![]() |
Finish landed only - option
I hereby request the implementation of what we have in Rise of Flight, and online option:
"FINISH LANDED ONLY" If this is enabled on the server, one can only respawn if he gets back to the ground, one way or another. Since the MP servers are full of pussies who press "exit" as soon as they're losing the fight, the whole CloD MP is bollocks. It's no fun, it wouldn't be even if it didn't stutter and shimmer like hell. Oh, and in RoF, if someone just disconnects, the kill goes to the attacker anyway. |
Dumb idea. People can and will exit the game any time they want. As far as stats (the 3rd party tools we used for IL2) gave the kill if someone does this anyway. Wait until some sort of stats are actually working. In IL2 if a person simply lands, the attacker already gets credit/points if he did damage to the plane
But I don't think you are aware that most servers, including ours, are running a script that makes a player plane disappear/ (destroy) when another pilot has been shot down. That means if you killed a pilot or the other pilot bailed out, his plane disappears almost immediately. And unless you are 100% sure that a person is actually disconnecting (if you remember, the latest beta patch the only way you can exit is with the taskmanager) then I don't think it's quite right calling other people that are online "pussies" in the 1st place. IL2 online is a hell of a bit different than ROF with it's retarded leaderboard and stats obsession. Please don't try to bring that attitude here. |
All it needs is that that aircraft in question stays in game and acts as if a pilot kill has occured, including awarding a pilot kill to the aggressor.
|
It's not a dumb idea, it's a possible solution for an existing problem.
Not dumber than the script that makes enemy planes disappear when pilots are killed. :rolleyes: And accusing me of being a score-whore, leaderboard fan who destroys the fun in RoF and now trying to do the same in CloD is even dumber, and also way out of line. |
Quote:
|
Quote:
If you can come up with a script in C#, by all means show it to me, until then you can keep your sarcasm to yourself. But just because you don't have a clue how server's missions are being run, doesn't mean you start a thread calling everyone a bunch of pussies. And if you read my post, the only thing I'm accusing you of is not knowing what you are talking about. Which is obviously true. |
Yeah, right, whatever :rolleyes:
|
Quote:
|
Quote:
(And one more thing, although I believe it this does not count as many people: if I fight with somebody, and lose, the least, that I reward his victory with it, that I bailed out. To steal away into an other plane cowardly, that I shoot it boarding then when he fights with my AI for a long time already - this no the style, which it would be necessary to encourage. :rolleyes: ) If I know it well, in the realism settings this cannot be turned off, if you can create a plane (what is his basis the dogservers), you may do this any time then. A switch, which may prohibit from this, would be needed. |
Quote:
I actually managed to connect to a MP game the other week and as soon as I started shooting at a human he quit then re-joined, And I lagged out and stalled and crashed. |
Wow Syn Bliss that was a bit rough mate. I don't get into these arguments much but I couldn't help myself this time. I've been flying since the start and hated people exiting the game when I was getting the better of them.
If I was shot to pieces I would, and still do allow the plane to crash before I left to get another plane. I just thought it added to the realism. If I saw someone exit with a couple of shots in them I would call them way worse than 'pussies'. I reckon it's a valid point to have the plane crash before you can exit sounds like a great idea. |
Quote:
Surely a script could be created that would let the a/c crash into the ground (if the pilot quits for example) the crashed a/c would then stay in the game for a further 20-30 seconds before it [and the smoke] disappears. |
Some people apparently enjoy making an ass of themselves on an internet forum. Everytime I see your posts Bliss, the only thing I can do is shake my head. Not sharing the same opinion does in no way give you the right to start throw about insult and personal attacks. There's better ways to enlighten the lesser knowledgable on the subject than that.
