so here's my $0.02
- the 'agreement' was up for 45 seconds. i didn't play at ui for MONTHS because the agreement was 30 seconds. i didn't care enuf to wait that long. Truly, 20 would be fine.
side note: IMO the agreement is unnecessary. There's not one controversial rule in the bunch. you may as well say "don't be a dick" and leave it at that. Anyone that's hell bent on being a dick doesn't care about the rules . . . and neither does anyone that just wants to have fun. in the normal course of playing the game a normal player, just by default, WON'T violate the rules. it's just common fucking sense.
2ndly, if staff is hellbent on keeping the servers free of the riffraff, Please. PLEASE be nazi's. it won't affect me or 95% of players at all. I've seen many many communities (forum, gameserver and otherwise) be destroyed by jackholes that surf the edge of the rules and admins that just wanted to be fair. the jackholes don't give a shit about BEING fair but will be the first to DEMAND it. - early waves were depopulated recently. IMO it's too much by probably 25%
- later waves get REALLY crowded REALLY quickly. maybe spread out the spawning some?
- there's a queen wave where they have a fleet of pupaes follwing em around. that kicks all ass.
- the end-wave lucifers are too large. on a normal sized dm map they'll never spawn and we win without firing a shot. I would say to have 2-4 playersized ones and one honkin huge motherfucker. that way, even if we play the map Training Day, there's still lucifers to deal with.
side note: "wouldn't it be great" if the smaller ones were different colors and shot different stuff... red=fireballs, blue=lightning, green=bio, etc... - this is more a bug. . . on join (or wave 1) i get no logo screen. i see the version, and a blank screen. i once joined on 16 and couldn't talk unless i first dropped the console then go to the chat log screen.
- i like the idea of intermediate boss waves. Very small amounts of really tuff monsters on say 6 and 12 as well as 16.
My opinion on the whole permission bit is this: if you've played on that server, the mod was distributed to you. any posturing about permission beyond that is irrelevant.
<rant>
it's part of the mod that's on the UI servers, so if you've ever played there, go take a look at it on your local system. It's there, you have it and like any courteous game server admin i'm sure you intended on crediting without hesitation. Save yourself some work and use it. If the author wants to come ask you to take it down. . . DON'T . . . and that will be the end of it. as long as the author gets credit and you're not profiting off of it, it really doesn't matter.
back in the quake 1/2/3 days, i ran a mod called HeadHunters. When the mod got finished and released, it was there for players. Please play my mod. if someone wanted to modify it, it was courteous to notify, then give credit, then release your mod of the mod.
Back in those days, it wasn't about "I did this!!" it was about "This was made so ppl could Have Fun!!" and headhunters wasn't the only mod like that. as a matter of fact, it was pretty much the defacto standard way to run your mod if you planned on releasing something.
If anyone remembers Tribes 2, Dynamix included a version of headhunters in their retail game. They credited us in the documentation and sent us free copies of the game. We could have really tried to beat ass and demand $$ for it. But it wasn't about the money, it was about having fun.
Since the beginning of the summer i have played regularly on servers that banned people for mentioning other servers, that refused public reg of their forum, and rolled their own versions of game mods and actively thwarted and denied others from using/playing it elsewhere credit given or no. When Q3Test was released, and a couple of thinkers hex-edited quake 2 maps to work with quake 3, one author got really bent out of shape aobut it and had it publically posted that he was denying permission to use his maps in this way. . . EVERYBODY started using his maps on their q3test servers just cuz he was a dick about it.
anyway i'd like for someone to explain to me what is to be gained by limiting the exposure of your work?
</rant>
Technically on the store, IMO it should be different.
1) have a handful of core, mundane items... 25 adren, 25 health, 50 shield, ammo. everyone can buy this.
2) have class specific items. what i dunno, but i'll guarantee that we can think of something
3) have drop-like inventory items that aren't dropped and are very expensive. InvasionRPG24/7Server IP: 205.209.190.74:7777. This server has SEVERAL examples. Resurrection (pick someone to revive), Weapon Repair (for removing negatives), Weapon Upgrade (+1 to any weapon), and i'm sure we can think of a couple others. (btw, this server runs invasion + weapons of power + rpg)
4) have stat/skill upgrades available that don't appear on the skill list and are UBER expensive. Like Sturdy or Damage or Piercing. once bought and used, it's part of your character. so no matter whate weap you're using, you're ALWAYS sturdy+1.
more important than any of the ideas tho is to fix the way credits are acquired. without going into the whole discussion like i did on ui forums, we were told the problem was that "whenever you hit anything, it tallies your credits." . . . um... it does the same thing for RPG experience, and it's horribly inefficient. credits were (obviously) put in a separate function from experience, duplicating the work. BOTH should be done within the same function AND only tallied as part of the 'end wave' functions.
alright i've typed enuf. I'll close by saying that you've got a good server here. in the couple days that i've been playing on it, i've seen the numbers grow. first night it was flat at 8 ppl. the next night it was flat at 13 ppl. i think it'll only be a matter of time till i can't get in at all... at which time i'll send you $50 for a dedicated slot.
9_9 << eyeroll
Nice job, keep up the good work.