Uh, Flayra?

KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
<div class="IPBDescription">Regarding the fresh 1.04...</div> Just a couple things I'd like to point out to make certain that they've come to your attention:

- Half resources back from an exiting Kharaa still leaves the door open for that exploit. I was on an alien team where one idiot was using that exploit; my resources shot up to 100 immediately after I turned Gorge, and stayed there for three quarters of the game. And it only took him about a minute of constant exit/enters to accomplish that. It doesn't matter if the gain from the exploit is slowed, all the aliens need for a guaranteed win is enough to buy the second hive immediately. Anything beyond that is icing. I know you don't mean that to be a permanent fix or anything, but I'd personally prefer a temporary fix that doesn't let an exploiter ruin a game.

- Grenades and Bile Bombs are only doing half damage on a direct hit: 90 and 40, respectively. Admittedly, I haven't double-checked that on a 1.04 server yet, but it's true as of 1.03 and I didn't see any mention of that in the patch list. So rather than boosting grenades to 200, which I imagine is probably being halved to 100, making them do the damage they're supposed to be doing alone would be a very good benefit for them.

- Level 3 weapon upgrades are fubared for the pistol, LMG, turret, and maybe the shotgun, as they're doing 25, 12, 30, and 200 damage rather than 26, 13, 35 and 208. If the shotguns are (pellet damage rounded down)x10, that's correct shotgun damage, but if it's (pellet damage x 10) rounded down, that's off. That's also on 1.03, haven't gotten a 1.04 server to myself to do any controlled tests yet. Thanks to Comprox for helping me double-check all those numbers. By shooting me. A lot.

I know you've got your hands full with 1.04 and 1.1, so please don't take the above as criticism or anything. Just think it would be a shame to see you spend time balancing weapon damage and stuff when their current damage is flawed, making you do it all over again when those bugs come to light.
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Comments

  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    edited January 2003
    I unfortunately can confirm at least one perosn has verified that the alien resource exploit is still working on the 1.04b server.

    Looks like we're probably going to have to throw away all alien resources when somebody leaves until that exploit is fixxed.

    According to patch notes this "will be revisited later".
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    Even without that particular exploit, it's still exploitable. Picture this: Gorge is saving for the second hive, Skulks hit 33 RP, four Skulks then immediately F4. 132 resources are then immediately dumped into the Kharaa pool, and with nowhere else to go, fill up the Gorge's resource pool on the spot. Skulks rejoin while Gorge puts up a frenzy of chambers with his newfound glut of resources. A happy ending is then had by all, except for the Frontiersmen, who all die in a wave of acid shots from the offense chambers that weren't there one minute before.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    edited January 2003
    the idea is that the resources dissappear never to return. Any resources left with are lost.

    edit. My mistake, apparently is updated while i was watching movies with my friends, sorry. Yah , i see how its still a problem, but theyll fix it in 1.1
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    That is the idea with 1.04, Sirus, but check out the front page. There's a second version of 1.04 out for testing now that does return resources when an alien leaves, only half of the resources are destroyed rather than the whole batch. Which leaves the door open for the exploiters, it just means they won't be racking up as many free resources as before.
  • CatgirlCatgirl Join Date: 2002-11-03 Member: 5741Members
    So uh...to fix these free resources...why don't resources just not add to the team pool for the time when you count as newly-spawning and get your 10 to start with?

    I mean...since the game just started a minute or two ago, you're really not out much of anything if you get "dinged" during that time for ten whole res...and if the player leaves and rejoins the team they get their ten back. Not much they could do with ten anyway.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    how bout we just add so that after the round starts you have to respawn, no more problem, anyone who joins starts with 0 res. We give the aliens 100 or so res to start with divided equally. we can make the time til round starts longer, say 20 secs. You have 20 secs to pick a side or you have to respawn.
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    <!--QuoteBegin--Kitsune+Jan 5 2003, 10:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kitsune @ Jan 5 2003, 10:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Grenades and Bile Bombs are only doing half damage on a direct hit: 90 and 40, respectively. Admittedly, I haven't double-checked that on a 1.04 server yet, but it's true as of 1.03 and I didn't see any mention of that in the patch list. So rather than boosting grenades to 200, which I imagine is probably being halved to 100, making them do the damage they're supposed to be doing alone would be a very good benefit for them.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Grenades are useless for everything except attacking through Umbra and laying down a covering screen.
  • KaliasKalias Superskulk Join Date: 2002-11-01 Member: 2560Members
    edited January 2003
    I still prefer the virtual resource tower idea... (all resources lost going to readyroom go into a 'virtual' res tower... which slowly leaks the resources back into the economy at the same speed as a normal res tower)

    I hate the idea of alien resources just being 'destroyed' for no reason... causes annoying balance issues or exploitation (balance - aliens lose res for nothing... || exploitation - marines joining aliens and quitting to destroy res / with 1/2 res loss, still able to give some res to gorges.

