64 = too much!

Make sure to bring lots of med packs, our 64 player beach server is intense!

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Re: 64 = too much!

Postby Leafy » Sun Jun 01, 2008 3:59 pm

redman1 wrote:why would you auto kick for /kill ? .. that might be the dumbest thing i've ever heard. so when i want to change classes and i /kill ... id be kicked?

come on...

Nah that's one thing. To respawn in FWD bunker after a boost is another reasonable use of /kill. But when stats whores slash every time they're close to dead is another. That happens way too much, and is really lame IMHO.

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Re: 64 = too much!

Postby =TAO=WARPIG » Sun Jun 01, 2008 4:09 pm

Another reason /kill is used is if the docs are taken and you are on axis at the FB, you could then /kill to spawn at the RR. Not that hard to figure out there Redman is it.

/kill = auto kick if docs are taken? iDK why it does it sometimes and not others.

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Re: 64 = too much!

Postby cateye » Mon Jun 02, 2008 7:40 am

There are legitimate uses for /kill, and as the point system currently works, you can get away with a few /kills just fine. I doubt that'll ever change.

Speaking of stats, I always thought it'd be hilarious to have the stat system not display the top and bottom ten percent of players. So if you got extra good, or extra bad, you'd just disappear into the ether until the next reset.

I have a feeling that'd drive some people just nuts. hee hee.

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Re: 64 = too much!

Postby Blaster » Fri Jun 06, 2008 5:57 am

The fun begin at 30+ :red:

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Re: 64 = too much!

Postby SavageParrot » Fri Jun 06, 2008 6:50 am

redman1 wrote:why would you auto kick for /kill ? .. that might be the dumbest thing i've ever heard. so when i want to change classes and i /kill ... id be kicked?

come on...


It already does. There's a tk points system and /kill counts for a bunch of points. Clock up enough and regardless of your score you get kicked. I was just advocating turning the number of tk points up so that you can /kill fewer times before getting the boot :P
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Re: 64 = too much!

Postby Aol » Fri Jun 27, 2008 11:32 pm

caseyjones wrote:Mr Dogday is scary with that venom when the server is full.


LMFAO!, hes always scary with it, hes with it every time he gets on, when hes on my team, i ALWAYS get tked by him twice

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Re: 64 = too much!

Postby Gamb » Sat Jun 28, 2008 2:10 pm

On the times where it does get to 40 or over the server tends to get extremely laggy, and Yes Redman the tking , back raging etc gets real bad but the servers formula must be somewhat good or it wouldnt still be running at the capacity it is. Ecg is one of the last populated servers and although I agree it has many faults( I think the cvars are crap and not comprehensive enough) it also always has people playing on it, so unless you want a 1v1 thats the price we have to pay.

Offering up possible ideas to try and make the server better is great and all but people hate change, thats why I am still a prick( I am not big on change either lol). It is very frustrating when you get inexperienced players that constantly do stupid things that either bleed you or tk unitentionally.

No offense to Bird or Cat or there intellect but neither of you play that often on the server and therefore don't really have your finger on the pulse of the community. I don't think either of you can accurately comment on issues of this nature when you don't play but maybe one time a week if that.

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Re: 64 = too much!

Postby Gamb » Sat Jun 28, 2008 2:11 pm

Some great suggestions by people on here but reality is they won't get implemented. Axis spawning at forward bunker flag for late joiners is horrible too.

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Re: 64 = too much!

Postby Aol » Sat Jun 28, 2008 2:57 pm

64 is good, the maps aren't, epically beach, when more than 30 on, SOO much team killing, we need a bigger and better map.

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