A couple of server vars

smudgehsmudgeh Join Date: 2004-01-04 Member: 25048Members, Constellation
<div class="IPBDescription">which I believe should be defaulted to on</div>This probably won't go down well with some players, but I think from a gameplay fairness point of view, attracting of new players and generally pushing NS forward, they should be defaulted to on by default in NS2.

sv_consistency 1
sv_blockscripts 1

What I've noticed with NS as it is at the moment is that there is a massive gap between experienced and new players, and even between experienced players and those who use scripts.

NS has always had a steep learning curve, but with more and more people using scripts and various other custom attributes to gain any advantage they can, people who are new to the game have no chance and I believe are put off in the same way as happened in Tribes and QW.

If these are defaulted at the initial release, people will have to play with these settings in the majority of cases from day one and it will actually be down to players being better by mastering the game and gameplay itself, offering new players more of an opportunity to experience the game in a more fun way. Fun and teamplay is afterall what it's all about.

Comments

  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    edited December 2006
    This is just a personal thing, but I would also prefer it.

    I play Vanilla NS with no custom scripts or models. I just prefer it that way. It gives me a sense of satisfaction when someone accuses me of cheating or scripting anything. I believe it pushes people to improve their actual skill.

    It might also bridge the gap (or stop one being formed) between the competative players who almost always have 'knifepack' and all sorts of other goodies and tweaks, and the regular Public players.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    You know, scripts don't play the game for you. All they do is save keystrokes--in other words, they make the GAME better, not the player.

    For example, I use scripts to do things like rebind my keys when changing teams, or change my framerate, or rejoin the server after a disconnect bug. You can't write a script to "kill target player", so why on earth would you want to just generically block all players from improving their game play experience?

    You want to play Blockscripts 1? Start your own server. Or convince the admin on your favorite server to change his settings. But don't change the game itself to force everyone to play the way YOU want to play.
  • tigersmithtigersmith Join Date: 2004-11-11 Member: 32749Members, Constellation, Reinforced - Supporter
    <!--quoteo(post=1582797:date=Dec 1 2006, 12:06 PM:name=Obraxis)--><div class='quotetop'>QUOTE(Obraxis @ Dec 1 2006, 12:06 PM) [snapback]1582797[/snapback]</div><div class='quotemain'><!--quotec--> This is just a personal thing, but I would also prefer it.

    I play Vanilla NS with no custom scripts or models. I just prefer it that way. It gives me a sense of satisfaction when someone accuses me of cheating or scripting anything. I believe it pushes people to improve their actual skill.

    It might also bridge the gap (or stop one being formed) between the competative players who almost always have 'knifepack' and all sorts of other goodies and tweaks, and the regular Public players. <!--QuoteEnd--></div><!--QuoteEEnd-->

    yea /agree
  • DumbMarineDumbMarine Join Date: 2003-02-16 Member: 13645Members
    I wasn't aware scripting gave such an advantage to people O_o

    Maybe I should look into this further.



    By the way, whenever I join a no-script server, for some reason it rebinds my spacebar key all the time, even though it's either bound with +jump or unbound.
  • ArmageddonArmageddon Join Date: 2005-01-07 Member: 33055Members
    <!--quoteo(post=1582788:date=Dec 1 2006, 11:55 AM:name=smudgeh)--><div class='quotetop'>QUOTE(smudgeh @ Dec 1 2006, 11:55 AM) [snapback]1582788[/snapback]</div><div class='quotemain'><!--quotec-->
    This probably won't go down well with some players, but I think from a gameplay fairness point of view, attracting of new players and generally pushing NS forward, they should be defaulted to on by default in NS2.

    sv_consistency 1
    sv_blockscripts 1

    What I've noticed with NS as it is at the moment is that there is a massive gap between experienced and new players, and even between experienced players and those who use scripts.

    NS has always had a steep learning curve, but with more and more people using scripts and various other custom attributes to gain any advantage they can, people who are new to the game have no chance and I believe are put off in the same way as happened in Tribes and QW.

    If these are defaulted at the initial release, people will have to play with these settings in the majority of cases from day one and it will actually be down to players being better by mastering the game and gameplay itself, offering new players more of an opportunity to experience the game in a more fun way. Fun and teamplay is afterall what it's all about.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    and you paid for this game??

    The only thing scripts will help you with is your pistol and your bunnyhopping. Even then, it takes time and LOTS of practice to become good with them. Scripts won't help you aim or increase your bitegun distance. They're just there to simplify the game so you don't have to strain your hands when you play.

    Work smart, not hard.
  • TheOriginal10RoundTheOriginal10Round Join Date: 2006-11-11 Member: 58528Members
    LOL, when was the last time you 'strained' your hand? You pull a pinky muscle or was waylaid by a bruised middle finger tendon while playing NS?

    I whole heartedly agree that scripts should be null and void, if you can't remember to reload your weapon and you use a script to do it for you.........you probably should go back to board games like monopoly and it's laid back easy play.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    Look, I'll agree theres a lot of dumb scripts out there. But they aren't dumb because theyre "too powerful", theyre dumb because they do something you could do BETTER by yourself, without a script. Like a Reload script, for example...no skilled player is EVER going to use a reload script, because you play better when you have control over that yourself.

