TF2 Spawn Time Preferences (Take 2)
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Re: TF2 Spawn Time Preferences (Take 2)
Well, the numbers are close. The majority still wants the fast-respawn but there is clearly a decent demand for stock. Now the question is if we try it, do we switch a current server (such as TV1, I extremely highly doubt TV7 is going to change so drastically) or simply start a new server?
Re: TF2 Spawn Time Preferences (Take 2)
how about switching TV3 to a stock rotation instead of koth only?TheCarpe wrote:Well, the numbers are close. The majority still wants the fast-respawn but there is clearly a decent demand for stock. Now the question is if we try it, do we switch a current server (such as TV1, I extremely highly doubt TV7 is going to change so drastically) or simply start a new server?
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Re: TF2 Spawn Time Preferences (Take 2)
I dunno, TV3 has been quite popular almost since the day it opened, I see no reason to shut it down.
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Re: TF2 Spawn Time Preferences (Take 2)
TV3 is doing quite well, I believe. The fact that the Valve system is sending people to it has created what seems to be a dynamic mix of regs and new players that is doing far better than any KOTH attempt we've done before.
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Re: TF2 Spawn Time Preferences (Take 2)
Leave TV3 alone, 9man teams and stock is a nice mix for KOTH, if you switched it to full rotation it'd probably have to go to 24man.
You could try it on TV1, where it'd help counter the 16 man teams, but personally I'd suggest starting a 24man stock Payload+Attack/Defense to test it on.
You could try it on TV1, where it'd help counter the 16 man teams, but personally I'd suggest starting a 24man stock Payload+Attack/Defense to test it on.
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Re: TF2 Spawn Time Preferences (Take 2)
Yeah, I just meant the poll. Only vote once, but post as must as you want. A healthy debate is encouraged.Guardian wrote:Jim Beam I think that's referring to the poll not the discussion.
Also, TV3 has been a huge success and won't be changing any time soon.
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Re: TF2 Spawn Time Preferences (Take 2)
That's exactly what TV7 is. It only has turbine and doublecross in the way of CTF maps. If anything, we need something that has more CTF, which would lend very well to the wave spawns. I know I'm not the only one that misses CTF_WellOne_Medic_Army wrote:but personally I'd suggest starting a 24man stock Payload+Attack/Defense to test it on.
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Re: TF2 Spawn Time Preferences (Take 2)
Yes, this is why I suggested if we try TV1 we also convert it sufficiently that it pulls in players from the Valve system. It would be a good opportunity to bring in new people to the community and support one of our servers. Unfortunately, Valve doesn't have one for Custom Maps. . .Alizée Fan wrote:The fact that the Valve system is sending people to it has created what seems to be a dynamic mix of regs and new players that is doing far better than any KOTH attempt we've done before.
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Re: TF2 Spawn Time Preferences (Take 2)
And I hates them, but I love tv3.Katotsu wrote:Personally I'd prefer fast wave respawns. The current fast respawns don't aid the team style of this game. If its been tried and rejected I'll go with standard respawns. Even though I'm one of those suicidal scouts that dies a lot, it'd help the gameplay out more than it'd hurt. Also, regardless of what we set the respawns to, won't that attract the crowd that prefers that timer?
Our only server with stock respawns right now is TV3.trunicated wrote:I'm pretty sure TV6 uses stock respawn times
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Re: TF2 Spawn Time Preferences (Take 2)
well I figured since you guys don't want to touch TV7 just yet that TV3 would make a nice test bed since it's already running stock spawns.
TV1 would be ok but the fact that it's 32 players doesn't really sit well with me, others may disagree, but I figure that these settings should be tested on 24 player servers.
TV1 would be ok but the fact that it's 32 players doesn't really sit well with me, others may disagree, but I figure that these settings should be tested on 24 player servers.
I don't think valve allows servers with increased_maxplayers into their matchmaking system, and even though I've actually run into some 32 player insta-spawns servers while using matchmaking I think for the sake argument we should at least try to uphold valve's rules regardless of there being a way to bypass themPlinko wrote:Yes, this is why I suggested if we try TV1 we also convert it sufficiently that it pulls in players from the Valve system. It would be a good opportunity to bring in new people to the community and support one of our servers. Unfortunately, Valve doesn't have one for Custom Maps. . .Alizée Fan wrote:The fact that the Valve system is sending people to it has created what seems to be a dynamic mix of regs and new players that is doing far better than any KOTH attempt we've done before.
CTF is just awful regardless of respawn settings [/opinion]trunicated wrote:That's exactly what TV7 is. It only has turbine and doublecross in the way of CTF maps. If anything, we need something that has more CTF, which would lend very well to the wave spawns. I know I'm not the only one that misses CTF_WellOne_Medic_Army wrote:but personally I'd suggest starting a 24man stock Payload+Attack/Defense to test it on.
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Re: TF2 Spawn Time Preferences (Take 2)
I'd love to see a 24 slot payload only server
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Re: TF2 Spawn Time Preferences (Take 2)
Fast Respawns (5-10s) ftw
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Re: TF2 Spawn Time Preferences (Take 2)
[TOAD] Fano wrote:I don't think valve allows servers with increased_maxplayers into their matchmaking system, and even though I've actually run into some 32 player insta-spawns servers while using matchmaking I think for the sake argument we should at least try to uphold valve's rules regardless of there being a way to bypass themPlinko wrote:Yes, this is why I suggested if we try TV1 we also convert it sufficiently that it pulls in players from the Valve system. It would be a good opportunity to bring in new people to the community and support one of our servers. Unfortunately, Valve doesn't have one for Custom Maps. . .Alizée Fan wrote:The fact that the Valve system is sending people to it has created what seems to be a dynamic mix of regs and new players that is doing far better than any KOTH attempt we've done before.
Although I agree that the best place to try stock respawns would be a 24 slot server.TF2 Quickplay Overview wrote:I increased the max number of players above 24. Will that cause my server to not receive quickplay matches?
Not entirely. The quickplay system looks at the max reported number of players. (It does not check any tags.) If the max player count is higher than 24, a scoring penalty is added. The penalty amount depends on how far over 24 the max players is set. It is relatively small for maxplayers=25, and increases up to maxplayers=32. If the max player count is set above 32, the server is completely excluded. We add this penalty because the game has been tuned for 24 players. Increasing the number of players beyond 24 can have negative effects on performance and gameplay balance.
The quickplay system uses the server browser under the hood, so the player counts (both current and maximum) it uses in its decision making are the same player counts shown for your server in the server browser.
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Re: TF2 Spawn Time Preferences (Take 2)
I'm on the bandwagon of TV1 going back to 24 player. It could be a vanilla weapons (with hats) server maybe?
OR! OR! OR!
It could be a 5-point CP server =3 with lots of Badlands =3
OR! OR! OR!
It could be a 5-point CP server =3 with lots of Badlands =3
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Re: TF2 Spawn Time Preferences (Take 2)
My heart is aflutter at this notion.Buzzy Beetle wrote: It could be a 5-point CP server =3 with lots of Badlands =3
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