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future
03-01-09, 05:20 PM
SOG vip server became unplayable.

http://img231.imageshack.us/img231/3558/adminbotdu2.png (http://imageshack.us)
http://img231.imageshack.us/img231/adminbotdu2.png/1/w597.png (http://g.imageshack.us/img231/adminbotdu2.png/1/)

Here comes the story:

So, today trigger, orion and me decided we play SWAT4 vip after we finished playing L4D.
Orion had to take a break first, so only trigger and me joined.
After some time the server had around 8-10 people in it. TerminatorFR also joined, but got kicked 40 times before he could play. This was due the new Exclusive AdminBot. When he finally removed his tags, he could play.
At the end of the map several stats were showing, like: You Walked 231.12 metres this map!
Yeah, nice to know if you are running a marathon, but else its pretty much useless. Its just spam, because of those lines important information gets spammed away…
The same counts for the amount of bullets you fired in a map… useless…
Also, when someone used a taser on the vip, you are notified of it in the chat. In this case, trigger and some others tased the vip, and my whole chat was full of it. That caused that I didn’t see if I just killed the swat I was shooting at in the distance and I couldn't read the lines someone said on Team-say. Which is quite bad!

http://img231.imageshack.us/img231/1710/adminbot2yd1.png (http://imageshack.us)
http://img231.imageshack.us/img231/adminbot2yd1.png/1/w498.png (http://g.imageshack.us/img231/adminbot2yd1.png/1/)


Now, we were playing in Meat Barn Restaurant, where the vip has to escape at the spawn of the suspects. Not a big problem before, but almost impossible now.
Since 1 or 2 days, there is a so called Spawn Protection. That means that you are invulnerable for a few seconds right after you spawn.
So this is what happened a few times:
Vip enters the room near exit and tries to escape. I died some moments earlier and spawned right in front of them. The swat nor the vip could harm me in any way, so I got rid of the swat and sprayed the vip in my Spawn Protection time.
In my opinion this is completely unfair against the Swat-team. Because it makes exiting as vip impossible!
This not just happens at Meat Barn Restaurant, but also at: Foodwall, Brewer, Northside Vending, Qwik Fuel Convenience Store, St Micheal's Medical Center, Children of Tarrone, vistory imports carcenter, old granite hotel and probably some others too (not many left…).
If you capture the vip at any suspect spawn point, its an instant win. Because suspects die and spawn some seconds later. Becoming invulnerable and when that ends all swat are dead, or new just spawned invulnerable suspects spawned.

Maybe its just me, but I think this makes the server pretty much unplayable!

Wise words from a friend and much respected player:
Almost EVERY game suffers from spawnkilling,
but it RUINS the game if you try to avoid it.

~ future

Orion
03-01-09, 06:41 PM
better make a statistic at the end of game when you want to see it and not in chat window specially while gamming
at the end like new window with stat for all players if you want and bla bla bla but i guess its needs serius editing well better just get everithing back
but its just an advice no offence ppl :) you know that i only play on SOG servers :D

Tyrope
03-01-09, 08:05 PM
i indeed think "markmod" needs some tweeking.

things to stay:
Watch your grenades! you teamXXXed a teammate! (XX, Xe time)
(adminsay)XXX teamXXXed XXY (XX, Xe time)
XX tased XXY with a taser.

things to go:
you walked XX.XX mtrs. (we don't care.)
you shot XX bullets. (inaccurate (ya, i counted it 1 round) and we don't care.)

i think spawnprotection should stay, but tweeked, if the VIP is in the spawn area, spawn prot. should be 0, or no spawn prot. @ VIP server at all. That's what live support, Xfire and Webadmin and admins are for.

Mike
04-01-09, 03:31 AM
Two things. Terminator needs to go here (http://www.sog-team.co.uk/report/ipupdate.php) and update his IP and PM Matt if he doesnt know his login info. The new mod is an additonal mod for Gez. No one from |SOG| personally made the mod so we probably dont have control over every detail of it. It has more advantages. But its being tried for now, doesnt mean will keep it, a leader can be more detailed if needed.

Thank you for your input it will be noted ;)

Paul
04-01-09, 04:06 AM
Thanks for your info all, but as law stated its in a "testing" phase atm. nothing is set in concrete. ;)

Tim
04-01-09, 04:35 AM
I agree with Law & PG, it is still a work in progress, however, we don't have control over the messages, etc.. as far as I know, but maybe it can be edited so certain features can be turned off. I believe Matt is hoping to use some of this to integrate into the admin mod in due time. Also if any member is having issues they can let me or another GL or CL know and we'll do what we can to resolve the issue for them.

Second, this doesn't make the VIP "Unplayable" if you know Strategy & Tactics, there are ways to still get the sus taken out after they spawn, just have to make a plan and be patient. It is hard but that's a challenge then, if there wasn't challenges every so often it'd get boring from my experience. I don't see this mod being removed any time soon, play on VIP or not your choice. :)

Thanks for the feedback, good/bad that's what this section is for.