    -edit

    as to grenades... they seem to be ok at destroying stuff when I use them... hardly useless.
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    Joining then leaving to eat alien resources isn't even a fraction of the problem of joining and leaving to add resources. You join, hang around for a minute to get ten resources, then leave. That's not exactly a huge blow to the team or anything. You've diverted a fraction of the total incoming resources to a wasted end. You could cause much more damage by building junk, like offense towers on resource nodes, blocking the rest of your team from using them.

    I'll take that virtual resource idea and counter it with this idea: Route points left over from someone leaving into a new player pool. People joining will get up to ten points from the new player pool, assuming the points are there for them to take. That way people who join later in the game might be able to get a better start than beginning at 0, but it won't do a thing to benefit players who are remaining in the game, i.e. Gorges. That's the most exploit-free way I can think of to deal with that without just destroying leftover points. It's still exploitable, someone could do the quit/join loop to fill up that new player pool and insure that people joining will come in with ten points, but that's not exactly a big impact on things.

    And grenades wouldn't be useless in the least if they were actually doing their full 180 damage. Even with just 90 they do a very good job of flushing aliens out of an umbra, reaching into vents, and generally blocking off a hallway.
  • JKooLJKooL Join Date: 2002-12-24 Member: 11492Members, Constellation
    Fill me in where I'm wrong, but I don't see anything wrong with just destroying the resource points when an alien leaves... Why should someones individual points be given back to the team? - that's unfair.

    -Joe
  • CatgirlCatgirl Join Date: 2002-11-03 Member: 5741Members
    Because Marines don't lose RP when a Marine quits the game.
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    What Catgirl said. It would be ideal if the alien team weren't saddled with the lost resources of departed players, but just dumping the points back into their pool is rife with the capability for exploit. Like I pointed out above, even if they did fix the ten point for each join/quit at the beginning of the game exploit, the system can still be exploited to dump points into the Gorges much more quickly than they should have them.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    I have a compromise. How about this?

    What I think would work well would be to create a 'virtual resource node' that would be used to handle alien resources from departing players.

    So let's say that 2 players with 33 res leave the game. The 'virtual node' now has 66 res and it gives those res back to the team like a regular alien resource node does. When it is empty, it no longer gives resources to the team.

    This way the aliens don't lose resources from departing players, but using the F4 exploit would be pointless since no matter HOW many aliens use it, the extra resources only come back at the rate of a single resource node.

    Sound fair?

    Regards,

    Savant
  • Rico1Rico1 NS Oldtimer Join Date: 2002-05-24 Member: 664Members
    Its a nice idea but it wouldn't really work. Why? Because Aliens would still be getting free resource points, not to mention the equivalent of an invincible node (literally).

    So after this, aliens get a steady income of resources, even if they have no nodes, and the marines cant do anything about it.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    Rico, you're missing the point. These are NOT free points. They were EARNED from a WORKING resource node at some point in time. The existance of the res points is not in question here. If an alien HAD the res points, then there had to be a res node on the map for him to earn them. (not including the initial 10 res)

    The virtual node is not invincible since it is not really a node. You can't kill it since the res points have already been EARNED. Thats what this is about. If you allowed the node to be killed then you still have the aliens lose EARNED res points.

    The idea is that the EARNED res points will be allowed to be funneled back into the team so they don't get screwed over. At the same time the res won't allow an unfair advantage since the flow of one node is not of consequence compared to the exploit as it stands now.

