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Re: Revised Turf System

Posted: April 7th, 2015, 2:19 pm
by Darien
Coke wrote:A Team of testers sounds good :D where can i apply?

On TS with Nino

Re: Revised Turf System

Posted: April 7th, 2015, 3:38 pm
by MaOs
team of testers is useless, it would take ages to find out a bug, it's much better to launch the feature and let people find out the stuff by trying everything. 0mg, not being able to take a turf, having a cp bugged or see map blinkin for 2 hours it's not a big deal since woot is an active scripter and he fixes almost everything whitin hours / days

I pretty much like the new system of turfs, there's more action and fun everywhere around the turf, not 7 cunts standing at 1 place waiting for the enemy to find out and finish everything in 15 seconds.

Re: Revised Turf System

Posted: April 7th, 2015, 3:43 pm
by P4kit0
MaOs wrote:team of testers is useless, it would take ages to find out a bug, it's much better to launch the feature and let people find out the stuff by trying everything. 0mg, not being able to take a turf, having a cp bugged or see map blinkin for 2 hours it's not a big deal since woot is an active scripter and he fixes almost everything whitin hours / days

I pretty much like the new system of turfs, there's more action and fun everywhere around the turf, not 7 cunts standing at 1 place waiting for the enemy to find out and finish everything in 15 seconds.
sir u fked, never disagree with my in public..

disappointment, bb, hf tc! .|.

Re: Revised Turf System

Posted: April 7th, 2015, 4:03 pm
by Luigi Tattaglia
MaOs wrote: I pretty much like the new system of turfs, there's more action and fun everywhere around the turf, not 7 cunts standing at 1 place waiting for the enemy to find out and finish everything in 15 seconds.
thats why theres no teamwork anymore when takin a turf over as every man is for himself

Image

Re: Revised Turf System

Posted: April 7th, 2015, 4:04 pm
by Connorious
Then a high amount of rage if somebody fails to do it

Re: Revised Turf System

Posted: April 7th, 2015, 4:19 pm
by Zmajo
Acctualy, woot joined us to see how it works since he restarted server today to add some bug fixes and it worked fine without any bugs. I had to pick up 3 checkpoints and once I picked up all 3, cp was missing, but time was still there. I was scared that I will fail because I thought it is some bug, but later I figured out that once you doesn't get any other cp (or time doesn't get restarted) means that some of your members have to pick up their checkpoint and once they do that, you got the turf.

My suggestion to other factions is that you shouldn't /bk while you are turfing because it causes a lot of confusion and it takes some time to do /mycp and set it which takes some time. Once you are done with turfing and if someone notices enemy then he should do /bk, not while you are turfing. Also about those rages if someone fails. We turfed 3 times today and 2 times same guy failed to pick it up, we were all mad, but if someone really constantly fails then rather don't take him for turfing (my opinion). Someone here said that there's no more team fights, well, as I said, once you are done with a turfing, the guy who noticed enemies should call /bk and then teamfight would come.

Re: Revised Turf System

Posted: April 7th, 2015, 4:22 pm
by Fabio
woot wrote:
P4kit0 wrote:GOtta agree with fabio. woot is already known for creating a shit ton of bugs everytime he fixes/updates/implements something.

Turf update - Turfs are bugged af. the whole map seems to be blinking xDD
/mycp update - Signals stopped working yday.
Anim update - Animations are really bugged since then. People keep tazed anim 90% of the times, people are often inside vehicles with anims, anims often don't clear so you see ppl walkin around still bugged
/car spawn - Vehicles started randomly despawning with no apparent reasons.

There should definitly be a testers team and a side server to test new features.
There's a major difference between having 5 players and 150 players testing something - the only way to find these bugs is by discovering them. Bugs that only "happen" when many players are online can't be fixed before they actually happen.

Checkpoints not appearing anymore is a perfect example for that, a buffer overflow. I fixed it it and restarted the server a few minutes after people reported it to me.

I'm glad you like ranting over stuff you have no idea about :)
Image

Nothing really works right now

Re: Revised Turf System

Posted: April 7th, 2015, 4:35 pm
by MaOs
Luigi Tattaglia wrote:
MaOs wrote: I pretty much like the new system of turfs, there's more action and fun everywhere around the turf, not 7 cunts standing at 1 place waiting for the enemy to find out and finish everything in 15 seconds.
thats why theres no teamwork anymore when takin a turf over as every man is for himself

Image
I don't think there's less teamwork, I participated in like 7 - 8 turfs today and actually felt there was a needing of better coordination between the members, there's a higher demand of stuff to do and everyone must be focused on his task, that could be either going to cp or protecting people doing it and getting enemies confused.

Anyway some people is shooting even before you start taking turf over, this must be considered as DM, admins, watch this over.




P4kit0 wrote:
MaOs wrote:team of testers is useless, it would take ages to find out a bug, it's much better to launch the feature and let people find out the stuff by trying everything. 0mg, not being able to take a turf, having a cp bugged or see map blinkin for 2 hours it's not a big deal since woot is an active scripter and he fixes almost everything whitin hours / days

I pretty much like the new system of turfs, there's more action and fun everywhere around the turf, not 7 cunts standing at 1 place waiting for the enemy to find out and finish everything in 15 seconds.
sir u fked, never disagree with my in public..

disappointment, bb, hf tc! .|.

testing stuff over server it's going to be always faster than getting a group of 5 - 10 testers, im loyaL man : (

Re: Revised Turf System

Posted: April 7th, 2015, 4:36 pm
by Paco_Pakito
wtf? i say stop disagreeing and u still continue to argue against me??
fked and banned, expect me to use yellow influence.

