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Coop Configuration Vote

Discussion in 'General Discussion' started by HonorCode, Dec 28, 2012.

  1. HonorCode

    HonorCode Head Administrator Staff Member

    Please, consider the following before voting:

    Old Config: The old configuration had only 3 special infected. No friendly fire which encourages the molly throwing everywhere issue. Preassure (objects) damage is disabled. Revive speed-> 95% max. Heal speed -> 95% max. M60 & molotovs enabled.

    New config: 16 SI on expert, 10 on advanced, 6 on normal, 4 on easy. Friendly fire enabled (70% of the friendly fire is still protected). Preassure and fire damage enabled. Revive speed-> 85% max. Heal speed -> 80% max. M60 & molotovs disabled.
     
  2. Stefeman

    Stefeman Head Administrator Staff Member

    Obviously the new one.. ^^

    Old was pure shit and molotov spam.. i mean, 3 SI for 16 survivors? lol :D

    However, i would make molotov cost more and become more rare instead of disabling it. also, i got nothing against m60 either, but i would have made that cost and rare too.
     
  3. Cocaine

    Cocaine Head Administrator

    Hello no, dont change back to the boring one.....


    BTW Fire Damage isnt enabled at EU atm
     
  4. marvel

    marvel Head Administrator Staff Member

    I would say new config, but the difficulty should be more dynamic. So if survivors are moving fast i.e. rushing it means they get little resistance which should spawn more SI.

    Or set the difficulty based on the number of players and the average level, I'm really not good at all at math but there should be some calculation you can make whether the difficulty should be easy, normal, advanced or expert with these two numbers. You can re-calculate the average level all the time, so if a low level dies than the average level goes up which instantly increases difficulty. That should help protecting the low level players more and increase teamwork.

    The other issue is infected strength, right now the complain is often that the SI are too strong, jockey instant incap, smoker unlimited tongue reach etc. so are we going for less but stronger or more but weaker? For the sake of lag and stability the former would probably be better than the latter.

    It should be fun as well to add some unexpected stuff, like suddenly spawn 10 hunters that attack from all directions when you least expect it. Or create an airstrike that was sent out by the military. We should also include more tanks like the hell tank and the fire tank.

    The sky is the limit here so I don't know if you can go with just a poll between two variations ;)
     
  5. zipper17

    zipper17 Senior Member

    Another: 16 SI on expert, 10 on advanced, 6 on normal, 4 on easy. Friendly fire enabled (70% of the friendly fire is still protected). Preassure and fire damage enabled. Revive speed-> 95% max. Heal speed -> 95% max. M60 & molotovs disabled.

    Fighting shaman & knight it took very hard without 'Revive speed-> 95% max. Heal speed -> 95% max.'
    that's the most high anticipated skill for everyone, why even we need to nerf it?. Also That's the most interesting & awesome skill -- mod in this server.

    but i still thinking the 'OLD extreme' is the best one.
     
  6. JavCube

    JavCube MG Donor

    Casting a Vote!!.... New Config
     
  7. HonorCode

    HonorCode Head Administrator Staff Member

    That would require the creation of an additional manager or system and we can't take care of too many multiple projects at the same time. Lets finish the current project we have before starting anything else :D
     
  8. e36

    e36 MG Donor

    Well done HC, now we can get a clear direction and move on.
     
  9. erik

    erik MG Donor

    New config! "God forbid we actually have to apply skill, end the shooting gallery, and molotov contest! zomg!"
     
  10. lukemurawski

    lukemurawski Senior Member

    It should be possible in your workflow ;) Don't forget, you're working with c++ now; just create another thread to do heavy calculations. Don't write from multiple threads and you should be okay. If you're using boost, this is even easier.

    Since you're using SM, you should already have access to SM's timer system. It should be noted that SM's timer is synchronous (meaning any calculation will lag the game accordingly). I wrote my own asynchronous timer system in HammerCode using boost, but the concept is nearly the same. Asynchronous timers are run on a separate thread, thus not interfering with the main logic thread.

