Limit or not?
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Firebolts....
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Any more than 2 shot at me at one time will lag my computer, creating an easy kill the guard doesn't have to work for.
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Originally posted by TaffergirlThieves are limited to only 2 invisibility potions, so I don't see why guards can't be limited in some supplies too.
That was one of my arguments in another post.
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Originally posted by CurunirOriginally posted by TaffergirlThieves are limited to only 2 invisibility potions, so I don't see why guards can't be limited in some supplies too.
That was one of my arguments in another post.
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Originally posted by CrouchingDorkI seriously think we might need a 1.3.1, or we're going to be losing a lot of players...
Guards are (not) frobbable to wake up
Guards are (not) woke up after a certain amount of time
Guards are automatically woke up after XX minutes
Guards can never be woke up
I haven't even checked out the ThiefMatch options yet. Basically we have the freedom to change the settings to try and make things balanced. The server also keeps track of Theif and Guard wins automatically to make this easier on the admins.
Some of the server admins are already discussing these settings and we're trying to agree on settings. Kinda like in 1.2 there were practically no servers that ran with maps at the default time (except for the RLF)
LR and I are commited to running a server where both teams have a fair chance of winning. We will tweak settings to achieve this. Basically it boils down to wins/losses over a extended period of time.
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Originally posted by Grank(except for the RLF)
Nearly all men can stand adversity -- if you want to test a man’s character, give him power.
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Originally posted by DarkBillOne of the two reasons I'm rarely on that server, 20 minutes is too short. ^_^ Gerb, you really should get around to changing that.
That said, I don't think a limit on the number of fire bolts in a loadout is going to make much difference. They'll just be used up, and then come back later in a respawn with even more.
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Originally posted by LaughingRatThat said, I don't think a limit on the number of fire bolts in a loadout is going to make much difference. They'll just be used up, and then come back later in a respawn with even more.Nearly all men can stand adversity -- if you want to test a man’s character, give him power.
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Originally posted by GrankOriginally posted by CrouchingDorkI seriously think we might need a 1.3.1, or we're going to be losing a lot of players...
Guards are (not) frobbable to wake up
Guards are (not) woke up after a certain amount of time
Guards are automatically woke up after XX minutes
Guards can never be woke up
Dont set the server to turn off waking guards and other 'FEATURES' of the game.... maybe they shouldn't get a load out....that would make things more fair... but even still.. If we start a single player game against the full list of guards...its still the same thing. The real problem is that as more people join the server..they all can become guards.. so towards the end of the game you have like 7 human guards against the remaining thief. That makes it more challenging for the thief so that is a good thing, however in this game.. balance is key... perhaps there should be a change that allows no more new joiners to join the guard team when down to the last thief....even though there are extra guard lives available.. these lives will be good only for the guards currently playing.
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Originally posted by Grank
Guards are (not) frobbable to wake up
Guards are (not) woke up after a certain amount of time
Guards are automatically woke up after XX minutes
Guards can never be woke up
How exactly does this work? Guards can frob the AI, but instead of waking them up, they pick them up?
If this is so, this could be the answer to all our problems. Just set the AI that they can't be woken up the first 3-5 minutes after they've been KO'd, and set their auto wakeup time to 8 minutes or so. That'll limit the guards running back to the spot where they got KO'd with a firebolt loadout, waking up their AI along the way.
Guards could still go back to rescue their AI, but they can only take them back to their 'fortress' to make sure the thieves don't hide them before they can be woken up.
Thieves could still win by blackjack whoring, but it'll be far less effective, because they have to do it in 3-8 minutes after they KO'd the first guard. And guards can still wake up their AI, but not the insane way they can now.
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