Nicoleise
04-01-09, 06:16 PM
Terminator being kicked :

It's true that this happens if you use |SOG| tags on our server, but only if you didnt take a second to update (if it's nessacary) your host/IP information with the AdminBot. The process is really simple, and takes no more than 30 seconds. In other words it's no fault per say. :)

The information overload :

Yes, that is a problem. I'm fairly surpriced, because I thought all of these teamtaze, teamnade messages would be in AdminSay, to alert admins only.

However, as stated, it's completely new. I guess we'll have to have a hard look at which options we are able to change with this new admin mod, and possible we can tweak it to match our servers.

We'll look into this issue, rest assured, and if we can't make it work satisfactory, I guess we will revert to the old version. But for now, we'll look into it.

Thank you for bringing this to our attention. :)

Tyrope
04-01-09, 09:27 PM
The information overload :

Yes, that is a problem. I'm fairly surpriced, because I thought all of these teamtaze, teamnade messages would be in AdminSay, to alert admins only.
indeed, the admins AND the guy who trew the nade get a message (if an admin trows a teamnade, he gets spammed alot though)

an extreme example was today, A-Bomb, suspects were being "locked" in their spam by raining bullets, due to the VIP passing, i got flashed, so i dropped my nade, hit 5 friendlys, hence 10 messages to me. not to mention playerX being hit, so he drops his stinger too, another 5 message...

2 teamnades, 15 messages for both me and PlayerX, and 10 for all other admins. a little "overdoing" isn't it?

Wes
05-01-09, 02:30 AM
Mod is on testing purpose, low change we keep it for VIP.

BourneUK
05-01-09, 10:25 AM
Haven't played SWAT for a while so i havent seen this in action yet but it sounds a bit over sensitive if tweaking is possible though , then it could be very handy .

Matt
05-01-09, 06:21 PM
The bot is still in development but isnt causing too many player related issues making servers impossible to game on. A gold release will be availiable soon.

The MarkMod is also in development and not endorsed nor supported by SOG coding. As a result, I cannot answer or change the issues described however this will be forwarded to the persons concerned.

Thanks for the feedback and advice all I can do is pass it on.

XmarksTheScot
05-01-09, 06:40 PM
The MarkMod is also in development and not endorsed nor supported by SOG coding. As a result, I cannot answer or change the issues described however this will be forwarded to the persons concerned.

Thanks for the feedback and advice all I can do is pass it on.

Hey just a quick add to Matt's post the Markmod is showing on server that it is not up to date we are running 3.xxx and there is a version 4 available so maybe some hm/gc/gl/cl could look in to the newer version if they havent already and see if any issuses are resolved in it? Just a suggestion :)

Nicoleise
06-01-09, 05:13 PM
Thanks for the suggestion, Player :) I'm sure one of our CLs will look into that. I wont update it, as I wasnt the one to implement it in the first place, so I might be interfering with testing :) But it'll be done, I'm sure :)

indeed, the admins AND the guy who trew the nade get a message (if an admin trows a teamnade, he gets spammed alot though)

an extreme example was today, A-Bomb, suspects were being "locked" in their spam by raining bullets, due to the VIP passing, i got flashed, so i dropped my nade, hit 5 friendlys, hence 10 messages to me. not to mention playerX being hit, so he drops his stinger too, another 5 message...

2 teamnades, 15 messages for both me and PlayerX, and 10 for all other admins. a little "overdoing" isn't it?

It is, and I'm sure we'll examine some options, like config files or whatever, but we're also in dialogue with the creater of the AdminMod-tweak, and hopefully he'll listen :)

I'd like to adress though, that you cannot send a message to a specific player in SWAT. Hence it's not possible that the admins and the nade thrower sees the message. :)

Think of it as user groups ; Admins, All players, Your Team. :) Those are the three options you have for chatting in Swat, and the AdminMod doesnt have any more :)

Enders
09-01-09, 06:40 AM
You have to remember that this is still a work in progress and like any other thing, the bugs have to be ironed out. I agree with you that the statistics at the end of the round (shots fired, steps walked etc.) are useless and should be removed.

XmarksTheScot
09-01-09, 10:42 AM
You have to remember that this is still a work in progress and like any other thing, the bugs have to be ironed out. I agree with you that the statistics at the end of the round (shots fired, steps walked etc.) are useless and should be removed.

I dont totally agree maybe unnessasary but they aint useless. i for one like the bullets fired i can help you work out a sort of accuracy rating but the walked is guff and should be removed.

But as Enders has said this mod is a work in progress and with the info i can provide to players and admin regarding teamnades etc it should work out to be a great asset once its been ironed :)

future
09-01-09, 11:03 AM
I dont totally agree maybe unnessasary but they aint useless. i for one like the bullets fired i can help you work out a sort of accuracy rating but the walked is guff and should be removed.

