Competitive support
neilm86
Join Date: 2009-04-16 Member: 67198Members
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I'm fully aware that NS2 is still very much in its development stage and these issues and features are way down the development process but please, can we ensure that the competitive community is NOT neglected!
Too many games these days have little or no competitive support, mostly due to console porting. It is essesntial that we are given all features necassary for complete competitive support. This will add an extra element to the game and increase its longevity.
The features which we need are:
Demo recording and playback
Fully customizable sv and cl cvars
Full RCON support
Effective anti-cheat
Private/Passworded Servers
I realise some of these points are a given but i still think a comprehensive list would be helpful for the devs. I dont have time to think this through fully right now but if you think theres anything missing, please pitch in!
Thanks
Too many games these days have little or no competitive support, mostly due to console porting. It is essesntial that we are given all features necassary for complete competitive support. This will add an extra element to the game and increase its longevity.
The features which we need are:
Demo recording and playback
Fully customizable sv and cl cvars
Full RCON support
Effective anti-cheat
Private/Passworded Servers
I realise some of these points are a given but i still think a comprehensive list would be helpful for the devs. I dont have time to think this through fully right now but if you think theres anything missing, please pitch in!
Thanks
Comments
Basic customization should be available, for instance the HUD and crosshairs.
Something similar to mp_tournamentmode in NS is a "must have".
Basic customization should be available, for instance the HUD and crosshairs.
Something similar to mp_tournamentmode in NS is a "must have".<!--QuoteEnd--></div><!--QuoteEEnd-->Well VAC is enough that cheaters will have to get a new account every time they want to cheat. The rest is always going to have to rely on referees and demo playback, as is the case with most games. I'm not a fan of invasive anti-cheat anyway.
Also:
<!--quoteo(post=1780078:date=Jul 17 2010, 02:40 PM:name=neilm86)--><div class='quotetop'>QUOTE (neilm86 @ Jul 17 2010, 02:40 PM) <a href="index.php?act=findpost&pid=1780078"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The features which we need are:
Fully customizable sv and cl cvars<!--QuoteEnd--></div><!--QuoteEEnd-->
You wanna be careful with that one, just ask mu ... ;D
not really required but it sure does making getting a match going much easier
Also:
You wanna be careful with that one, just ask mu ... ;D<!--QuoteEnd--></div><!--QuoteEEnd-->
I've heard Modern Warfare 2 uses VAC.
Too many games these days have little or no competitive support, mostly due to console porting. It is essesntial that we are given all features necassary for complete competitive support. This will add an extra element to the game and increase its longevity.
The features which we need are:
Demo recording and playback
Fully customizable sv and cl cvars
Full RCON support
Effective anti-cheat
Private/Passworded Servers
I realise some of these points are a given but i still think a comprehensive list would be helpful for the devs. I dont have time to think this through fully right now but if you think theres anything missing, please pitch in!
Thanks<!--QuoteEnd--></div><!--QuoteEEnd-->
Full RCON Support? It's not GoldSrc/Source.
NS2 iirc is aimed at casual and competitive play. Competitive players were among the first to test and input feedback. I suggest waiting to see whether server passwording, demo's, anti-cheat etc. are included nearer release before shouting about them though, you never know what is in a dev teams pipeline ;)
but, whatever they do, the need to document it, i hate nothing more than for someone to make a great piece of work, then there not be any official documentation to fully make use of the product. (*cough* valve *cough*)
but, whatever they do, the need to document it, i hate nothing more than for someone to make a great piece of work, then there not be any official documentation to fully make use of the product. (*cough* valve *cough*)<!--QuoteEnd--></div><!--QuoteEEnd-->Steamworks
Steamworks = achievements, server browsing, user-key tying, and a suite of handy things to tie into the Steam Client.
That being said, they mentioned a while back that the server can actually take as input most of the Source engine files for models/mapping and use them. Dunno if that's still true.
Anyway, everybody will reference to HL1/source untill the game comes out because we don't know any of the finalized commands or their formats, but we can imagine similar functions to the HL ones. and NS1 will always be a HL mod. Source mearly has more functions that have come in handy and thus are referenced to.
The symbology will change once we find the equivalent - or lack thereof - of the HL commands in NS2.
Wannabe much?
Imo the game has to "flow" first before competive functions can be even thought off.
And most of the requested stuff is pretty default anyway.
Demo recording is a must, as is servers with PW and (remote) administration access.
Don't have any problems as long as they are done as options and not hardcoded to be definitive. As long as variables are modded and able to change at the will of the admin I'll have no problems with it.
Where'd you get that from? This interests me, I've seen VMF importing but not BSP.
<!--quoteo(post=1780377:date=Jul 18 2010, 03:12 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Jul 18 2010, 03:12 PM) <a href="index.php?act=findpost&pid=1780377"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I find it rather bold to come here, create a new account and demand stuff in name of the competive scene with said account with 10 postings.
Wannabe much?
Imo the game has to "flow" first before competive functions can be even thought off.
And most of the requested stuff is pretty default anyway.
Demo recording is a must, as is servers with PW and (remote) administration access.<!--QuoteEnd--></div><!--QuoteEEnd-->
The first videos we saw, like the dynamic infestation or the dynamic loading of the TF2 map while textures were edited in real time, were done in the Spark engine.
Agreed. Competition is bad. We should all just work together and have fun, not try to prove we are superior to others.
Peace.
Love.
Happiness.
I don't see how demo recording/playback and server cvar control comes to the detriment of pubs.
I'll concede to your point about scripting. Since we're starting over on a new engine, we're better off disabling any kind of scripts from the start to avoid the headaches that come with allowing it imo.
Peace.
Love.
Happiness.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, basically this. The fact of the matter is competitive players are elitist idiots, our community has no chance for cohesion as long as their every whim is being catered to.
Competitive play doesn't have to come at the cost of public play. Look at CS and SC. People seem to think it does because they get owned by competive players in pubs now that NS is dying, but that won't happen in a new game that is populated, there will be much more pub players and the communitys will be seperated for a more fun experience on both sides. Both sides of the community feed off of each other and as long as they stay populated there won't be an issue, like in the games I mentioned earlier. People can't hack with scripts either, and if scripts are removed people will result to external macros anyway.