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PostPosted: 14 May 2009, 09:28 
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afaik its not very popular..

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Last edited by [SpA]Blackhawk on 14 May 2009, 17:25, edited 2 times in total.
Ninjaedit: Splitted arena talk from sniper talk


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 Post subject: Re: The sniper update
PostPosted: 14 May 2009, 11:03 
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[SpA]Crovax20 wrote:
afaik its not very popular..
Not as popular as regular tf2 sure but quite a few people play it.

I used to play 1 on 1 with a friend sometimes, we'd find an empty arena server and go play, usually within 10 minutes more people would join and the server would fill up quite quickly.


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 Post subject: Re: The sniper update
PostPosted: 14 May 2009, 11:59 
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I can see arena becoming more popular with the new maps, and I happened to be on an arena server where the config was set up so that it was a pretty big game (something live 12 vs 12) and that nobody had to sit out at all. I preferred that to the standard setup, having to sit out for a while was pretty crap, and I reckon it could be something that would catch on.

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 Post subject: Re: The sniper update
PostPosted: 14 May 2009, 14:08 
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Scatterbrain/ETMI wrote:
I can see arena becoming more popular with the new maps, and I happened to be on an arena server where the config was set up so that it was a pretty big game (something live 12 vs 12) and that nobody had to sit out at all. I preferred that to the standard setup, having to sit out for a while was pretty crap, and I reckon it could be something that would catch on.
"No sitout" is already pretty wide-spead. :ugly:

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 Post subject: Re: The sniper update
PostPosted: 14 May 2009, 14:14 
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We'll be setting up an Arena server sometimes soon again.


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 Post subject: Re: The sniper update
PostPosted: 14 May 2009, 14:43 
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Quote:
85.17.60.96:27085 SpecialAttack.net :: Arena maps #1
Give this a try please.


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 Post subject: Re: The sniper update
PostPosted: 14 May 2009, 16:14 
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No sit-out Arena with 20-24 players is quite fun, vanilla arena is crap, because basically the better you play there's more chance you will sit out in first lost round, and lets face it - 6vs6 Arena isn't dynamic and spamfest enough :mrgreen:


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 Post subject: Re: The sniper update
PostPosted: 14 May 2009, 16:16 
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People seem be like it but in my opinion arena is ruined by increasing max slots past 16. It just turns into a retarded spamfest especially with crits on.
Sorry to say this but I won't be playing on the arena.


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 Post subject: Re: The sniper update
PostPosted: 14 May 2009, 16:30 
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I actually liked it very much. However, I partly agree with Marmalada that it's kind of destroying the competitive aspect of the arena when there are about 15 players on each team. Considering the fact that arena maps are much smaller it gets somewhat annoying when you run around a corner and approximately 20 pipe bombs and rockets are smashed into your face. I'd appreciate it, if the max player will be decreased to.. about 10 people for each team.


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 Post subject: Re: The sniper update
PostPosted: 14 May 2009, 16:43 
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I don't think it's the number of players that are the problem as much as what classes they're playing. it would be more tight and competitive with some class restrictions on medics, demos and engis - otherwise, I absolute love the new server! :4

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 Post subject: Re: The sniper update
PostPosted: 14 May 2009, 16:48 
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It's not just that. A w+m1 pyro will bone half the team unless you camp your medic, while just one flaregun shot will pretty much get a 125hp class killed (you're left with, what, 40hp?).
The game mode just seems to focus on nuking classes, while the other, more "subtle" ones have no room to be able to play their aces.

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 Post subject: Re: The sniper update
PostPosted: 14 May 2009, 16:54 
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i think the new server is fun....especially since not only one time but two times a person from the other team spawned in our spawn(first sebas, i ubersawed him :mrgreen: , then another spa member :4 ) so i give the server thumbs up

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PostPosted: 14 May 2009, 17:51 
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Oh, please somehow the forbid sentries on the arena servers. It's like there are 3 engis, each of them putting up an annoying sentry and totally destroying the fun.

[x] No sentries allowed on the arena server.


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PostPosted: 14 May 2009, 18:15 
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One engineer limit would be ok, since you really need a dispenser.


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PostPosted: 14 May 2009, 18:20 
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Sentries wouldn't be that much of a problem if the server was 16 or 20 slot. An engie needs protection in order to build somewhere that is covering the cp and with fewer players the team with a lot of engies would lose just because the engies will be useless at the initial fight.
And no matter what classes are played 26 slot is too chaotic, it's much easier to run into a wm1 pyro when there are 13 people on a team then when there are 8.


