Explaining the pause exploit would enable more miscreant players to leverage it. Obviously, that would be bad, which is why I remain opaque on the issue.
If I've insulted you, I encourage you to send me a PM, so as to avoid derailing the topic further.
Moderator privilege is not the issue; there is an exploit, the characteristics of which I will not divulge publicly, that miscreant players are using to pause the game, and it's a problem that cannot be fixed from the map.
Also, it would be prudent for you to refrain from lobbing insults.
Players using the pause exploit do so deliberately with malicious intent, and they will be banned. There are no "special privileges" involved in this exploit, and you err in the confidence of your assumptions. I'm aware of the issue, and there is no solution to it at this time.
Funny you should mention that. The next major content update is going to throw out the old option selection menu and replace it with a simple game mode vote. The options will be Survival, Team Slayer, and Defrag Prix (the mode names are subject to change). Survival is the classic gameplay, Team Slayer is a Red-versus-Blue team game wherein one must kill to score points for one's team, and Defrag Prix is a sort of Mario Kart-inspired more with powerups and other silliness. All these modes will be ranked separately, and the ranking system will replace stat tracking. The player count will be lowered to 8, and for Survival and Team Slayer the level size will scale to the number of players, and the level will gradually shrink to prevent players from arbitrarily drawing out the game (as is common in Slayer).
Haha, too bad there is no way around the lag in No Gaps; the match will always slow down to accommodate the computer with the poorest performance, as it labors to draw a ridiculous number of barriers and calculate pathing.
I improved the precision of collision detection by implementing linear interpolation (with Deaod's assistance). Pre-update, the game used radial collision detection, which lost precision corresponding to the speed of the objects. With linear interpolation, it checks for collision ahead of the objects relative to their speed. So this is not a problem at all, it's a fix.
I saw, as I expected, that you turned enough to crash into your own barrier. The final camera angle confirms this.
Part of the issue here is the minimum 250ms latency battlenet imposes; since it takes a significant fraction of a second for the unit to catch up to the client-side camera yaw, you can turn into a fatal maneuver easily by over-gauging your turn relative to the delay.
I've never seen such a thing, nor has such a thing ever happened to me; I perform 90 degree turns regularly, but I don't do the wiggle maneuver. Attach a replay and I'll take a look.
Levi, yeah, I change people's vehicles manually in the game.
basker, I often don't respond to your posts directly only because I have trouble understanding you, not out of any deliberate attempt at ignoring you.
The game offers 15 color options by default, of which I disable dark grey for being kinda overpowered against the dark floor tiles; the map should still support 12 players.
I've been tinkering with speeds and spawn rates recently in private single-player tests. If I come up with a satisfying change, I'll then conduct some private multiplayer tests and get some feedback. Whatever I do with the gaps, it's important to me that they are both aesthetically pleasing in their consistency and maintain a high enough skill floor that navigating them isn't trivial.
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Sounds like more articulate criticism is necessary to be useful.
Funny you should mention that. The next major content update is going to throw out the old option selection menu and replace it with a simple game mode vote. The options will be Survival, Team Slayer, and Defrag Prix (the mode names are subject to change). Survival is the classic gameplay, Team Slayer is a Red-versus-Blue team game wherein one must kill to score points for one's team, and Defrag Prix is a sort of Mario Kart-inspired more with powerups and other silliness. All these modes will be ranked separately, and the ranking system will replace stat tracking. The player count will be lowered to 8, and for Survival and Team Slayer the level size will scale to the number of players, and the level will gradually shrink to prevent players from arbitrarily drawing out the game (as is common in Slayer).
Haha, too bad there is no way around the lag in No Gaps; the match will always slow down to accommodate the computer with the poorest performance, as it labors to draw a ridiculous number of barriers and calculate pathing.
I have yet to see a problem. Feel free to attach a replay if find one. =D
I improved the precision of collision detection by implementing linear interpolation (with Deaod's assistance). Pre-update, the game used radial collision detection, which lost precision corresponding to the speed of the objects. With linear interpolation, it checks for collision ahead of the objects relative to their speed. So this is not a problem at all, it's a fix.
I saw, as I expected, that you turned enough to crash into your own barrier. The final camera angle confirms this.
Part of the issue here is the minimum 250ms latency battlenet imposes; since it takes a significant fraction of a second for the unit to catch up to the client-side camera yaw, you can turn into a fatal maneuver easily by over-gauging your turn relative to the delay.
You can attach files to your posts. =D
(Rapidshare and its ilk are the diseased prostitutes of the internet.)
I've never seen such a thing, nor has such a thing ever happened to me; I perform 90 degree turns regularly, but I don't do the wiggle maneuver. Attach a replay and I'll take a look.
I expect, based on what they said in the cast, they might do a cast for Mafia sometime.
Cool. I doubt anyone would pay 1 pound for the map in its current state, but I am flattered they'd suggest it.
Levi, yeah, I change people's vehicles manually in the game.
basker, I often don't respond to your posts directly only because I have trouble understanding you, not out of any deliberate attempt at ignoring you.
The game offers 15 color options by default, of which I disable dark grey for being kinda overpowered against the dark floor tiles; the map should still support 12 players.
I've been tinkering with speeds and spawn rates recently in private single-player tests. If I come up with a satisfying change, I'll then conduct some private multiplayer tests and get some feedback. Whatever I do with the gaps, it's important to me that they are both aesthetically pleasing in their consistency and maintain a high enough skill floor that navigating them isn't trivial.