    Code:
    boost::asio::io_service io;
    boost::asio::deadline_timer_hc_repeat t(io, boost::posix_time::seconds(10)); // this is a derived timer that I created that repeats asynchronously
    t.async_wait_repeat(checkFlows);
    
    void checkFlows(const boost::system::error_code& e)
    {
         // get flow here (do NOT write any bits)
         // modify a heap variable on your main thread using a mutex with the resultant data
    
         // Pro tip: create a listener system (e.g. getter/setter) for your object on your heap
    }
    
    // your main thread would then change difficulty accordingly.
    
     
  11. Tom1993

    Tom1993 Head Administrator Staff Member

    The new config is ok, prevents farming a little which is good. But i voted for the old one just cause i want the faster revive & heal speed back. Or then if possible just change those two things back to what they were :)
     
  12. Vitafit

    Vitafit MG Donor

    New config, but don't disable mollies :( just make 'em cost more or something.
     
  13. Psychokitty

    Psychokitty Guest

    I just want the faster revive & heal speed back please :)
     
  14. erik

    erik MG Donor

    Good stuff, thanks
     
  15. In general i vote for a new config but hereby
    i would like to introduce the 3 level difficulty servers

    EU COOP Extreme

    - molo 25
    - fireworks 16
    - m60 15
    - revive 85%
    - heal 80%
    - more si than new config
    - object damage enabled
    - Friendly Fire : current config

    US COOP Hardcore

    - molo 16
    - fireworks 16
    - m60 15
    - revive 90%
    - heal 85%
    - same si as new config
    - object damage disabled
    - Friendly Fire : current config

    Asia COOP Normal

    - molo 16
    - fireworks 16
    - m60 15
    - revive 95%
    - heal 95%
    - same si as current config
    - object damage disabled (current config)
    - Friendly Fire disabled (current config)




    maybe some tweaking in si strenght later on all configurations


    here's my idea for a general config on all servers if the 3 level server config
    wont be used.

    COOP

    - molo 16
    - fireworks 16
    - m60 15
    - revive 90%
    - heal 85%
    - same or more si as new config
    - object damage disabled
    - Friendly Fire : current config
     
  16. I'm all for the new config, but the cash penalty of FF incaps can be a bit much considering the amount of cash you might gain in a campaign.
    Especially when you are focusing fire on tanks/hordes, it doesn't take much for the bullet spread to end up hitting other players.
    While I think the friendly fire is fine, considering you might get around 300 cash per campaign without toasters or shamans, the $100 penalty takes quite the cut out of your overall efforts in the game for a simple mistake.
    By all means keep the bounty penalty in, and I understand the reasoning behind the penalty, but could the cash penalty be reduced to maybe -$50?
     
  17. gcrook

    gcrook Member

    Im all in for a new config that takes from both worlds (new and old config)
    I believe fire damage and FF should apply but not so much (make it less damaging)
    This will not only prevent people who incessantly spawn fireworks like now but it will help prevent friendly fire which
    cannot be controlled so much right now.
    What i mean about that is that since so many si spawn in one place one fires more and melees less so FF is unavoidable.
    Also there is the issue where and how the si spawn,and its a bit ridiculous for3 or 4 of them to spawn right in your face.
    It feels like cheating and its should be more integrated tot he game.
    I have already expressed my feelings about the revive speed and people have spoken about that in more detail so...

    One last thing which is a huge issue for me and other players as well..
    Para tanks are now becoming the most common and frequent special tanks in the game and it is inddeed stronger than it was.Its rock acid incaps instantly so it is more akin to strength to how knight tank used to be give or take.
    Knights and shamans dont spawn now and if they spawn they span at the finale which makes them useless.

    Since i find these tanks a HUGE part of the game experience i would propose to bring them back as they were and not as they are now in terms of power which makes them unbeatable.And i would cut down the rewards of these tanks so admins dont feel like they are spoiling us.How much exp points and gems is up to you to decide but since the server doesnt spawn money toasters often these days and if it does they are really skimmish,i would propose for these tanks to be a kind of a special treat to players in money (mostly) .
     
  18. xDynamzz

    xDynamzz Junior Member

    new config for me! :)
     
  19. Calcium

    Calcium MG Donor

    I'm ok with whatever config, just dont decrease the revive/incap/heal time....