Hey all...I've been playing online first person/third person shooters for a large part of my life now..and there's but one thing I think in this mod needs to be changed-the "balance."...specifically, pl_catchup. I think it's overdoing what needs to be done. If somone with 1 mil PL attacks somone with say, 5 million...they gain a lot more PL than the person would with 5 million if they attacked the 1 million person. Lets say there are 4 other players in the server, all near 3 million. If the 1 million person dies, they gain PL. If the 5 million person dies, they lose PL. The 3 millioners don't really go either way. Basically, if all the fighting was kept even, everyone would eventually equal out to 3 million, and they might eventually work there way up to 4 million.
Anyhoo..now that the setup is..err..set..up...I can explain why I hate pl_catchup. First off, the 1 millioner already gets more PL than the normal for hurting people. Yes, it's harder for him to kill people, to be sure, but every attack he does land is emphasized in PL. The others are left out of this, as they should be. Isn't that enough to balance it out? Shouldn't the 1 millioner have to work his way up? Why make it really easy on him and really hard on the 5 millioner? Also, the 3 millioners are in really bad luck too; they're stuck in limbo. They will hardly move up or down, which is real trouble if they're close to they're transformation point.
I know it's an option, but very, very few servers leave it off. Because of pl_catchup, it's very rare to see a transformed Krillin. With the next patch..I don't see how ANYONE will ever reach their second transformation.
Maybe pl_catchup would work if no new people ever joined the server, but they do.
My suggestion...either make it do a LOT less..have no pl_catchup (or atleast have the default be 0)..and if done, possibly make the gain from attacking higher characters bigger, if need be. This is the only game I can think of where players are hurt because they are doing well.
I know, I'm just another player, and not a very frequent one at that, and I really appreciate all the work the mod team has done on ESF; it truely is a great mod...it's just that I think it could be better, as nothing is perfect
Anyhoo..I figured I should atleast put it up for discussion, as it has been bothering me for a long time.
Anyhoo..now that the setup is..err..set..up...I can explain why I hate pl_catchup. First off, the 1 millioner already gets more PL than the normal for hurting people. Yes, it's harder for him to kill people, to be sure, but every attack he does land is emphasized in PL. The others are left out of this, as they should be. Isn't that enough to balance it out? Shouldn't the 1 millioner have to work his way up? Why make it really easy on him and really hard on the 5 millioner? Also, the 3 millioners are in really bad luck too; they're stuck in limbo. They will hardly move up or down, which is real trouble if they're close to they're transformation point.
I know it's an option, but very, very few servers leave it off. Because of pl_catchup, it's very rare to see a transformed Krillin. With the next patch..I don't see how ANYONE will ever reach their second transformation.
Maybe pl_catchup would work if no new people ever joined the server, but they do.
My suggestion...either make it do a LOT less..have no pl_catchup (or atleast have the default be 0)..and if done, possibly make the gain from attacking higher characters bigger, if need be. This is the only game I can think of where players are hurt because they are doing well.
I know, I'm just another player, and not a very frequent one at that, and I really appreciate all the work the mod team has done on ESF; it truely is a great mod...it's just that I think it could be better, as nothing is perfect
Anyhoo..I figured I should atleast put it up for discussion, as it has been bothering me for a long time.