Author Topic: Siege - Dynamic Spawn Timer *LIVE*  (Read 2695 times)

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Offline HappyPhantom

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Re: Siege - Dynamic Spawn Timer *LIVE*
« Reply #15 on: November 03, 2013, 09:20:18 pm »
0
The lowest I have noticed the spawn to take is ~18 seconds... 12 seconds left on the countdown when I spawn. This seems to be the minimum since There were maybe 2 players per team.


Oh, and one more thing...

WHY DO WE HAVE AN OPEN FIELD MAP AGAIN?!?!

Open field map? NOOoooOooooooooooOOOOOoooooooooooooo. if I wanted battle, I'd play battle!
Please remove :/
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Offline Fips

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Re: Siege - Dynamic Spawn Timer *LIVE*
« Reply #16 on: November 03, 2013, 09:33:26 pm »
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The open field was just a little typo in the config that will be fixed next server restart.
Also, the spawn timer lets defense spawn after 19 seconds when there are more than 65 players online, Urist fixed that already.

Offline Taser

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Re: Siege - Dynamic Spawn Timer *LIVE*
« Reply #17 on: November 03, 2013, 09:50:29 pm »
+4
Not sure if it was mentioned but.. Overtime is BACK!

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Offline Elindor

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Re: Siege - Dynamic Spawn Timer *LIVE*
« Reply #18 on: November 03, 2013, 09:54:00 pm »
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The open field was just a little typo in the config that will be fixed next server restart.

I'm putting this all together now...when putting in my new map a typo occured and since the server can't find that file, there's now a open field map instead until the server restart when the change gets updated? :)
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Offline Fips

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Re: Siege - Dynamic Spawn Timer *LIVE*
« Reply #19 on: November 03, 2013, 10:09:53 pm »
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I'm putting this all together now...when putting in my new map a typo occured and since the server can't find that file, there's now a open field map instead until the server restart when the change gets updated? :)

Teeth put it in the code uncapitalized, we noticed that your map name was capitalized so i changed everything back to capitalization because jacko already committed something but jacko fixed the sco name already and i had to uncapitalize everything again but the config file is still capitalized. Something like that xD

Offline Elindor

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Re: Siege - Dynamic Spawn Timer *LIVE*
« Reply #20 on: November 04, 2013, 02:18:24 am »
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Teeth put it in the code uncapitalized, we noticed that your map name was capitalized so i changed everything back to capitalization because jacko already committed something but jacko fixed the sco name already and i had to uncapitalize everything again but the config file is still capitalized. Something like that xD

Lol
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Offline Jarold

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Re: Siege - Dynamic Spawn Timer *LIVE*
« Reply #21 on: November 04, 2013, 02:37:35 am »
+1
Overtime, more maps, and dynamic timer it's like Christmas!!!

Offline Panoply

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Re: Siege - Dynamic Spawn Timer *LIVE*
« Reply #22 on: November 05, 2013, 02:46:06 am »
+1
YES! Thank you so much Paul, I've been waiting for this day. It's so beautiful.

Offline Phew

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Re: Siege - Dynamic Spawn Timer *LIVE*
« Reply #23 on: November 05, 2013, 07:24:00 pm »
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Every time I've played siege since this update, attackers and defenders have been winning with roughly the same frequency (as opposed to before, when attackers won 90% of the time). Bravo!

I didn't pay attention to the autobalancer; has it been tuned to be less aggressive? No one should be switched more than once per map on siege.

Most people's biggest complaints about siege have always been 1. attackers always win and 2. you get team switched every round. If both are fixed, NA siege might actually start to populate now.

Thanks Fips/Teeth/Eli/Jacko/whoever else helped make this happen!

Offline Fips

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Re: Siege - Dynamic Spawn Timer *LIVE*
« Reply #24 on: November 05, 2013, 07:49:39 pm »
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Afaik Urist didn't touch the autobalancer. And he is the one responsible for the new spawner, some others tested it with him but he coded it, so blame him =P

Offline Phew

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Re: Siege - Dynamic Spawn Timer *LIVE*
« Reply #25 on: November 05, 2013, 08:05:16 pm »
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Afaik Urist didn't touch the autobalancer.

Is it possible to just use the same autobalancer as battle? It really fosters a sense of teamwork when you are mostly playing alongside the same players for an entire map.

Offline Fips

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Re: Siege - Dynamic Spawn Timer *LIVE*
« Reply #26 on: November 05, 2013, 08:10:14 pm »
+1
Is it possible to just use the same autobalancer as battle? It really fosters a sense of teamwork when you are mostly playing alongside the same players for an entire map.

Nah, but then you are stuck with either defending or attacking a castle. The switching is nice, people usually complain if they have to defend or attack a lot in a row.

Offline Penitent

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Re: Siege - Dynamic Spawn Timer *LIVE*
« Reply #27 on: November 05, 2013, 08:12:49 pm »
+1
Nah, but then you are stuck with either defending or attacking a castle. The switching is nice, people usually complain if they have to defend or attack a lot in a row.

But now with new respawn timer, that's not as much an issue.

Just team-balance the first round, and just switch the entire teams each round after so everyone attacks/defends a few times but stay on the same team with each other.

Offline Phew

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Re: Siege - Dynamic Spawn Timer *LIVE*
« Reply #28 on: November 05, 2013, 08:36:19 pm »
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But now with new respawn timer, that's not as much an issue.

Just team-balance the first round, and just switch the entire teams each round after so everyone attacks/defends a few times but stay on the same team with each other.

Yeah, this is what I was trying to say. I don't care if I'm switched attack/defend every round, but it's nice to play with mostly the same teammates for an entire map.

Offline Fips

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Re: Siege - Dynamic Spawn Timer *LIVE*
« Reply #29 on: November 05, 2013, 09:08:30 pm »
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Hm, not sure. Would have to know all the variables for the siege balance to make an actual statement on this. I'll ask Urist.