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Ready timer makes seeding harder. Need to brainstorm.
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NTolerance
Administrator


Joined: 13 Jul 2005
Posts: 1044

PostPosted: Fri Oct 10, 2014 10:45 am    Post subject:

I like this strat. It's the best one we've found so far. Regarding TDM - if we have to run a tic-tac-toe gamemode to get the server populated then so be it.
NTolerance
Administrator


Joined: 13 Jul 2005
Posts: 1044

PostPosted: Fri Oct 10, 2014 12:48 pm    Post subject:

Super Wabbit wrote:
MTLMortis wrote:
Not sure about that. Everywhere I look everyone is praising Classic mode.


Everywhere I look people praise BF:2142 and no one really plays it....

For all the praise for Classic mode, I think that people aren't looking for it. We are one of only a few Classic mode servers right now.


True, and here is the proof.


Only a handful of populated classic servers in the US using that query.
DogShxtTaco
CH Administrator


Joined: 19 Apr 2004
Posts: 8201
Location: Cary, NC

PostPosted: Fri Oct 10, 2014 4:36 pm    Post subject:

I'm with Mortis on this, but if you're filling up the server with the shenanigans then I'll just grumble shit about "TDM sucks" to myself.
MTLMortis
Forum Veteran


Joined: 25 May 2014
Posts: 515

PostPosted: Fri Oct 10, 2014 4:44 pm    Post subject:

I only just now realised that DogShxtTaco = DST
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Super Wabbit
CH Administrator


Joined: 18 Apr 2004
Posts: 3667
Location: Raleigh, NC

PostPosted: Fri Oct 10, 2014 4:46 pm    Post subject:

MTLMortis wrote:
I only just now realised that DogShxtTaco = DST


Welcome to now, now.


Additionally, I'm not a fan of TDM either. But the ends justify the means. We could experiment with time of day settings that would mean TDM is only played while we're all at work...
Super Wabbit
CH Administrator


Joined: 18 Apr 2004
Posts: 3667
Location: Raleigh, NC

PostPosted: Tue Oct 14, 2014 10:53 am    Post subject:

Ready timer has been "fixed" with the latest server patch from last night:


R43 Document Changes

BF4 PC Server Administration

- Added three new options for the Ready screen:

• vars.roundPlayersReadyBypassTimer this value sets the amount of seconds after which

the ready screen is bypassed. time starts counting from when the first player selects

"ready"

• vars.roundPlayersReadyMinCount is the minimum number of players per team which

have to confirm ready state for the round to start

• vars.roundPlayersReadyPercent is the percent of number of players of the smaller team

which define the number of players per team which have to confirm ready state for the

round to start

NOTE: both vars.roundPlayersReadyMinCount and vars.roundPlayersReadyPercent arbitrate

for the same parameter. The game server will pick the highest value if they mismatch (I.E., if

the value expressed by vars.roundPlayersReadyPercent is four players, and the one for

vars.roundPlayersReadyMinCount is one player, the game server will require four players to

ready up before proceeding past the ready state)

- Fixed bug with hit indicator not being always displayed when shooting soldiers with a tank