But as Enders has said this mod is a work in progress and with the info i can provide to players and admin regarding teamnades etc it should work out to be a great asset once its been ironed :)

The amount of bullets fired doesnt say anything about accuracy, it just tells you how many bullets you've fired.. If it said your accuracy at the end, its a totaly different story. Since that displays your skill (in a way).
Yes, you can count your kills and divide the #bullets by the kills to see how many bullets you've used per kill. But thats in accurate, because not all bullets which end up in a body count as a kill. Or sometimes you shoot on the roof when people are standing in the way. (like I do very often xD)

What I also saw lately, is that people start shooting each other at the beginning of each spawn. They do that because it doesnt hurt anyway...
(same with pepper/nades)

Tim
10-01-09, 08:01 AM
What I also saw lately, is that people start shooting each other at the beginning of each spawn. They do that because it doesnt hurt anyway...
(same with pepper/nades)

Doesn't hurt? Well it's against the rules and regardless whether it might be for fun or not it's against server rules, and one reason we installed this mod is it can help enforce the rules a bit more on VIP especially.

Wes
10-01-09, 05:24 PM
Doesn't hurt? Well it's against the rules and regardless whether it might be for fun or not it's against server rules, and one reason we installed this mod is it can help enforce the rules a bit more on VIP especially.
Actually in my opinion in VIP the mod sucks, for coop would be beter.

WmD23
14-01-09, 12:11 AM
I wouldn't say that VIP is unplayable, thats maybe a little strong.

I like knowing how many rounds I just pumped into my enemy :D
Though not so bothered how much distance I cover :lol:

Also I like the spawn protection, I lost count of numerous times I getted killed directly after spawning :rolleyes:

Some nice additions indeed :cool:

Wes
14-01-09, 12:24 AM
spawnprotection is not good:

Example:

Your vip trying to exit, sus spawns you can't peper,nade,shoot,... at the sus so the sus has free chance to capture you.

WmD23
14-01-09, 12:51 AM
spawnprotection is not good:

Example:

Your vip trying to exit, sus spawns you can't peper,nade,shoot,... at the sus so the sus has free chance to capture you.

Sure, I guess there are pro's & con's to spawn protection, but so far in my experiance it has been a help, stopping the opposing team from immediatly killing from the SP, and allowing me to "get into the fight". :)

But I understand your point Wes ;)

Tyrope
14-01-09, 09:57 AM
I'd like to adress though, that you cannot send a message to a specific player in SWAT. Hence it's not possible that the admins and the nade thrower sees the message. :)
not possible, yet it happens, i love those situations :)

future
14-01-09, 02:15 PM
spawnprotection is not good:

Example:

Your vip trying to exit, sus spawns you can't peper,nade,shoot,... at the sus so the sus has free chance to capture you.

Exactly my point. And that does ruin the original intended gameplay!

Sure, I guess there are pro's & con's to spawn protection, but so far in my experiance it has been a help, stopping the opposing team from immediatly killing from the SP, and allowing me to "get into the fight". :)

But I understand your point Wes ;)
Most of the time those spwnkilling actions are necessary to keep the vip save. Like on the roof of Brewer county. If the vip is hurt (walking slow) there is no way he can exit with spawnprotection.
Yeah sure, if you got a full team on teamspeak, and take 10 minutes to form a plan maybe you can. But face it, that would never happen, since you Arent playing against AI!

XmarksTheScot
14-01-09, 02:26 PM
Exactly my point. And that does ruin the original intended gameplay!


Most of the time those spwnkilling actions are necessary to keep the vip save. Like on the roof of Brewer county. If the vip is hurt (walking slow) there is no way he can exit with spawnprotection.
Yeah sure, if you got a full team on teamspeak, and take 10 minutes to form a plan maybe you can. But face it, that would never happen, since you Arent playing against AI!


So instead of all slating the mod completely why not just suggest a tweak like the spawn protect switching off when the VIP is at the spawn point. or spawn protect turned off on the maps that it conflicts with like brewer & meat barn and i dont really think there are any others really are there?

future
14-01-09, 02:31 PM
So instead of all slating the mod completely why not just suggest a tweak like the spawn protect switching off when the VIP is at the spawn point. or spawn protect turned off on the maps that it conflicts with like brewer & meat barn and i dont really think there are any others really are there?

Foodwall, Brewer, Northside Vending, Qwik Fuel Convenience Store, St Micheal's Medical Center, Children of Tarrone, vistory imports carcenter, old granite hotel and probably some others too (not many left…)

And in all maps the spawnprotection doesnt make it any better. If someone spawnkills on purpose, an admin will take care of it. And if no admins are around, people on the server are just unlucky ^^

And if you walk around as a team, and suddenly players from the other team spawn next to you, your team is doomed. You cant shoot or nade him. So all you can do is hide or run. Which isnt that good for covering the vip.