If I were a T:V developer . . .

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BigGuns
11-23-2004, 01:29 PM
I would spend all my time:

1) Working on Torney mode so that match play is smoother. A 10vs.10 match is non-functional. Too much stutter. Even starting in tourney mode and switching to FFA, there is still more lag than if you just started out in FFA mode. You can get on a pub of 20 people and the server runs pretty smooth. I've been in only a few matches, and on good servers and the matches have sucked cause of the server not being able to handle the load during a match. You are seeing teams drop the ladder cause match play sucks.

2) Working on net code so that match play is smoother. Again 10 vs. 10 is not smooth at all. If you live on the east coast and play a west coast team, there is a distinct advantage for the west coast team. Data transfer between client and server is way too high. One team gets a distinct advantage just cause of ping.

3) Fixing the voting issues. It's hard to get a TK'r voted off in a pub cause there is no feed back as to what percentage has voted. Make it easier to vote yes and no. Simple yes/no keybind would be awsome. Show a meter as to the progress of the vote. Had two guys named something like "TK_Is_Fun" and "TK_owns" doing what? ... TKing everyone. They would get on the same team and work together and do nothing but TK people on their team. Then they would vote other players to be kicked and also switch teams and do the same thing to the other team.

4) Throwing the community a new bone . . . A new weapon, a new vehicle (the T:V Pony would be cool), a new pack, something.

5) If there are tweaks in making a T:V server run smoother, by all means, throw us a bone on what we are doing wrong.

Not many changes need to be made as far as game play. I think it's fairly balanced, the biggest issues I think people have are adjusting to the new gaming style. If both teams have the same weapons, armors, etc. then it's gotta be balance. If one team chooses not to use a weapon/vehicle, that's their own fault.

The community is doing a fine job on picking up the pace on new maps. One thing that would own is someone doing a map pack and having servers the map pack in the rotation.

Overall, T:V has a ton of potential. Hope the devs don't put all their time and resources workin on punkbusters and totally ignore some of the issues T:V has with competition play.

BTW . . . Good job so far T:V developers.

Amadeus
11-23-2004, 01:34 PM
1) Yes

2) Yes!

3) YES!!!!

4) Not going to happen.

5) Yes please.

Pachacutec
11-23-2004, 01:38 PM
lol this thread title is hilarious.

Banditman
11-23-2004, 01:43 PM
2) Working on net code so that match play is smoother. Again 10 vs. 10 is not smooth at all. If you live on the east coast and play a west coast team, there is a distinct advantage for the west coast team. Data transfer between client and server is way too high. One team gets a distinct advantage just cause of ping.

Uh, this is not exactly something you can expect a netcode fix to correct. Tribes 1, a game with (arguably) the best netcode ever for a FPS certainly held distinct advantages due to geography of player and server.

Frankly I don't find T:V's netcode to be all that bad. Could it be better? Certainly.

KillerONE
11-23-2004, 01:48 PM
Nice constructive post! :)

A new weapon/vehicle would insite some additional interest, albeit a feature addition is not likely to happen.

pocketgamer
11-23-2004, 01:48 PM
Uh, this is not exactly something you can expect a netcode fix to correct. Tribes 1, a game with (arguably) the best netcode ever for a FPS certainly held distinct advantages due to geography of player and server.

Frankly I don't find T:V's netcode to be all that bad. Could it be better? Certainly.


I still don't understand why People can't touch the netcode of T1 and T2 yet. The fact that people could play on 56K just blows me away. When I say play, I mean compete. I rarely remember seeing someone lag in T1 unless there server was doing something funky, and T2 still stand above every other game since then.

Maybe its because they are really online only games so they had the time, but can't other companies copy the forula they use?

BitRaiser
11-23-2004, 02:00 PM
6) Stay the hell away from TW.

gito
11-23-2004, 02:04 PM
7) Kill myself.

Wulfen
11-23-2004, 08:20 PM
6) Stay the hell away from TW.

You'd be out of a job then.

Celios
11-23-2004, 08:24 PM
Yes, but you'd still have your sanity.

