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February 18, 2007 at 7:58 pm #1863
Kuros
SpectatorUse this thread to make suggestions for changes to the CS: Source server.
April 14, 2007 at 2:43 pm #19892Kappamerc
SpectatorServer Stats Suggestion:
Please read this entirely without /flaming me. I am being constructive and the new system I describe below should be easy to implement and effective. The current system fails, everyone knows it, so if nothing else we should at least ‘try’ to attempt a new formula.
I say it’d be a well designed system if everyone got the same amount of ppk (depending on weapon modifier. Essentially meaning the ppk equation = 1 and the weapon modifiers control the ppk(points per kill). Let me elaborate why this ‘should’ work better than our current equation.
If player uses this gun he always gets x amount of points would make sense. The current formula that calculates points is terrible. If people get 2 – 5 points a kill (based on weapon), 10 or so points per hostage rescue/bomb plant, and 3-5 per win then it would make sense. This way if your doing well and getting a lot of kills your score goes up. If your sucking, dying a lot, your score goes down but can still be augmented by the fact that you plants bombs or rescue hostages and the possiblity of your team winning.
(Objectives would be encouraged with this system in a more efficient way than the current system. It doesn’t currently because objectives are *edited* compared to killing someone for 20-25 points).
I don’t see why we can’t ‘try it’ for a semester. It isn’t going to cause anymore *edited*ing than we already have.
The new system does need to be implemented ‘only’ after a stats reset.
A formula based on your score vs. another players score would work ‘if’ everyone on the server was a regular. It doesn’t work because we have huge numbers of new players on a daily basis. The stats can never be accurate because there isn’t a consistent player base to base it on. Simply making it so nubs don’t get points til 100 kills also doesn’t solve the problem because they can still take 10-25 points from anyone with a high number of points once they get 100 kills.
With the new system a player knows why they are progressing, have a positive K:D ratio and/or win/complete objectives. With the current system the rank, to an extent, depends on the luck of whether or not you kill a high ranked player or are killed by someone well below you. This leaves the player unsatisfied and frustrated because they can’t choose who they kill or who they are killed by (to an extent the last part, everyone dies, and this system still shows who is the best player). Luck should not be ‘the deciding factor’ in our ranking system. (Obviously there are those that rarely ever die but this won’t affect them anyways, they still get the rank they deserve)
Basically the stats should be based on your K:D ratio, objective completions, wins, and what weapon you use. Without a consistent player base, using a formula based on the ranks is inaccurate and as has been seen, frustrating for many people.
Trying something ‘new’ shouldn’t really be a big deal! Lets go for it and see what happens!
April 14, 2007 at 3:15 pm #19896Kuros
SpectatorI don’t mean to /flame but gxti has made his decision and it’s apparent he’s not going to change his mind. This more or less needs to be saved for next semester’s council leader.
April 14, 2007 at 5:19 pm #19914gxti
SpectatorHere’s why: You have a positive KDR. Every session, your points would go up. People with higher KDRs would go up even faster. The score would be nothing but a reflection of a player’s KDR times time played (except for an occasional objective) – and since most people are around 1.2, it would be pretty much about how frequently someone plays. Not only that, but new players wouldn’t stand a chance because we all have days and days of play time up on them, and they would get dissatisfied and leave. There’s no way to “move up” in the system without grinding endlessly.
April 14, 2007 at 6:25 pm #19918Sushi
SpectatorInstead of a drastic change to the system, why not change the modifiers a little more. 20+ points taken per death is pretty punishing to high-ranked players when they are killed by joe bob who may never come back to the server. In the span of 10 minutes, 100 points can easily be lost. Why not decrease the point limit on how many points can be accrued for a single kill to something more reasonable, such as 10 – 15 points? Obviously the interests of the new player entering the server for the first time are the priority, and keeping the server populated is the objective. This wouldn’t hurt a new player trying to rank up. Right now, a top player would have to kill a new player (regardless of skill level) 12.5 times to get the points his opponent gets in one kill. A little balancing wouldn’t hurt.