    So if your only reason for promoting MP_BS 1 is some mythical "power advantage" you think you can get from using scripts, you shouldn't be using a Reloading script as your example. Try coming up with something that might actually make you a more dangerous opponent.
  • smudgehsmudgeh Join Date: 2004-01-04 Member: 25048Members, Constellation
    <!--quoteo(post=1582862:date=Dec 1 2006, 01:53 PM:name=Cxwf)--><div class='quotetop'>QUOTE(Cxwf @ Dec 1 2006, 01:53 PM) [snapback]1582862[/snapback]</div><div class='quotemain'><!--quotec-->
    Look, I'll agree theres a lot of dumb scripts out there. But they aren't dumb because theyre "too powerful", theyre dumb because they do something you could do BETTER by yourself, without a script. Like a Reload script, for example...no skilled player is EVER going to use a reload script, because you play better when you have control over that yourself.

    So if your only reason for promoting MP_BS 1 is some mythical "power advantage" you think you can get from using scripts, you shouldn't be using a Reloading script as your example. Try coming up with something that might actually make you a more dangerous opponent.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    You're missing the point of the suggestion. It doesn't necessarily mean in the server variables current form, it could for example aim to block pscripts and bhopping, but still allow binds to additional configs and the like.

    These give a clear advantage, even if you have to learn how to utilise them, they are an advantage over the standard players. There is more to a game than one person trying to rack up the highest score. This suggestion is aimed at making the game more enjoyable for everyone, trying to prolong the life of the game and help attract new players to it.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    And you aim to make the game more enjoyable by...making it harder to Bunnyhop?

    Havent the devs already stated they want to intentionally include Bunnyhopping in NS2? If its going to be a standard feature, theres no good reason to try and make it harder for people to do. Not to mention Bunnyhop scripts can be replicated by using Macros or even just a Mousewheel, and completely get around MP_BS 1 anyway.

    As far as I can tell, there IS no point to the suggestion.
  • HassaanHassaan Join Date: 2005-01-09 Member: 33976Members
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited December 2006
    Regardless of whether or not scripts in NS provide a significant advantage (I've been sucked into such arguments too many times), mp_blockscripts in NS strikes me as just a "patch", a minimum solution to appease the playerbase. I can't imagine it being included as a design decision in a new game, for a far better, less divisive solution would be to simply design the game such that scripts cannot provide any significant advantage.
  • TheGuyTheGuy Join Date: 2003-08-09 Member: 19295Members, Constellation
    edited December 2006
    Less cvars to split the community IMHO. Any cvar that forces a player to change his config shouldn't be used. That's just my opinion though.

    Look what combat did.

    You can go back and forth on explaining how scripts work and people will still believe that they play the game for you. It's a dead horse.
  • DumbMarineDumbMarine Join Date: 2003-02-16 Member: 13645Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I can't imagine it being included as a design decision in a new game, for a far better, less divisive solution would be to simply design the game such that scripts cannot provide any significant advantage.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Although it depends on your definition of 'significant advantage', doing this would be immeasurably difficult. The creativity and free time of players is vast, and scripts give complex tasks automation. Not every complex task can be built in.

    +Movement, of course, is very nice. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    edited December 2006
    Defaulting mp_consistency to 1 is a very bad idea. It flies in the face of the long and rich history of HL customisation. Sure you might stop the odd cheater, but you will also drive away the huge section of the community who like to tweak the appearance of the game for purely aesthetic reasons. You also exlude those who are forced to use low poly models to play the game on their aging rig. If you adopt the attitude of punishing the innocent in order to deter a few cheaters then you'll never build any kind of meaningful community.

    mp_consistency is for those players who insist that everyone should have the same assets. Although not limited to people who play tournament mode, I would assume that you won't find a single public NS server that uses consistency 1. The first two posters in this topic come from a community of very popular NS servers and none of their servers run consistency 1. I'd ask them to think about why they do that, and look at how much of their community use custom models ( heck, some of their community even create custom models ).


    As for blockscripts, I'd love to think that NS2 will not have such a server variable, but that decision is not mine to make, so I'll have to wait and see how it plays out.
  • AnAkInAnAkIn Join Date: 2006-09-18 Member: 58020Members
    mp_consistency should be to 1 because in the Source Engine its very easy to edit textures and to have transparents one, and consistency should be enforced on all textures...In CSS and others Source engine mods some people are using transparent textures(= wallhack) by editing .vmt and .vtf files.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited December 2006
    <!--quoteo(post=1583159:date=Dec 2 2006, 04:24 AM:name=DumbMarine)--><div class='quotetop'>QUOTE(DumbMarine @ Dec 2 2006, 04:24 AM) [snapback]1583159[/snapback]</div><div class='quotemain'><!--quotec-->
    Although it depends on your definition of 'significant advantage', doing this would be immeasurably difficult. The creativity and free time of players is vast, and scripts give complex tasks automation. Not every complex task can be built in.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Scripts that perform complex tasks in NS are never advantageous (and I do believe that generalization is warranted). Such scripts do not allow enough flexibility. This is due to limits in the scripting language: namely, lack of conditionals and triggers and the fact that script commands are executed in the same thread as user input without any priority being given to the latter. So unless the scripting language is improved in NS2, that will remain the case.

    There are only a few areas in NS where scripts could be argued to provide an advantage (and these are accomplished by very simple scripts):
    -Jump timing
    -Rapid pistol
    -Wigglewalk
    -Weapon switch

    None of these is particularly difficult to solve, at least conceptually.
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