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PostPosted: 14 May 2009, 18:56 
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Ran into a heavy with three(!!) medics on him. Goodluck taking him down without a spy or a sniper in the team. (and we only had one medic)

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PostPosted: 15 May 2009, 09:50 
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Krzrzrffzfz: This is your captain. We're discussing some possible settings internally atm. Please be patient for a while and fasten your seatbelt until we sort this stuff out.

:mrgreen:

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PostPosted: 15 May 2009, 15:53 
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BTW, about the thing that arena wasn't popular: Today, I joined the empty arena server and after about 1 minute my first opponent joined. 15 Minutes later, there were already 6 people. So, I guess it's not that difficult to keep it popular, we should just give it a chance.


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PostPosted: 15 May 2009, 15:59 
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Thanks for reducing the player slots, I enjoyed playing on the server. The nice thing about it is that it fills up quite fast once 2 people start playing, too bad a lot of the players that came were clueless about the game.
I know you probably discussed turning off crits and decided against it but please reconsider.
Dying to a lucky crit is one of the most annoying things in arena and can decide a whole round unlike in regular tf2. The first blood mechanic is also quite bad sadly it can't be turned off.


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PostPosted: 15 May 2009, 16:19 
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And sometimes autobalance on round start puts people into the wrong spawn, just as a reminder because I think thats an old bug.


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PostPosted: 15 May 2009, 16:31 
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Marmelada wrote:
Dying to a lucky crit is one of the most annoying things in arena and can decide a whole round unlike in regular tf2. The first blood mechanic is also quite bad sadly it can't be turned off.
Actually thats the reason I personally like crits on arena public - it leaves the game completley undecided until the end which makes it much more interesting imo (with crits on a lonely engineer can still stand a tiny chance against a hwguy or soldier or even both. With crits off, his chances are next to zero).

I do agree though that first blood is gay :/

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PostPosted: 15 May 2009, 16:57 
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I was thinking, maybe we can create a plugin which respawns the first person to die from each team?


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PostPosted: 15 May 2009, 17:57 
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Well we could. But why? This game is about dieing. Why should we replace the first one who dies? We are not the salvation army. This is war!

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PostPosted: 18 May 2009, 18:39 
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My feedback for the Arena server:

1) Too many player slots for an Arena server - games feel way too congested for a game mode like this. Also, the maps are relatively small - this is a major annoyance when you have 11v11 games. I don't understand why you chose to do this, because I'd much rather have pure, tactical and vanilla Arena, rather than what I have now. My suggestion would be to reduce the amount of players for the Arena servers to something more sensible, like 16?

2) Bizarre glitches: randomly uneven teams when new round starts. eg. 8v11, spawn in opposite team's spawn room sometimes.

3) The text that tells you if the teams have been increased in player size or reduced is incorrect. My team was increased to 11 players, and the message said teams had been reduced to 8 players.

And yeah, that's all. Please consider what I've said, and report back to me if you've read this.


Last edited by Dr Bob on 18 May 2009, 20:31, edited 2 times in total.

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PostPosted: 18 May 2009, 20:25 
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Dr Bob wrote:
My feedback for the Arena server:

1) Too many player slots for an Arena server - games feel way too congested for a game mode like this. Also, the maps are relatively small - this is a major annoyance when you have 11v11 games. I don't understand why you chose to do this, because I'd much rather have pure, tactical and vanilla Arena, rather than what I have. My suggestion would be to reduce the amount of players for the Arena servers to something more sensible, like 16?

2) Bizarre glitches that uneven the teams. eg. 8v11

3) The text that tells you if the teams have been increased in player size or reduced is incorrect. My team was increased to 11 players, and the message said teams had been reduced to 8 players.

And yeah, that's all. Please consider what I've said, and report back to me if you've read this.
you forgot the bug when you get spawned in the wrong spawn(no need to fix it, it is fun especially as spy ;P)

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PostPosted: 18 May 2009, 20:28 
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Mr.green wrote:
you forgot the bug when you get spawned in the wrong spawn(no need to fix it, it is fun especially as spy ;P)
Ah yes, thanks for reminding me of that. Quite annoying if you're on the receiving end, confusing but fun if you were the one who spawned there.


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PostPosted: 18 May 2009, 21:01 
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If you could reduce the player count to 20 or 16 that would be perfect. Definetly a nice server. :)


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