April 14, 2007 at 9:30 pm #19922gxti
SpectatorI’ve suggested capping points at 10 in the past. It’s not a terrible idea.
April 16, 2007 at 2:07 am #19973Brian
SpectatorSounds fine by me, i wouldn’t mind 12 though.
May 1, 2007 at 7:17 pm #20624Phonetically Phamous (dice
Spectator2minuts is barely long enoulf to run to the hostage room and back on assult
the map is hard enoulf on the CT’s as is. whats thei the retarted short timelimit? make it longer!
May 1, 2007 at 8:08 pm #20626Bitey
SpectatorIts because CTs have a bad habit of camping, it is a rush map and it should be treated as such, I do agree that 2 mins is not long enough, but it shouldnt be much longer than 3
May 2, 2007 at 12:50 am #20628gxti
SpectatorUpped it to 2.5
May 2, 2007 at 3:11 pm #20653Bitey
SpectatorThanks gxti
May 14, 2007 at 2:47 am #20959Outie5000
SpectatorIs there any way to turn stats off in the warmup rounds? i know stats arent that terribly important, but I think most people will agree that if you’re gonna take our points away, at least do it during real gameplay.
May 14, 2007 at 8:22 am #20961Phonetically Phamous (dice
Spectatori dont think any points are transfered unless you plany ot drop the bomb. i maby be wroong..
May 17, 2007 at 12:41 am #21034gxti
SpectatorNo, it’s not possible. Sorry.
May 20, 2007 at 2:36 pm #21079Outie5000
SpectatorExtend the round time on assault, militia, thunder, and any other cs map that is almost impossible to beat in 2 minutes. but mostly those 3 up there.
May 20, 2007 at 8:38 pm #21093Kuros
SpectatorIt’s not impossible. We set it there to keep people from camping. It forces a team to rush, and when they do it’s quite easy to win.
May 21, 2007 at 2:51 am #21101Outie5000
SpectatorWhat about on italy? it’s usually pretty difficult to run the gauntlet to the house, then be able to make it back with the hostages. although it is a pretty fast paced map (t’s rushing) it’s a pretty long distance from spawn to spawn and back. I can understand on militia and assault since those are camp heavy anyway. but it’s just a thought.
May 21, 2007 at 12:26 pm #21105the burger king
Spectatoroften times in militia that iv seen the ct’s get to the hosties and take out all the t’s cept one terrorist, that hides and the ct’s run out of time trying to get the hoties to the rescue zone
May 21, 2007 at 7:45 pm #21109Outie5000
SpectatorI totally understand that militia is camper central, and that it doesnt hit the rotation enough to really warrant a change. But italy is played probably 1-6 maps, and the times when ct’s actually try to rescue, it never fails that they run out of time. Which always leads to them just trying to kill all the t’s.
Also, i’ve said this previously, but i really think courthouse would be a good addition to the maps list.