Having said that, the script you are running is a decent idea to bypass one of the game's shortcomings, however adds some problems (since I have only seen it on SYN): when a player bails out, his plane immediately disappears, not only denying players well earned kills (minor issue) but also totally killing the immersion. I have seen the problems of abandond a/c blocking takeoffs and in massive numbers even causing a performance hit for some people, but getting rid of them alltogether immediately seems too much. Can that script be altered to a point where it is timer based i.e. despawn an a/c without human pilot after 60/90/x seconds rather than having them vanish immediately? Back OT, Reflected has a valid point as exiting when loosing a fight is nothing more than using a cheap exploit in the game dynamics. |
Quote:
|
Quote:
The finish only option if you want to call it that, has been around in IL2 5 years before ROF was even released. So very sorry to try to make the server run for the majority of the day without having to baby sit it. As I said earlier, go ahead and script me something in C# and I'll gladly put it up there. And guess what, we've spent hours trying to figure out how to make the script work properly. So thanks for the pointers. Sorry for trying to provide a service for people to fly on. Put up your own server if you thinks it's in any way easy. And huetz, I'm not here to fill the forums with smiley's. I'm brutally honest. You can shake your head all you want, but your team is some of the biggest online whiners ever to hit ROF. (You can't even imagine the head shaking done when we see all the gripes about missions/being shot down, Para flat out yelling at everyone, etc. etc. everytime your group joins the server). So you shaking your head at me, is kinda laughable. Maybe I should put up some server chat logs to show just how kind, never yelling, or insulting squad. Yep, I think that's a good idea. People think wow about my post, you should see who he runs with. |
Hellequins are gay.
|
I'm sorry Bliss, I was under the impression that even you can work on your attitude, I was wrong. I admire your persistent will to show off a toughboy image on an internet forum. Shows a lot of your personality too.
Btw, keep the name of my squadron in RoF out of your mouth, my squadmate in question has a way of speaking the truth, even if it might not be the best at times. Calling him out for yelling at people everytime he joins a servers is a flat out lie too. Now go ahead and make up stuff and feed your ego about being the MP savior by hosting an online server, you sir, are a disgrace and not even worth arguing with. |
There's nothing wrong with my attitude. And since you are no insulting me for the 2nd time, because you are mad, maybe you need to work on your own..
|
Quote:
By the way, some of the aircrafts disappeared when I wasn't even firing at them. There's still a remote chance that the pilot had a heart attack and died, which trggered the holy script but I find it highly unlikely :rolleyes: What's more likely is that the pilot was even more yellow than the nose of his plane :-P |
It's more than likely people crashing. Looking at the logs there's all sorts of P2Psteam connection errors and people getting forced out either by steam or by a launcher.exe error. MP is far from running correctly, let alone the game. It's still a bad assumption to make that people are simply disconnecting, when there's many errors that show otherwise.
|
Yes, of course that's also a possibility.
|
Currently some script methods do not work correctly with player planes in MP. Checking if plane is airborne, catching landing/takeoff events do not work, so the best you can do is just remove the plane immediately it is abandoned. Adding timer would be nice for airborne planes, but not worth now, because you will get piles of planes on the ground.
|
Quote:
|
Quote:
So, yes there could be other reasons but I do believe there is a large number of people who just want to get up in the sky and raise those stats. |
Oh I agree with you Mclean. But the servers I played on in old IL2, the only way you could hop into another plane was if you bailed, landed, or were PK'd. Some people had a habit of hitting the refly button fairly soon (after one of those) and it could screw up your "in-game" score/not give you credit, but the stats the server was running would catch it. But that's a completely different thing than actually disco'ing from the server, what we are talking about here.
And the only thing I can say, is looking at the logs, many people are constantly crashing out all the time from MP. So I don't think, or should I say hope, that many people are worried about their online stats at this stage in the game. I think we should worry about that sort of think after we have some sort of stability/progress. |
Quote:
|
Quote:
|
Quote:
Winger |
@ SNY Bliss - You cant blame him for thinking it as its a MP tactic some people do alot of sadly in the FS community.
Plus why is talking about RoF and using it as a reference? this is the CoD forum and RoF is far from perfect, they are two completely different games. I like RoF dont get me wrong but who really wants CoD to go down the same tiny payware route? i dont mind paying for addons but not each aircraft, i think all RoF talk should be kept to a minimum anyway because it will always be off topic and the wrong forum and out of respect to the guys trying to make this game, after all thats why we are on this forum. |
I would like to have an AI take over the plane, when a player exists or disconnects. That would be an elegant solution for the immersion factor.
I guess in a perfect world, Luthier will provide such a script. ;) |
Quote:
|
Pardon my ignorance in all things C# or perhaps for stating something that has already been tried but if you have a script that destroys aircraft can't you use a sleep command to pause execution? e.g.
