cRPG

cRPG => General Discussion => Topic started by: Belmont on November 28, 2011, 06:26:27 pm

Title: CTF
Post by: Belmont on November 28, 2011, 06:26:27 pm
I have been trying to get an answer from the dev team but no one really knows for sure, so before we try to set up our server we would like a confirmation that CTF is now working properly. Thanks.
Title: Re: CTF
Post by: Tot. on November 28, 2011, 06:29:00 pm
"Confirmation"? As in you've some premise to think that it might?

Haven't read anything about it but it would certainly be a "main thing" of the recent patch.
Title: Re: CTF
Post by: Belmont on November 28, 2011, 06:31:22 pm
"Confirmation"? As in you've some premise to think that it might?

Haven't read anything about it but it would certainly be a "main thing" of the recent patch.

Fixing CTF was one of the winning options of the poll (http://forum.c-rpg.net/index.php/topic,21125.0.html) chadz made so I was hoping it would be playable now as Battle can get a bit boring at times.
Title: Re: CTF
Post by: Senni__Ti on November 28, 2011, 07:40:55 pm
I really hope it was fixed, been looking foward to ctf for a long time =).
Title: Re: CTF
Post by: Camaris on November 28, 2011, 10:08:45 pm
im waiting for some dev wisdom on this too.
Title: Re: CTF
Post by: Serfonz on November 28, 2011, 11:05:37 pm
When it is fixed if chadz even worked on CTF(who knows?!) I'm pretty sure people will be informed.
Title: Re: CTF
Post by: Leshma on November 28, 2011, 11:10:07 pm
CTF will be fixed when Serfonz free beer.
Title: Re: CTF
Post by: Horns_Archive on November 29, 2011, 03:04:38 pm
I'd like to see strong hold and ctf out, just for some shits and giggles along with 2 new game modes
Title: Re: CTF
Post by: Meow on November 29, 2011, 03:41:32 pm
Stronghold CTF!
Title: Re: CTF
Post by: chadz on November 29, 2011, 03:44:45 pm
When it is fixed if chadz even worked on CTF(who knows?!) I'm pretty sure people will be informed.

I LOL'd.

Anyway, one of you guys with a server can contact Meow and ask him for permission for a testrun. Which means an hour with admin presence and testing. And stopping immediately when something is broken. Then we'll see :)

(click to show/hide)
Title: Re: CTF
Post by: Belmont on November 29, 2011, 05:30:45 pm
I LOL'd.

Anyway, one of you guys with a server can contact Meow and ask him for permission for a testrun. Which means an hour with admin presence and testing. And stopping immediately when something is broken. Then we'll see :)

(click to show/hide)

Will do, let me pester Wooki to update the server. Thanks for the quick answer.
Title: Re: CTF
Post by: Belmont on November 29, 2011, 09:31:21 pm
Test report: we were playing for over 2 hours on our server and we could not find any game breaking bugs. The multiplier was being applied correctly. (XP was disabled though)

Two Three suggestions: 1. Remove the item screen after the end of a round as you cannot "respawn" even if you switch gear. 2. Replenish ammunition for archers, crossbowmen and throwers after winning a round. 3. Make flag carriers unable to use horses or slow them down a lot.

Looking forward to seeing XP enabled, was great fun.
Title: Re: CTF
Post by: Camaris on November 29, 2011, 09:34:48 pm
I suggest to make another test with xp enabled under admin observation.
Last time xp was bugged so it could be still if i remember it correct.
(just found the thread again: http://forum.c-rpg.net/index.php/topic,4605.0.html )
Title: Re: CTF
Post by: The_Bloody_Nine on November 29, 2011, 10:18:02 pm
played only for a short time with very few players, was very promising. Points from Belmont are very important, also I fear ladder spam like in siege in places where flag is placed in close room with small entrances.
Title: Re: CTF
Post by: Camaris on November 29, 2011, 10:34:07 pm
played only for a short time with very few players, was very promising. Points from Belmont are very important, also I fear ladder spam like in siege in places where flag is placed in close room with small entrances.

Its job of the mappers to make good maps for it and we will do it if it gets released.
Title: Re: CTF
Post by: Teeth on November 29, 2011, 10:36:48 pm
Spawns should not be on the default flag position. I think with 30 vs 30 the flag would pretty much be impossible to take due to defenders spawning on it, or even worse, the attackers start spawnkilling the defenders.

Specific CTF maps should be made with safe spawn positions that require you to drop down, to prevent spawnkilling, a bit like in TF2
Title: Re: CTF
Post by: Serfonz on November 29, 2011, 11:21:22 pm
I LOL'd.

Anyway, one of you guys with a server can contact Meow and ask him for permission for a testrun. Which means an hour with admin presence and testing. And stopping immediately when something is broken. Then we'll see :)

(click to show/hide)

Aha see you did inform people! I am now Serfonz_the_Seer
Title: Re: CTF
Post by: Tot. on November 29, 2011, 11:41:50 pm
3. Make flag carriers unable to use horses

Lol wtf, why is this even enabled by default.
Title: Re: CTF
Post by: Camaris on November 30, 2011, 12:05:48 am
Lol wtf, why is this even enabled by default.

Did you really test it? i saw one i guy who had to dismount to get the flag back.
Title: Re: CTF
Post by: IG_Saint on November 30, 2011, 12:57:45 am
In native you had to get of your horse to pick up/deliver the flag and your horse was much slower than usual while carrying the flag. It worked pretty well since you still needed infantry to clear the flag a bit to allow you to ride in and pick it up. Then while trying to deliver it you had to deal with the enemy cav.
Title: Re: CTF
Post by: Teeth on November 30, 2011, 03:06:16 pm
It will be fine with higher player numbers, but with 10 people horsies are OP. You do indeed have to dismount to pick up or drop off the flag.