Author Topic: New Server Standard: 100% Team damage, 100% Reflect  (Read 4160 times)

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Offline Ylca

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New Server Standard: 100% Team damage, 100% Reflect
« on: June 07, 2011, 05:56:38 am »
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The current standard seems to be 100% friendly fire, meaning if an swing wounds a member of your team they take all the damage.

Since teamwounding is supposed to be accidental, and there needs to be some sort of damage for teamswinging, why should the punished party be the one who did nothing?

100% reflect means that 100% of the damage of a teamwound is reflected to the teamwounder not the victim.

Turning on 100% reflect could end "lolteamwound" overnight. Would save admins a lot of listening to complaints, no one would care about teamwounding anymore because the people will just be hurting themselves.

Anyone have any points as to why this would be a bad idea or shouldn't be standard across all CRPG servers? Has it been tried before?


Offline Tears of Destiny

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Re: New Server Standard: 100% Team damage, 100% Reflect
« Reply #1 on: June 07, 2011, 06:01:06 am »
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The Texas_Battle server sometimes does this, other times 50% and other times no reflective damage.

End result of 100% is absolute hilarity, especially if new players or bad players or trolls (people deliberately getting in your way) do this.

Keep in mind that horse bumps don't seem to reflect damage... either that or massive glitches were happening that were preventing this.

I personally am all for 100% team damage and no reflective damage, though it is hilarious for 100% to be turned on (as in people from both teams laughing).
I'm not normal and I don't pretend so, my approach is pretty much a bomb crescendo.
Death is a fun way to pass the time though, several little bullets moving in staccato.
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Offline Joseph

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Re: New Server Standard: 100% Team damage, 100% Reflect
« Reply #2 on: June 07, 2011, 06:12:24 am »
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I prefer to get swing at than seeying my brother in arm dying for something I did not request.


If such things would exist, you can be sure he can die and go to hell, I'll not help my brother this time.
« Last Edit: June 07, 2011, 06:15:27 am by Joseph »
"Dam those peasants bite hard"

Offline Ylca

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Re: New Server Standard: 100% Team damage, 100% Reflect
« Reply #3 on: June 07, 2011, 06:16:46 am »
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I prefer to get swing at than seeying my brother in arm dying for something I did not request.

That's fair, but quite a few other people tire of seeing their brothers in arms impose upon them damage they did not request either. No friendly fire isn't an option, so again- why should the victim be punished for someone else's actions? If your brother in arms doesn't want to die from a swing he should learn to control his swings.

e: I assumed you meant "I prefer to take the hit than to have my teammate die when i'm okay with him making a mistake"
« Last Edit: June 07, 2011, 06:18:25 am by Ylca »

Offline Joseph

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Re: New Server Standard: 100% Team damage, 100% Reflect
« Reply #4 on: June 07, 2011, 06:18:28 am »
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That's fair, but quite a few other people tire of seeing their brothers in arms impose upon them damage they did not request either. No friendly fire isn't an option, so again- why should the victim be punished for someone else's actions? If your brother in arms doesn't want to die from a swing he should learn to control his swings.

Take your D*** sword and put a end to his miseries.
"Dam those peasants bite hard"

Offline Ylca

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Re: New Server Standard: 100% Team damage, 100% Reflect
« Reply #5 on: June 07, 2011, 06:22:18 am »
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Take your D*** sword and put a end to his miseries.

Now i have no idea what you're talking about.  :|

Offline Joseph

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Re: New Server Standard: 100% Team damage, 100% Reflect
« Reply #6 on: June 07, 2011, 06:25:54 am »
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Now i have no idea what you're talking about.  :|

Accident happens in time of war,
GET RID OF HIM.

 :arrow: I hope it's not too hard to understand.
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Offline Ylca

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Re: New Server Standard: 100% Team damage, 100% Reflect
« Reply #7 on: June 07, 2011, 06:36:53 am »
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Accident happens in time of war,
GET RID OF HIM.

 :arrow: I hope it's not too hard to understand.

So you're saying you want to keep teamwounding the way it is. Okay, what's your reasoning? Keep in mind "I don't mind getting teamwounded" doesn't even remotely apply to the entire community (nor would i think the vast majority).

Offline Ninja_Khorin

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Re: New Server Standard: 100% Team damage, 100% Reflect
« Reply #8 on: June 07, 2011, 07:22:53 am »
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2vs1 situation. 1 guy makes a mistake of teamhitting, both die. That's silly.
I'd rather give teamkills experience and gold penalties that increase if you teamkill multiple times a round/map.

Offline Joseph

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Re: New Server Standard: 100% Team damage, 100% Reflect
« Reply #9 on: June 07, 2011, 07:26:36 am »
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So you're saying you want to keep teamwounding the way it is. Okay, what's your reasoning? Keep in mind "I don't mind getting teamwounded" doesn't even remotely apply to the entire community (nor would i think the vast majority).

Quote
If such things would exist, you can be sure he can die and go to hell, I'll not help my brother this time.
"Dam those peasants bite hard"

Offline Digglez

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Re: New Server Standard: 100% Team damage, 100% Reflect
« Reply #10 on: June 07, 2011, 07:30:13 am »
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mirror dmg has no place in teamwork games and is a sign of lazy admins

the admin mods for HalfLife are stellar that you can punish or forgive TK's or TW'ing. 
You can also script shit like automatically booting/banning someone that shoots or TW's in spawn.

Offline Ylca

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Re: New Server Standard: 100% Team damage, 100% Reflect
« Reply #11 on: June 07, 2011, 07:32:48 am »
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mirror dmg has no place in teamwork games and is a sign of lazy admins

the admin mods for HalfLife are stellar that you can punish or forgive TK's or TW'ing. 
You can also script shit like automatically booting/banning someone that shoots or TW's in spawn.

Mirror damage is designed for games with teamwork. In what other game but a game designed around teamwork would reflective damage be even implementable? You can't reflect damage in a free-for-all.

Also you didn't touch on why the person who is causing the team wound shouldn't take the damage they are dealing out thoughtlessly, but the random passerby who is simply attempting to play the game should be punished simply for being on the same team as someone who can't control their swing.

Can someone make an honest argument as to the cons to this? I still really haven't heard any.
« Last Edit: June 07, 2011, 07:34:37 am by Ylca »

Offline Ylca

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Re: New Server Standard: 100% Team damage, 100% Reflect
« Reply #12 on: June 07, 2011, 07:36:10 am »
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2vs1 situation. 1 guy makes a mistake of teamhitting, both die. That's silly.
I'd rather give teamkills experience and gold penalties that increase if you teamkill multiple times a round/map.

Or, 2 v 1 situation- both know they can be team damaged so instead of swinging wildly (who cares if your teammate dies, right? Next to no consequences) they both actually attempt to, you know, strike at their intended target instead of anything within range.

Offline Joseph

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Re: New Server Standard: 100% Team damage, 100% Reflect
« Reply #13 on: June 07, 2011, 07:48:26 am »
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Or, 2 v 1 situation- both know they can be team damaged so instead of swinging wildly (who cares if your teammate dies, right? Next to no consequences) they both actually attempt to, you know, strike at their intended target instead of anything within range.

Never trust anyone is the first rule to ALL FPS (or alike)
"Dam those peasants bite hard"

Offline Matey

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Re: New Server Standard: 100% Team damage, 100% Reflect
« Reply #14 on: June 07, 2011, 08:22:34 am »
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the Fallen server had this for a while... i dont think it was 100% reflect... but either way, it was horrible and everyone hated it, so they turned it off.