Re: Revised Turf System

Posted: April 7th, 2015, 4:40 pm
by Darien
I tried out the new turfing system.

It's funny watching fuckers drive around in circles. xD

Re: Revised Turf System

Posted: April 7th, 2015, 4:41 pm
by Ayden
still you can take turf while only one member is online from the faction that owns that turf.

Re: Revised Turf System

Posted: April 7th, 2015, 4:49 pm
by Bossnigguh
MaOs wrote:
Anyway some people is shooting even before you start taking turf over, this must be considered as DM, admins, watch this over.
Already trying to discuss this with others, same for robberies. Even tho in some cases it makes sense that they're allowed to pre-shoot, it would be much easier to control if no one was allowed to attack until the command was typed.

Re: Revised Turf System

Posted: April 7th, 2015, 4:58 pm
by Darien
Bossnigguh wrote:
MaOs wrote:
Anyway some people is shooting even before you start taking turf over, this must be considered as DM, admins, watch this over.
Already trying to discuss this with others, same for robberies. Even tho in some cases it makes sense that they're allowed to pre-shoot, it would be much easier to control if no one was allowed to attack until the command was typed.
I think it should depend, cause... It's hard to know if they're about to turf until they actually type the command. Otherwise you might shoot a faction that's just simply regrouping with a shit of load NRG's xD (I know it sounds crazy, but I guarantee they will take it to the forums and say that. Better safe then sorry.)

Re: Revised Turf System

Posted: April 7th, 2015, 4:59 pm
by Bossnigguh
That's why I suggested that no one is allowed to shoot until the command is typed. Simple to understand for everyone.

We got players shooting other players for 'going to turf'
We got players shooting other players before they even rob etc.

Sometimes it makes sense and other times it don't, but the fact is it causes alot of whine and reports. Easier to just disallow it and make it clear; if the turf/robbery didn't officially started, you're not allowed to shoot.

Re: Revised Turf System

Posted: April 7th, 2015, 5:00 pm
by Darien
Bossnigguh wrote:That's why I suggested that no one is allowed to shoot until the command is typed. Simple to understand for everyone.

100% agree.

Re: Revised Turf System

Posted: April 7th, 2015, 5:43 pm
by Espino
Nice updates!

Re: Revised Turf System

Posted: April 7th, 2015, 8:07 pm
by CruzTattaglia

Re: Revised Turf System

Posted: April 7th, 2015, 9:17 pm
by Kantos
P4kit0 wrote:5 guys, random skins, names off, alone driving around... How can be found by opposite faction other than using nametag?

This may lead to
"Oh, that guy is driving an nrg"
** PRAA PRAA PRAA **
** Random civilian shot down **
((reply on forum for dm))

Re: Revised Turf System

Posted: April 8th, 2015, 2:00 am
by Darien
Right now all the problems seemed to have died down.. Give the update a chance, if you still don't like it in a month just open a poll xD

Re: Revised Turf System

Posted: April 8th, 2015, 4:30 am
by kawapanga
This new turf system is fucking awesome and its much more easy to take turf and it's alot more easy to defend.

Re: Revised Turf System

Posted: April 8th, 2015, 4:43 am
by jek
rami karli wrote:This new turf system is fucking awesome and its much more easy to take turf and it's alot more easy to defend.
its too easy to defend lol, i see barzini attempting to take and i just kill one of them and saved XD

Re: Revised Turf System

Posted: April 8th, 2015, 4:49 am
by Sly
Jek wrote:
rami karli wrote:This new turf system is fucking awesome and its much more easy to take turf and it's alot more easy to defend.
its too easy to defend lol, i see barzini attempting to take and i just kill one of them and saved XD
They should add a minimum cap to Alice members though. 17 v 1 and that guy kills 1- it's fail. There should be like minimum 5 players alive to take turf without failing etc.

Re: Revised Turf System

Posted: April 8th, 2015, 6:07 am
by ThC
Nice made

Re: Revised Turf System

Posted: April 8th, 2015, 10:52 am
by Miko
Bring back old system, This new system too way easy to defend it, Its fun indeed but as I said before.

Re: Revised Turf System

Posted: April 8th, 2015, 11:07 am
by mikeloff
Sly wrote:
Jek wrote:
rami karli wrote:This new turf system is fucking awesome and its much more easy to take turf and it's alot more easy to defend.
its too easy to defend lol, i see barzini attempting to take and i just kill one of them and saved XD
They should add a minimum cap to Alice members though. 17 v 1 and that guy kills 1- it's fail. There should be like minimum 5 players alive to take turf without failing etc.
no, that'd be really hard to defend then xd
a minimum 80% from people who started taking over to stay alive would be good

or maybe, making something like this;
5 to 9 people taking over a turf → 2 deaths → fail
10 to 14 → 3 deaths → fail
15 to 19 → 4 deaths → fail
and so on...

Re: Revised Turf System

Posted: April 8th, 2015, 11:14 am
by P4kit0
Maybe something like, as ones die, it gets harder for others (the checkpoints that are still missing are split between the members alive)

Re: Revised Turf System

Posted: April 8th, 2015, 11:33 am
by Ethan Hunt
P4kit0 wrote:Maybe something like, as ones die, it gets harder for others (the checkpoints that are still missing are split between the members alive)
Yes, or time for the other members just becomes half of what it was. :evil:

Re: Revised Turf System

Posted: April 8th, 2015, 12:04 pm
by Bossnigguh

Re: Revised Turf System

Posted: April 8th, 2015, 12:06 pm
by Ethan Hunt
Pray for the victims hahaha

Re: Revised Turf System

Posted: April 8th, 2015, 1:04 pm
by S99
Bossnigguh wrote:it has begun

viewtopic.php?f=176&t=76982
As Expected..