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Server Talk
2008-02-10, 09:25
Member
1435 posts

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Jan 2006
In dm3 it gives 6 spawn points, so it's not possible to assign a spawn point for every player on match start. The server mod has lots of options what to do in such case, and two major mods in QW have a bit different behavior
KTPro: delays the spawn for 7th and 8th player until a spawn points gets free (*); waiting is limited to 2 seconds, after that: telefrags
KTX: 2 telefrags will always happen; if telefragged players hit +attack/+jump quick enough, they can make another telefrags (and so on...); teamtelefrags do not cause -1 (on match start only); telefragging an enemy gets you +1 frag though

Which of the two you prefer? (If you don't see the poll, click this link)

I hope this is 100% correct description of the situation, feel free to correct me.
* not sure here if they wait for any first spawn point that gets free, or for one specific that was pre-selected for them
2008-02-10, 09:44
Member
715 posts

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May 2006
Prefer the delay of these two, but I rather try a spawn mode that spawns you next to the others or maybe that ghosted spawnmode even.
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2008-02-10, 10:46
Member
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Jan 2006
I prefer KTX ( Telefrags) mostly because I like the sound of teledth1.wav
http://www.aimbot.se/pic/dopefish_anim.gif
2008-02-10, 11:07
Administrator
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Jan 2006
telefrags are fun.
2008-02-10, 14:15
Administrator
887 posts

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Jan 2006
KTX mode!
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2008-02-13, 18:07
Moderator
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Apr 2006
Both are fine but I think I'd go for the KTX mode. Mostly because I agree with inter :\
Servers: Troopers
2008-02-13, 22:04
Member
462 posts

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Jan 2006
Isn't telefrags the original way? I vote for that. I obsolutely hate the random spawn spots and delay isn't much better. Original qw respawns or what it's called is the way to go.
2008-02-15, 02:52
Moderator
1329 posts

Registered:
Apr 2006
Normal QW respawns.

KTX respawn mode is similar with the exception of that you can't respawn in the same spot twice a row. All telefrags are allowed too without any delay (= no delay when other player is standing on the spawn).
Servers: Troopers
2008-02-15, 03:40
Member
715 posts

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May 2006
With normal QW spawns, you can never telefrag unless ALL spawn points are occupied by players (in which case it picks out a random spot and telefrags mercilessly).
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2008-02-15, 10:39
Member
1435 posts

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Jan 2006
Ok, surprises me how many of you vote for random 0-4 frags advantage. Thanks for voting anyway.
2008-02-15, 11:57
Member
485 posts

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Feb 2006
After "original"/"normal" got associated with KTX spawns, KTPro got no votes.
2008-02-15, 12:16
Member
569 posts

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Feb 2006
JohnNy_cz wrote:
Ok, surprises me how many of you vote for random 0-4 frags advantage. Thanks for voting anyway.

what is +/- 2 frags when map control is at stake (which can be worth 100 frags on dm3).

IMO match start telefrags is a minor issue, and i prefer any solution that will not...

...move the spawn location
...delay any spawns (telefrag anyone, anywhere)
...use same spawn twice for a player, but random otherwise
...use different rules during start and game

and
telefrag enemy = 1 frag
telefrag teammate = -1 frag
2008-02-15, 12:30
Member
715 posts

Registered:
May 2006
Well, the main idea here is probably about making the game more smooth/enjoyable, which I can fully support. Someone suggested that players are to become non-solid for a few seconds at gamestart, and then gain the telefrag ability... maybe that's an idea.
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2008-02-15, 13:07
Member
569 posts

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Feb 2006
That would introduce some weird situations that is to complicated to handle in a clean way.
2008-02-15, 13:11
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1435 posts

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Jan 2006
Willgurht wrote:
telefrag enemy = 1 frag
telefrag teammate = -1 frag

At the moment it's
telefrag enemy = 1 frag
telefrag teammate = 0 frags
I'd go for 0/0 as I don't think players should be rewarded with frags for nothing.
2008-02-15, 14:07
Member
163 posts

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Jan 2006
JohnNy_cz wrote:
I'd go for 0/0 as I don't think players should be rewarded with frags for nothing.

i think thats the only reasonable way to go to remove unnecessary luck/bad luck. i wonder how many 1frag wins has been decided by that kind of luck?
http://www.aimbot.se/pic/dopefish_anim.gif
2008-02-15, 17:18
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485 posts

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Feb 2006
Teleport-telefrags (and deflect) should score tho.
2008-02-15, 17:53
Member
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Jan 2006
I meant match start only.
2008-02-15, 19:09
Member
715 posts

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May 2006
So to clarify:

Spawntelefrags = +- 0

For a set amount of time from gamestart or just the whole game? Or other?
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2008-02-15, 20:51
Administrator
181 posts

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Jan 2006
Small clue in the thread topic =>
2008-02-18, 19:16
Member
357 posts

Registered:
Mar 2006
In my netQuake ClanArena mod this was a big issue.

various measures were used to dilute this problem:

a.> I added more spawn points to DM3 +4
b.> left takedamage flag set 0 until round start...
c.> removed spawn_tdeath when u 'match-start' spawn (this is the telefrag trigger)
d.> pushed the player forward after spawnning...

more counter measures were added since at times the player would stick to the spawn point...
setorigin(self,spot.origin + '0 0 10');//Some crazy reason, original spawn origins get stuck :S
self.angles = spot.angles;

//Fixed spawning in the map, caused by pre-game telefrag
while (pointcontents(self.origin) == CONTENT_SOLID)
{
setorigin(self,self.origin + '0 0 2');
}

hope this is useful to ya...


Edit: A telefrag would basically be a spawn delay for the guy who got tele-fucked...anyways.
2008-03-08, 02:02
News Writer
280 posts

Registered:
May 2006
Plz, no "telespawns" in duel on aero at start.
2008-03-08, 09:01
Member
462 posts

Registered:
Jan 2006
the-interceptor wrote:
JohnNy_cz wrote:
I'd go for 0/0 as I don't think players should be rewarded with frags for nothing.

i think thats the only reasonable way to go to remove unnecessary luck/bad luck. i wonder how many 1frag wins has been decided by that kind of luck?

I could go for no frags for the start telefrags, because it doesn't change the way the start is played. However, some luck is always a part of any game, and I don't think it makes much sense to go to great lengths trying to "remove" it. Whoever gets the spawns for rl, ring+quad and penta has much more luck than someone getting 2 frags from a telefrag at the start.
2008-03-08, 11:29
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229 posts

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Aug 2007
As it is now!
TEAM QUAD [need nothing]
shaga loses another friend
shaga discovers blast radius

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2008-03-08, 12:51
Member
1435 posts

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Jan 2006
shaga, you have the poll for voting, posts are to show some arguments and thoughts, not for simple "I am for A / B / C"
2008-03-08, 16:16
Member
229 posts

Registered:
Aug 2007
Well, I voted "Telefrags (KTX)" because I like that hazzle at the beginning of the map and some random frags. I get the 4on4 feeling because of it.
TEAM QUAD [need nothing]
shaga loses another friend
shaga discovers blast radius

QUAD
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