Implemented A big update for Deathrun

Discussion in 'Suggestions (archive)' started by Sky, Feb 20, 2015.

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  1. Sky

    Sky Member

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    'Allo.

    In this thread, I'd just like to suggest some important things for our little Deathrun server.

    Plugin fixes
    Our current plugin has some serious problems with teamswitching, which I'm gonna tell right now:
    Someone is activator, but he decides to quit so he changes back to Red. Red won. Nobody in blue. Next round. Next guy in the queue gets selected as activator. WAITNO, I prefer the next after this guy, plugin be like.
    In other words, the next guy selected as activator gets kicked back to red and the guy after him gets selected. This happens when the guy before them suicides as activator and/or either disconnects or changes team.
    Another problem, when the map changes, players see the motd, they didn't choose team, yet they already got assigned to Red without choosing it. This leads to people becoming activators without a chosen class a.k.a. dead, ending up with reds usually winning the first 5 rounds without doing anything on every mapchange. Quite annoying.
    By the way, isn't suiciding something that's against the unwritten rules of Deathrun anyway? Like, the gamemode itself?
    I'd like to highly recommend this good-looking plugin as a complete replacement of the one we're having right now. Latest update is 5 days old (according to the date of this thread's creation) and the changelog with all those fixes (of bugs we have with the current plugin) looks gorgeous. I'd like the boss to at least give this plugin a check and an opinion, and a change to the server if the latter is a good one. Teamswitch problem fixed, can block commands like kill/explode, some examples for this being perfect IMO.
    I'd also like make a subsidiary suggestion to some of the options I see the best, which are:
    Go melee-only. I found some pretty serious glitches on some maps in where you can trigger some of the traps by yourself (red) from far away. Since I don't think the reds use their guns for anything else anyway, it's rather pointless to have them at all. Activators are given the bigger challenge to time their hits right on the traps' buttons too.
    Fall damage: On, some traps only lowers your hp but doesn't kill you, and it's not our problem if they later end up lying on the floor with broken legs.
    Add those sounds, more sounds = more fun c:

    Weapon restrictions
    Okay so if we can't go melee-only, I found some weapons which might be, shortly, a bit unfair to others if used constantly and, uh, unfairly, can go into our little list.
    The Crusader's Crossbow, Medics can heal teammates. Guess it's enuff.
    Sandvich, Same, also can be used as a cheat on platform chance traps.
    The Winger, because of its increase in jump height. Traps can be skipped, and sometimes even avoided (a.k.a. able to escape from when standing inside while activated).
    Boston Basher / Three Rune Blade, I'm quite surprised it's not removed already, scouts can double jump with that weapon.
    Pomson 6000, Manmelter and Righteous Bison, I found a pretty serious bug in dr_timetravel in which you can shoot through the wall, hitting the activator with these weapons. I don't see them being used very frequently though, so I don't think banning them would make much change in the players' behaviors.

    That's it, apologies for typos and wrong word usage, I hope you got the point and have a good day.
     
    Last edited: May 7, 2015
  2. Pruu

    Pruu Member

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    Hasn't fixed kids on mics and lenny spam?

    -1.


    On a serious note:
    I don't play DR much at all, but I think just stripping to melee is 10x easier than banning certain weapons.
     
  3. Pointy

    Pointy Banned

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    Written rules*
     
  4. Tri.

    Tri. Legacy Management

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    That doesnt make sense tbh, which traps can be skipped with this and why would you allow scout as class then?
    Why would you even allow stuff like the sandvich then?

    I do agree with crossbow and winger tho
     
    Last edited: Feb 21, 2015
  5. Sky

    Sky Member

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    Scout has a lower speed and I didn't think of the sandvich. Added.
    Let's take the selective traps for example. Platforms where you need to choose which one is the safe one. On most maps, you can easily jump over them with the powerjack.
    So overall, like, if you try to jump over a trap (with a gap) with anything else, you end up hitting the wall on the other side and falling down. But you can reach the other side with the powerjack.
     