    Regards,

    Savant
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    But think about it, Savant. Game starts, loser immediately does the quit/rejoin cycle on the aliens, stuffing a few hundred points into that virtual node. So then, for the rest of the game, that node is steadily pumping points into the aliens, giving them in effect an extra, unclaimable node. Sure, it would only come a little at a time, but over time it would imbalance the game for the aliens almost as heavily as the current system. It's still very exploitable.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Has anyone suggested having the resources go back to the team only if the alien leaves the server? Its always been sufficiently inconvenient for me to quit and rejoin a server that I think this would solve the problem. They would just have to add something to 'track' the alien to the readyroom to determine whether he rejoined or left.
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    That'd be a good idea, moultano, as long as there's no way to quickly reconnect to a server. 'retry' usually takes me about thirty-ish seconds to reconnect after a connection interruption, so if that's as fast as it's possible to do that, it could work well.
  • freeofreeo Join Date: 2002-11-03 Member: 5518Members
    <!--QuoteBegin--Kitsune+Jan 5 2003, 09:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kitsune @ Jan 5 2003, 09:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->But think about it, Savant. Game starts, loser immediately does the quit/rejoin cycle on the aliens, stuffing a few hundred points into that virtual node. So then, for the rest of the game, that node is steadily pumping points into the aliens, giving them in effect an extra, unclaimable node. Sure, it would only come a little at a time, but over time it would imbalance the game for the aliens almost as heavily as the current system. It's still very exploitable.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    so you believe that the entire alien team should suffer because someone has to leave? how fair is that?
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    how does it make the team suffer? Each alien has an individual RP pool, that only he can use. If you think about it, why should the remaining aliens have access to a RP pool that they wouldn't have had access to if the player had stayed?
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    edited January 2003
    The 'exploit' being spoken of isn't when a Skulk with 33/33 resources rejoins the game.

    The exploit is a glitch due to the initial 10 resources given to the Aliens side every time they join Aliens for the first X seconds of a round.

    The 'fix' for this is far less complex than they've been targetting right now, in my opinion. Make the Hive have an initial resource pool of 100, same as Marines, and spread THAT out like everyone had just gotten a resource tick.

    Boom, someone leaves, those res go back in the hive to be given to everyone else instead, but if they come back, boom, they get some back too. But it cuts off the loophole that grants near-infinite resources at the start of a round.

    Again, the 'exploit' Flayra is trying to patch is <b>not</b> a skulk with maxed resources leaving and coming back once when the Gorge needs a boost. It's an exploit like the 'gun-toting alien' exploit or the carapace+regeneration+redemption exploit, using a sequence of commands on the console in rapid-fire to overload or circumvent the game somehow.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    You are near the solution or it is the solution...

    my idea (i didnt realy read every post) is:
    you enter, you have 10 res. Now when you leafe in readyroom the reources go to the aliens. When you come back, its stocked somewhere that you already were in the alien team (and it is already stocked because sometimes i cannot join marines because i was already alien), you DONT have 10 res. Now of course its always possible to push a gorge, but thats a normal strategie, and it isnt always good... i mean, its cool to have a second Hive... but without res to go lerk or fade its not very funny.. you see, everything has his Pro and Contra

    PS: the thing with only giving back the ressources when you leave the server would also work
  • 0range0range Join Date: 2002-11-28 Member: 10140Members
    heres the solution to the alien resource problem imho:

    if someone readyrooms they take their resource with them.. Its not like they can go to marines right? If they disconnect from server then all their resource goes to the alien team.. So the only way to exploit this is to constantly reconnect to a server... That would take a long time and i dont think many of the exploiters out there have the patience to do that...

    Anyone see flaws in this? To me, this seems like the perfect solution and i thought of it all by myself <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> mommy would be proud
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--0range+Jan 5 2003, 02:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (0range @ Jan 5 2003, 02:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Anyone see flaws in this? To me, this seems like the perfect solution and i thought of it all by myself <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> mommy would be proud<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    *binds key to 'retry*

    *switches watch to stopwatch mode*

    *presses key and button on watch at same time*

    *waits and presses it again*

    *realizes it took longer to type this out than for his machine to finish*

    In fact... it took 2.173 seconds to do it, according to the watch. So figure about 2 seconds, give or take.

