fstd / teeworlds

A retro multiplayer shooter
http://teeworlds.com
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openfng - unallow killing after melting #63

Closed noxifoxi closed 9 years ago

noxifoxi commented 13 years ago

Some Players kill they self if they unfreeze, that's unfair.

fstd commented 13 years ago

why is that unfair?

Tsin commented 13 years ago

they unfreeze and they press kill(bind) (whats wrong with that ?)

noxifoxi commented 13 years ago

that destroys the gameplay, a 3 or 5 second barrier would be nice

Tsin commented 13 years ago

i still dont get it

when they are unfreezed it means they can move and jump and shoot like all other players so why "kill" should be "blocked/locked"

if they would "kill" when they are freezed then this would be a big problem/bug

fstd commented 13 years ago

"that destroys the gameplay, a 3 or 5 second barrier would be nice", again, please give REASONS on WHY it is unfair/destroys gameplay.

Tsin commented 13 years ago

ok now i know what nebula was talking about and its rly annoying i think we should block the kill for good

noxifoxi commented 13 years ago

wow fine...

fstd commented 13 years ago

@Tsin, cool that you now know what he is talking about. Unfortunately, i still don't have a clue...

Tsin commented 13 years ago

the kill button is abused too much in the gameplay its almost like an cheat

i even think there is a little bug with the kill and freeze in the same time when someone shoots you

the person gets +1 and the enemy if hes fast enough and press kill then he will kill but its hard to achive

fstd commented 13 years ago

"kill and freeze in the same time when someone shoots you " that is only possible through coincidence. you cannot 'wait' until somebody shoots at you to then quickly kill yourself - in that moment it would be already way too late. the only way in order to get kill and freeze happen in the same tick, is when both do it (kill/shoot) roughly at the same time, but before any laser gets visible (server latency). hence, i still don't understand what's the problem with killing. maybe someone could just show me ingame.. catch me on IRC

Dizern commented 13 years ago

There's three ideas for disallowing self-kill. The first is, since the attacking player originally outplayed the frozen tee, he should be rewarded with the advantage of knowing the tee's melting position; he could designate a tee to guard him, or throw him in an awkward place to slow him down. Secondly, if the frozen tee is far away from any shrine, it will take two freezings to get him to the nearest shrine, and he can guarantee that can't happen by self-killing half-way there. Thirdly, a tee could play tricks by self-killing right before someone shoots and simply constantly delaying the game.

I think these reasons are enough to make it an option you can turn on or off.

On this note, I have another strong suggestion, that I think is important to gameplay, and that is some kind of penalty for death. Either -1 personally or -1 on the team (always preferable to make as many options as possible, thus each server has more tailoring ability for taste). You can die on spikes, die off a cliff, or some other death tiles, or self-kill, all of which indicate poor play, and poor play (imo) should be punished.

heinrich5991 commented 13 years ago

[...] this indicates noob behaviour [...] and noobs must be punished so they will hate the mod.

Dizern commented 13 years ago

well, all other mods i know of, give -1 for death. it's not some radical thing that will make all noobs quit. noobs don't even care about score, generally. plus I didn't mean "noob" by "poor play". even a pro can play "poorly", otherwise we'd just give points for being noobish.

masoudd commented 12 years ago

I'm against disabling selfkill in anyway. For example on openfng4 I've seen some players freeze a tee, take him to their base and constantly freeze him when he melts. Like a hostage. He can't run away, Even if he outplays that one enemy, he is in the enemy base they are constantly spawning there one of them will freeze him and put him in the base again, literally generating +1 score every 10 seconds. So basically the victim can't play. A player is constantly kept out of the game. His only way out is to selfkill.

It will take two freezings to get him to the nearest shrine

Well who's fault is it if the attacker doesn't have the skill to score his freeze? Maybe he need's 3 freezes? Should we give him that? He is probably in the enemy's base anyway, well don't go to enemy base if you don't have enough skill.

fstd commented 12 years ago

While the situation you mention is indisputably bad, permitting it would result in much worse faggotry, because people would (ab)use selfkill to evade being sacrificed. Every single time. Rendering the game pretty much useless.

Perhaps a solution would be to allow selfkill starting from the, say, 3rd freeze, with little to no 'free' time inbetween.

fstd commented 9 years ago

I've implemented sv_melt_no_suicide_ticks, which specifies for how many ticks to disallow suicide after melting. defaults to 250 (i.e. 5 seconds). furthermore, there's now an optional sv_no_suicide, which when set to 1 disallows suicide altogether