September AGR housekeeping

Hey people!!

No video this week, but some quick housekeeping:

WARLOCK ADJUSTMENT
Getting knifed in the back is NOT FUN. And it has become clear that certain players are able to easily get HEAPS of kills. The situation is still being investigated,  but in the meantime, knife damage has been lowered, slightly. In return, monsters have been made tougher. So it will be harder to get heaps of easy kills.. but any monster spawned will be TOUGHER than ever to kill. Let’s see if this (slight) adjustment improves gameplay.

ROCK2OBER 2015
Sat 24th October it is – not a single person has told me they cant make it, so – I’ll see you all there!! You’ve had 2 months notice dudes! Please help spread the word – because we ALL want it to be a 32 player game!

WALLS AND TOUGHMODE
So far, The Walls have worked well. The gameplay balance is (as always) is continuously being adjusted, and the interplay between The Walls, and toughmap is being looked into – meanwhile the ‘can’t tough flag 2 times in a row’ has been adjusted so that it only applies if there are more teammates.

REGISTRATION SYSTEM UPDATE
Currently in test phase: an amazing breakthrough which means you can connect to the AGR server from any IP, and the server will know its YOU – *without* needing a password!! Yes, really. Meanwhile, please confirm your registration BEFORE the Weekly AGR Session, because the Sessions are PLAY TIME!

SECRET PROJECT ‘BigGameMaker’
I was supposed to talk about (reveal!) the amazing ‘BGM’ in this weeks video, but there’s been a last minute development, so I’ll discuss it in a mid week video.

TELEPORTER CHANGES
The teleport code has been rewritten so that you can now teleport while glowing/invincible. Of course you cant carry a flag through a teleporter, but there’s no more delay while waiting for respawn delay to wear off, or being unable to use the tele because a chap is nearby.

Your thoughts/feedback welcome, though I’d encourage you to post any serious, detailed comments to The AGR Forum, where they can become permanent, long term discussions, and people can follow up weeks, months or years(!) later.  Meanwhile, see you all at this weeks:

What: Weekly AGR Session

Where: tastyspleen.net:26666

When: Saturday AND Sundays 23:00 GMT/ 19:00 EST. Convert this to your timezone here.

Who: People who seek TF excellence!

Why: Because excellence ye shall have (hopefully!)!

MAP SCHEDULE: mininoheros/street1/

Note: This WEEK – SPAMADELLICA: Team damage: OFF, mirror damage: OFF

3 comments to September AGR housekeeping

  • Wolfgang

    Feedback on these changes:

    The teleporter change is welcome, however this also means given that red has a long respawn protection that they could enter blue base taking 0% damage. Red respawn protection needs reducing or removing once teleported.

    On the warlock adjustment, the change seems unfair. I think most players will agree getting instant knife kills is not easy. In fact, I very rarely get killed by warlocks and when I do complaining about the knife somehow being overpowered is the last thing in my mind. Stopping a warlock getting near you is not always possible but if you get knifed from behind then you really need to ‘watch your back’.

  • Beltan

    Wolf is on point in my opinion. I would say that the knife is pretty low on the priority list of issues to worry about- I feel the mauser-turned-syringe is a little more problematic. My suggestion on it remains the same: the syringe should be a super tranquilizer, not an immediate incapacitation. I’m glad that melee armor usually prevents it.

    We’ve got some work to do because people are still charging in, grabbing the flag, and bouncing out without fighting. I know the more prominent Hoppers were a little annoyed last session in Caverns but not as much as I was since I couldn’t customize how I wanted, instead having to specifically build a berserker airfist and krac nade build to even slow the onslaught.

    I don’t have time right now to think about this.

    • OneManClan

      Yea, caverns was tough.. I would have stayed D engineer, but Blue left the RR empty and I never got the chance to hack and upgrade in piece. Also I *think* Red sneakily jumped up the side path (from the FR) and build a tele in the side tunnel – something I assumed wouldn’t happen because of The Walls.

      People shouldn’t be able to BH with the flag, so they shouldn’t be ‘bouncing out’ (I’ll have another look at the code). Also a teammate (was it YOU?) kept airfisting my sold-bot into the lava (grrr gotta fix that)

      ps. here’s the caverns demo!

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