Small change to Coop mode

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Dog
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Small change to Coop mode

Post by Dog » Sun Jan 16, 2011 1:05 am

I always find Coop too easy and boring after five minutes when player number climb above 8.

So I'm trying a little experiment to limit the number of players to 8 max, which always feels like the most intense games you can have and see if it affects gameplay.
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Re: Small change to Coop mode

Post by Si-Lad » Mon Jan 17, 2011 4:56 am

Well it definitely made the play more intense.
I have only just read this but played for a bit last night and was wondering why more people were not joining :D
Now I know

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Re: Small change to Coop mode

Post by Humpty » Mon Jan 17, 2011 8:05 am

Its a bit too hard to cap out with only 8 on a lot of maps cause theres not enough people to defend.
That and less people means...well less people. So getting a slot it rather difficult. Let alone when you join with friends
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Re: Small change to Coop mode

Post by Dog » Mon Jan 17, 2011 9:49 am

The coop mode, because of the increased bots, puts a lot of pressure on the CPU.
Each bot is about 4% CPU time.
So coop with its 20 bots was placing extra pressure on the server that was noticeable on other games.

By reducing bots to 16, and lowering player count to 8, it made the game smoother. There is often a lot of lag on coop.

I could increase the max players to 10 as a compromise, and make it a 26 player server.
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Re: Small change to Coop mode

Post by Si-Lad » Mon Jan 17, 2011 1:03 pm

Game play has been a big improvement in terms of smoothness. But it is harder to full cap now especially if there are some new players on and they dont know how to cap or if the campers are in, those that hide in windows and buildings where they cannot be spaded and just try to get a good K:D ratio.

Also... Kalt. In all the times I have played this map I have only ever seen it Full capped once and that was when the bots glitched half way through and wouldnt come out of spawn. I think the problem is if you get on the tank (flag 1 Axis) the zombies come out of spawn and walk past the tank, but you cannot shoot them because they have spawn protection on hence making it impossible to full cap on Kalt. Can anything be done about that.
I know its a problem when axis flag one is so close to spawn.

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Re: Small change to Coop mode

Post by SnOwY » Tue Jan 18, 2011 2:12 am

agreed its really hard to win, but i suppose if its putting less strain on the CPU then all the best with it, would like more players however :s
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Re: Small change to Coop mode

Post by Humpty » Tue Jan 18, 2011 2:45 am

Fair enough, we thought it must have had something to do with performance.
10 players would be preferable if possible, but we'll make do otherwise :)

and as si-lad pointed out we've had a few issues on kalt: 1 being its near impossible to cap out due to spawn protect. and 2 the bots often sit in spawn "afk" almost
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Re: Small change to Coop mode

Post by ninjaski1977 » Wed Jan 19, 2011 5:29 am

kalt yes indeed si-lad is a good map but trying to cap the last flag on that the other day was intense but quite ammusing. We tried everything trying to keep the bots occupied, but still no joy in capping the last flag.

Whilst on the subject of coop server, can we possibley have a new map rotation on some good maps. take out a couple of the maps you have running or add a few more, just give us a little bit more to play on. I play on ur servers everyday which im quite hooked lol, and the maps are quite repetative.

BTW love the servers and the mods

NINJA^SKI
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Re: Small change to Coop mode

Post by Humpty » Wed Jan 19, 2011 11:08 pm

Haha yes our failed attempt at letting them get all the way to our 2nd and then coming up from the sewer worked in theory, till they respawned haha.
I was wondering about other maps also. Do you have to code the bots for each map or something Dog? So they kind of know where to go etc?
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Re: Small change to Coop mode

Post by Dog » Wed Jan 19, 2011 11:34 pm

Yep.
They follow waypoints unless they spot some poor sucker then they'll hunt him down.
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Re: Small change to Coop mode

Post by Lighteye1967 » Sun Jan 23, 2011 3:29 pm

I understand the reason you made it 8 players, but with half the maps unwinnable, it kind of takes the fun out of it. 10 or 12 would be better, but I don't know what kind of performance degradation would be the tradeoff.

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Re: Small change to Coop mode

Post by Dog » Sun Jan 23, 2011 3:59 pm

Yeah.
I'll up it to 10.
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Re: Small change to Coop mode

Post by Dog » Sun Jan 23, 2011 4:16 pm

The flags are now fixed on Coop as well.
There are times when I need a lobotomy..... :oops:
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Re: Small change to Coop mode

Post by ninjaski1977 » Tue Jan 25, 2011 5:47 pm

Hey i was wondering if it is possible for a change or a map or 2 or add some more maps to the rotation. The maps have come quite repetative and i think it would keep the server going with more maps or a slight change in the map roatation. Just a suggestion, thats all. :-)
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Re: Small change to Coop mode

Post by Dog » Tue Jan 25, 2011 7:42 pm

Will look around for some!
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