    Last edited: Feb 21, 2015
  6. Tri.

    Tri. Legacy Management

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    I HARDLY doubt that, and I hardly doubt that the scout cant skip traps with his jump, please check. scout > pyro with powerjack
    tbh im pretty sure that scout can skip jumps easily.
    And while you're at it, heavy with gloves of running urgently + steak can skip afaik.
     
    Last edited: Feb 21, 2015
  7. Sky

    Sky Member

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    I just checked. I went a race as a medic with a scout and it was a tie. His jump is also the same height as the others'.
    With the gloves, even under the effect of the steak, you're still the same speed as others.
    You can check it out yourself too if you don't believe me.
     
    Last edited: Feb 21, 2015
  8. Münsterkatt サム

    Münsterkatt サム Member

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    Rip Crossbow medic team, never forget
     
  9. [FoGeU] Hdfft Jaden

    [FoGeU] Hdfft Jaden Member

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    @Skies@Skies
    My opinion is that we should also remove The Escape Plan
    Reason:Soldiers damage themselves with rocket launcher and pull out their Escape Plan BOOM! They move a LOT faster.
     
    Last edited by a moderator: Oct 15, 2016
  10. Sky

    Sky Member

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    It's already banned. So is the soldier's whole primary weapon slot.
    Take a look at this thread.
     
    Last edited by a moderator: Oct 15, 2016
  11. Sky

    Sky Member

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    Apologies for the double-post, but I did a tiny update on the OP.
    -Added Disciplinary Action to weapon ban suggestions
    -Preferring to go melee-only, see reason in OP.
    -Really tiny fixes on the reason I want this plugin.
     
  12. Sky

    Sky Member

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    Bump. Would appreciate an opinion at least before you go inactive @n0name@n0name
     
    Last edited by a moderator: Oct 15, 2016
  13. Toxic

    Toxic Banned

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    you can still do many things in timetravel.
     
    Last edited by a moderator: Oct 15, 2016
  14. Sky

    Sky Member

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    Also mind telling those things?
     
  15. Tri.

    Tri. Legacy Management

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    if you swing the banhammer, then please remove all heavy food secondaries as well.
    (heavy is a counter against a whole map)


    Also, Sky, do you ever heard about stuff like balancing? Do you think banning certain weps would balance the game more?
    For the powerjack example:
    Yes its true, you actually can skip a few plattforms with it, but you still cannot skip a major trap with it, while heavy is countering the whole map.
    Now lets come back to the balancing part, how much would it influence the game? (I actually have my doubts on the Disci and Pjack ban)
    Don't you think that the activator is way too OP at some point? He can use PJack as well, has speedups and can use certain pattern to get people trapped

    @Current situation: Is it like that, the pjack is/disci are so OP so only runners are winning, never the activator?
    It's actually hard for runners to win a map, exceptions are maps which are getting countered by a certain class.

    TL;DR

    IMO the pjack/disci ban would unbalance the gamemod too much. all the other bans are fine, but if you really think otherwise - ban heavy secondaries, taunts as well
     
  16. n0name

    n0name Administrator

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    I have tasked Downy to look into that, he will try the plugin you suggested on a local server first.
     
  17. Sky

    Sky Member

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    Bump. Any progress? (Even going to take laziness as a reason if no)
     
  18. n0name

    n0name Administrator

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    I have pinged Downy multiple times, nothing happened so far. @Downy@Downy
     
    Last edited: Oct 15, 2016
  19. n0name

    n0name Administrator

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    Last edited: Oct 15, 2016
  20. n0name

    n0name Administrator

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    The team management stuff should be fixed in the current beta version, just need 1-2 testers.
    Also added the suggsted weapons to the banlist (again, beta version).
    kill/explode and jointeam during preparation are blocked properly now too.
    Due to this, not going to be melee only, we should rather balance out the existing weapons.

    Fall damage should by default already be on, at least afaik.
    Sounds, which ones?
     
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