Thread.Sleep(6000); I'm not a software developer and get by with most of my server scripts written in 'lowly' bash :-) so I could be completely wrong here with the above command. A minutes delay to allow the pilot-less plane to crash and burn would be cool though and would clean up the server too. |
At both Repka servers we run a script that first disables AI engine, fuel pump and controls and destroys the aircraft only in 5 minutes when it is already down. Game engine also removes these damaged aircraft from an airfield very quickly if a player exits an aircraft at an airfield before takeoff.
http://forum.1cpublishing.eu/showthr...=21518&page=10 |
Yeah, we've tried that. The scripts seem to behave differently on different beta patches. Sometimes they work, sometimes they don't work at all. Tried all sorts of delays, but with the patch we are running right now (the most stable for the server) they simply don't work right. Ataros has been building up quite an impressive list of scripts in the MP thread, they just don't seem to work in the build we are using right now.
|
Quote:
1) You make assumption that it will crash. :) Depending on trim it can fly straight or do loops for a while. 2) Plane can be abandoned not only by disconnecting, but by choosing other plane too. Putting timer on plane on the ground, can lead to situation in which 20 planes are sitting in the base and waiting for removal. And no, checking if it is in the air, does not work correctly now. |
Quote:
|
The RoF system has a lot of benefits, the only thing I dont like about is the server message saying whether or not you killed someone you were shooting at too early, the server should hold back that information till either the plane crashes or disconnects, kills a bit of the immersion, because you do not have to watch the plane going to down to make sure he really is 'down'.
|
Quote:
Otherwise i would be able to build a huge aerial armada by spawning, taking-off, exiting back to the menu and spawning again in another aircraft, i could bring any server to its knees that way ;) Quote:
As for why objects would not despawn automatically, i can think of a lot of reasons. In a few months time we might have some kind of online dynamic campaign: get some server logs, parse them to a 3rd party campaign manager tool that analyzes the effect of the player's actions, moves the frontlines and draws up new missions that are automatically loaded into the server without the need to restart the map. In such a scenario there are many cases where it would be useful to have longer timers for despawning objects (provided our hardware and the servers can take it). Think about flying a pathfinder mosquito at night and marking a target with flares and incendiary bombs for other players. The fire and smoke effects would have to linger on so that the other bombers coming half an hour behind me will be able to see them and use them as an aiming point. Or you could prevent an AI enemy convoy from leaving a port by spotting a cargo ship favorably positioned on the mouth of the harbor and sinking it there to shut down traffic, which leads to the convoy not delivering supplies to an airbase and the next day the other team's players who spawn there find out that there's not enough fuel for all of them, so they have to take-off with only 25%. Similar for blocking road and rail junctions by attacking trains and vehicles as they pass through it to create a point of congestion through wreckage. Static aircraft used as markers of available aircraft so that when you spawn you take control of one of those (static plane despawns and gets replaced by player controlled plane, the base's stats change to reflect that inventory is minus one aircraft), if they are destroyed they might linger a while until it's written to the logs that the airbase in question is minus X amount of aircraft, etc, etc. The possibilities of the new multiplayer system are endless, it seems like it's a sandbox-style type of gameplay. We just need the sim to get through the initial optimization issues and then the developers will be able to work on documentation and the SDK to let us really get to grips with such features ;) |
Quote:
|
Im sure when we get a stale code for mutiplayer that we will have a resolution to this problem. Yes, obviously it is a problem if people disconnect to avoid a "deathstat". As it stands its more likely that ppl are crashing out, testing, losing connection or any other perfectly reasonable reason for leaving the server as opposed to trying to dodge a deathstat that doesnt even exist yet.
Its a bit early to be accusing people of being "pussies" Mind you....when the code IS sorted I can assure you that I will be screaming at "disco-queens" worse than Parazaine on crack! ;) |
Quote:
|
Quote:
|
Finish landed only - option
I like this option and as far the more realistic |
Quote:
A solution would probably need some rework of the script so that it doesn't allow creating a new aircraft until the previous one is crashed or despawned, keeping the aircraft's "virtual ID" tied to the player who was in the cokpit until the aircraft is removed. |
Quote:
|
What we need is what we had in IL2 which was simple and worked.
A refly button. |
Quote:
|
The refly part should be part of the game, like the old IL2. Sadly this isn't the case anymore.
I do like the scoring system though. There should never be the constant whining over kill stealing. The amount of damage you inflict is the amount of percentage of a kill you get. I've witnessed 5 people all attacking a bomber, climbing and diving (rinse and repeat) without anyone yelling about it. In old IL2, the person that would put his last few bullets was always credited and that caused a bunch of the kill steal mentality. Thankfully, because of the partial kill percentages that are now tracked. It should be all but eliminated. |
Yes Bliss but its one step forward and one step back.
Maybe in the future we can just have the refly button back. |
All times are GMT. The time now is 09:04 AM. |
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.