    Yes, I've owned a computer that took almost 30 seconds to load a HL map, my current one has enough RAM to store the entire HL *AND* NS folders in memory though, and dual CPU's to burn through other processing while it loads and processes. No offense, but 2 seconds isn't gonna slow down an exploiter. :-)

    And as to the 'stick with 10 res' idea, it's good on paper, but again, why hard-code how much money specific players get? Marines don't get that, on a 30-player server Marines get less overall to start with but faster resources from then on. Aliens get more to start with but less from then on. At least level out the starting amount neatly so that part's level footing, since it's a simple bit of math to do so, and should stop most all problems.
  • DurikkanDurikkan Join Date: 2002-12-11 Member: 10625Members
    <!--QuoteBegin--uranium - 235+Jan 5 2003, 12:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Jan 5 2003, 12:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Grenades are useless for everything except attacking through Umbra and laying down a covering screen.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Except for obliterating skulks, clearing buildings, scaring fades, killing fades, destroying hives.. etc. etc.
  • AcrobadAcrobad Join Date: 2002-10-31 Member: 1779Members
    I don't know if this can be done, but whenever I join midgame as alien i always start with 0 resources... and this gave me an idea.

    How about, when some alien leave the game, their resources goes to a virtual pool which stores the resources, but doesn't give to the existing team members?

    Then when someone joins, the virtual resources goes to the joiner(s)...

    sounds fair?

    though i Don't know if this can be done... I'm really a nub in programming.
  • JRockJRock Join Date: 2002-11-26 Member: 10032Members
    <!--QuoteBegin--Kitsune+Jan 5 2003, 10:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kitsune @ Jan 5 2003, 10:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Half resources back from an exiting Kharaa still leaves the door open for that exploit. I was on an alien team where one idiot was using that exploit; my resources shot up to 100 immediately after I turned Gorge, and stayed there for three quarters of the game. And it only took him about a minute of constant exit/enters to accomplish that. It doesn't matter if the gain from the exploit is slowed, all the aliens need for a guaranteed win is enough to buy the second hive immediately. Anything beyond that is icing. I know you don't mean that to be a permanent fix or anything, but I'd personally prefer a temporary fix that doesn't let an exploiter ruin a game.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Very simple solution to that - play on a server that doesn't have a bunch of exploiting retards on it or one that has admins around to ban such players.

    No need to hurt the Kharaa by removing resources when players legitimately leave the game just because of a few retards.

    <b>Not to mention by removing the resources you open up an exploit - someone who favors Marines could join Kharaa instead and be a gorge and suck up resources and then when he leaves all the resources (3 per tick) he took are all lost.</b>

    So no, it's better the way it is now in 1.03 than to remove the resources when a player leaves.
  • JRockJRock Join Date: 2002-11-26 Member: 10032Members
    edited January 2003
    <!--QuoteBegin--Savant+Jan 5 2003, 03:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Jan 5 2003, 03:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I have a compromise.  How about this?

    What I think would work well would be to create a 'virtual resource node' that would be used to handle alien resources from departing players.  

    So let's say that 2 players with 33 res leave the game.  The 'virtual node' now has 66 res and it gives those res back to the team like a regular alien resource node does.  When it is empty, it no longer gives resources to the team.

    This way the aliens don't lose resources from departing players, but using the F4 exploit would be pointless since no matter HOW many aliens use it, the extra resources only come back at the rate of a single resource node.

    Sound fair?

    Regards,

    Savant<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yes, that works and is the most fair thing to do. At the best, the aliens have the equivalent of one more resource node, at the worst, a Marine can suck away resources as a gorge and quit and slow the retrieval of those resources.

    Fair enough and it doesn't screw over either team the way the current exploit and solution do.
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    edited January 2003
    No, the "return of resources" when a player leaves the team has to be completely obliterated. It is FAR too easy to exploit this. I was just in a game where a dude did this and the alien team had full res (100) for the entire first 5 minutes of the game. That means.. build -anything-, and your res shoots right back up to 100 again. Over and over again. We had more res stored up than God. The other 2 hives went up parallel to one another, and res nodes and defenses were being dropped like no tomorrow. This SEVERELY unbalances the game.

    Unless it can be fixed.. and I mean really fixed.. it shouldn't be an option at all. Far too easy to pop in and out of an alien game and the ready room, scoring up quick points in under 30 seconds. I watched a guy do it, and he flat-out denied it.. man, I wish I recorded a demo.
  • Ensign_DeadmeatEnsign_Deadmeat Join Date: 2002-11-22 Member: 9590Members
    Easy solution. Have the server moniter the amount of times someone readyrooms. If they do it more than say 2-3 times, server re-formats client's hard drive. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
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