Njal Storm
11-23-2004, 08:51 PM
....Tribes 1, a game with (arguably) the best netcode ever for a FPS certainly held distinct advantages due to geography of player and server....

hmmmm, i have pondered this alot latley.

is t1 netcode, now, smooth----> yes, look at the machines we can push her w/ now.

was the netcode so spiffy then?

i remeber lots of lag, the percentage of peeps w/ broadband connections were way less.

i just dont remember the smooth games like everyone is reminicsing over.

now w/ my 64 bit monster she runs the best ever........

menes
11-23-2004, 09:35 PM
Get paid for scamming suckas with high resources and low expectations

FishStix
11-23-2004, 10:42 PM
3) Fixing the voting issues. It's hard to get a TK'r voted off in a pub cause there is no feed back as to what percentage has voted. Make it easier to vote yes and no. Simple yes/no keybind would be awsome. Show a meter as to the progress of the vote. Had two guys named something like "TK_Is_Fun" and "TK_owns" doing what? ... TKing everyone. They would get on the same team and work together and do nothing but TK people on their team. Then they would vote other players to be kicked and also switch teams and do the same thing to the other team.
.

i dont even know how to vote yes or no yet :o

pocketgamer
11-23-2004, 11:00 PM
hmmmm, i have pondered this alot latley.

is t1 netcode, now, smooth----> yes, look at the machines we can push her w/ now.

was the netcode so spiffy then?

i remeber lots of lag, the percentage of peeps w/ broadband connections were way less.

i just dont remember the smooth games like everyone is reminicsing over.

now w/ my 64 bit monster she runs the best ever........

I rarely ever experianced or saw someone experiance lag, and I had been on 56K for months.

Wiggle!
11-23-2004, 11:02 PM
id shazbot in a box then id wipe shazbot on the cover. then id shazbot on all of you.

TeoH
11-24-2004, 04:01 AM
I rarely ever experianced or saw someone experiance lag, and I had been on 56K for months.

Rose tinted glasses.

Your definition of smooth and playable gameplay is not the same now as it was at a time when most of the community had nothing better than a 56k modem, and 30fps was considered to be a good framerate. And of course a 56k modem is 'good enough to compete' when everyone you're competing with has the same hardware.

Low framerates mask netcode hiccups, player models skipping across your screen or warping are far more obvious at 100fps than they are at 20.

However, you could probably get away with saying T1 on a 56k modem worked alot better than T:V does on a 56k modem.

Greywolf
11-24-2004, 04:48 AM
Ive played in many scrims and matches, and i havent found the tourny mode to be that buggy, seemed fine to me as a player. Candy will tell you though for it to run smooth, you have to have a pretty damn good server system

However tourny + demo = lag

Banditman
11-24-2004, 08:06 AM
While it is true that we "remember" T1's netcode as a little better than it probably was, I don't recall seeing too many people with 20 pings in T2 or T:V.

I remember a couple matches on some east coast server in T1 where some of our players were pinging 8 or 10 to the server. One of our cappers in particular often pinged the Teamplay servers in Virginia at 8 - 16.

TeoH
11-24-2004, 08:15 AM
While it is true that we "remember" T1's netcode as a little better than it probably was, I don't recall seeing too many people with 20 pings in T2 or T:V.

I remember a couple matches on some east coast server in T1 where some of our players were pinging 8 or 10 to the server. One of our cappers in particular often pinged the Teamplay servers in Virginia at 8 - 16.

You'll probably find these are simply differences in the way the displayed ping is calculated, rather than differences in the quality of the netcode. I know for example, that Q3's "ping" display is infact not really a straight ping, but more of a connection rating, as the engine increases the value to represent packet loss among other things. While the original quakeworld actually did display your true ping in the scoreboard, and had a seperate packetloss indicator next to it. Pings in qw then, always appeared lower but this was mostly due to the way the displayed ping was calculated. As T:V uses the UT engine, expect it to have inherited quirks like this.

Shoddy
11-24-2004, 08:59 AM
My old man's a Tribes:Vengeance Developer, whaddya think about that?
He wears a Tribes:Vengeance Developer's collar, he wears a Tribes:Vengeance Developer's hat.
He wears a Tribes:Vengeance Developer's raincoat, right down to his Tribes:Vengeance Developer's shoes,
and every Saturday evening, he reads the Tribes:Vengeance Developer's news.
And somedaaaaaaay, when I'm grooooooown,
I'm gonna be a Tribes:Vengeance Developer, just like my old man!