavy weapons limits will stay the same.

I like the recharges now more than before, no more rambo soldiers who shoot reload and shoot again,
I think with a slower recharge, heavy weapons are less interesting => less people are using it => less heavy sk


Summarized:
-Spawn kill forbidden in the direct of the spawn.

Disagree, explained already

-Field ops limited to 20 percent of the players in a team.

I dont think this necessary, because there is only one fops that can throw an artillery and
then all fops have to wait a minute for recharch, so this limitation doesnt have any effect


-Recharge time the same as before the changes.

Disagree, I explained already

-Shorten spawn shield time.

How long will it be? I think 4 seconds are fine

-All kind of spawn killing still allowed in capturable spawns

agree
#9
Spawn killing = Person staying and doing nothing in the spawn.
Allowed = Right after he moves.

This is how I understood this, and the post might be little confusing, it was 4 am.
[Image: deivis_zpse2db29cf.jpg]

"Money is the McMansion in Sarasota that starts falling apart after ten years, power is the old stone building that stands for centuries. I can not respect someone who does not see the difference."
#10
I have always hated spawn killing in any server of any type. If we could do what Tce does with the ROE (Rules of engagement) it would probably work best, but since we can't I will have to agree with Sky on this one.

Just my opinion since I won't be voting myself.

Clysma replied to Sky's reply with the examples of spawn killing that I agree with. If it is possible to make a split second decision when running through spawn as to who is just sitting there and who is about to engage you, then that is how it should be. Don't shoot unless you are shot at. Just the same as police officers have to do every time they come into a situation.

This is a very hard fix to a problem that has gone on since et first started. I was all for the setting fix at first, but didn't realize it would cause so much problems. Maybe go back as it was would be best. I see both good and bad in all the things tried, but if a change doesn't make things better then there is little point in making it.
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[20-11-2009 12:39:33] MayheM: Wahahahhahahhahahahahhaha

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