May 22, 2007 at 10:45 pm #21139rainefardreamer
Spectatori dunno about thunder…if your quick you can get to those hosties pretty fast, if you get to them at all, i’ve done it a couple of times, but it helps if the t’s don’t know how to play it. Militia, if properly rushed (again if possible) the cts can not only get the hosties but completely destroy the t’s, i guess people need to focus more on the objective, cause i’ve seen a lot of hostage and planting maps were the teams just try and kill everyone. And by the way what happened to drugbust? has that gone the way of sk1? cause i’d rather play that then italy, at least it’s quicker… recently it feels like italy has been getting a lot of play time (which sucksssssssssss) cause there are other maps that are more fun. I like havana, even though i don’t know it that well, it’s usually pretty enjoyable, and the cts can really get those hosties out fast, if the t’s aren’t paying attention. Even mill is more enjoyable, now that i’ve figured out how not to die in 2 seconds, i dunno, and why does assualt and aztec get so many *edited* votes? Does anymore really have a good time? cause last time i was on it, we had a pretty stacked t team (or so i thought, dave, durka
and some other guys that were at least having a good day) and after the cts got awps we got shut down for at least the next 6 rounds and only when they grew slack on coverage did we when a few (of course my views might be biased cause i hate the awp-oh *edited* i saw you on my scope and clicked and now your rush is done….weeeeeeeeeeeeeeeeeeeeeeee. But whatever, oh and recently there’s been a rash on clan stacking, just an fyi, not majorly but enough to kinda *edited* people offanyways that’s my 2 cents and ooooooooooo xena is on
May 23, 2007 at 2:16 pm #21163Kuros
SpectatorThe reason hostage maps suck so bad is because of the massive amount of pubstars in our source server. What clans are stacking? You can always come into our IRC channel and let someone know and they will usually come and fix it. If you don’t have IRC, there is a link at the top of http://www.wcugaming.org homepage that will take you directly into our IRC channel where Flakes, gxti, and myself at the minimum are always hanging around.
May 23, 2007 at 3:56 pm #21168rainefardreamer
Spectatorthat involve atl tabbing? cause my computer cries when i leave cs in the middle of a game… or even when i close it normally (sadness) it’s not major clan stacking,but mainly 3 guys on one team, not major but enough to skew it (i feel) i know ace did it once and some newer users (don’t remember clans)
May 24, 2007 at 8:10 pm #21201Outie5000
Spectatoryou can set up scripts to let you use irc in game
June 14, 2007 at 3:03 pm #22243blu3
SpectatorDoes the Warmup round have to be 6 minutes long?
June 14, 2007 at 3:07 pm #22244Enigma
Spectatorblu3 said:
Does the Warmup round have to be 6 minutes long?LOL 6 minutes?

Maybe we can add a few more maps (cpl_freight or cpl_karnak) I guess
I don’t know if they’re worth your time but they are definately fun to play on and they require more stratagy than spraying and preying…
June 15, 2007 at 3:09 am #22287Kuros
Spectatorblu3 said:
Does the Warmup round have to be 6 minutes long?It takes some people a long *edited* time to load a map *cough* FLAKES *cough*
June 16, 2007 at 12:03 pm #22377Davey – T
SpectatorNumber One Change…. Make Dave Thomas an Admin
I basically agree with Raine, all cs maps expect Blitz needs to be extended by at least 30 seconds. i mean, there are so many times when the only reason the t’s win is because the ct’s have too long to go to rescue the hosties, and/or the hostages are COMPLETE MORONS and walk into a tree on militia and stop completely…. leaving you with the choice of killing them and losing 15 points per, or going back and not having enough time to rescue them. its quite annoying for cts. and i know there are some of you out there thinking its just more time to wait if some assclown is camping somewhere but still, its 30 seconds to a minute which should be there allready to make it possible and less frustrating to be a ct on all these FABULOUS Cs maps. mmmmmm sarcasm
June 17, 2007 at 2:24 am #22452Outie5000
Spectatoralso, i would like to be an admis aswell.
i also think havana needs to be in rotation more often, because i can get the hosties within 25 seconds and its just a really fun map.
courthouse also, i want it on.
June 17, 2007 at 3:27 am #22453Kuros
SpectatorI’m still hunting for a rate enforcer. So far, it doesn’t exist.
June 17, 2007 at 11:11 am #22467Phonetically Phamous (dice
Spectatorfrom what i have noticed only our server “out of the ~30 others servers that i have joined/tested” take SOOOOOOOOOOOOOOOOOOOOOOOO frickin long at the screen “Retrieving Server Info”
I beleave this is the root problem in why it takes so long for people to join our server. By fixing this we can then get everyone ingame quciker and thus not have such a long warmup.
Is this fixable?
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