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  #1  
Old 11-28-2013, 02:05 AM
Godzilla Godzilla is offline
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I actually like what Tim is doing, It seems (Based off of his forum posts) that he is more looking toward pleasing the 'oldbie' player's than the newer players, this is a good idea, new players just stem their personality and opinions off of oldbie's unless they are trolls.

+1 for Timothy!
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  #2  
Old 11-28-2013, 02:09 AM
Dragon551 Dragon551 is offline
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Quote:
Originally Posted by Godzilla View Post
I actually like what Tim is doing, It seems (Based off of his forum posts) that he is more looking toward pleasing the 'oldbie' player's than the newer players, this is a good idea, new players just stem their personality and opinions off of oldbie's unless they are trolls.

+1 for Timothy!
Nothing was released/updated recently by Tim lol
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  #3  
Old 11-29-2013, 09:31 PM
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Tim moved the spar complex. That's an update

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  #4  
Old 11-30-2013, 07:30 AM
Dragon551 Dragon551 is offline
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So, this thread reminded me that about ~2, maybe 3 now, years ago I made a sort of layout for a spar challenge system I was thinking about creating, or wanted to be created (I wasn't exactly a developer from what I remember so I just mapped it out).

Anyways, I decided to look in the weapons list and sure enough it's still there.

So basically, you decide you want to challenge a player to a regular spar or a bet spar. If you're inside the spar complex, simply right click them and you'll see this option:



You click it and then this pops up


(Those two radio buttons are supposed to be regular/bet spar, didn't look into why that didn't load and just took a picture to show the GUI)


It's pretty simple, you just pick the options you want to set. As you can see, I added quite a bit of options for players.

Anyways, I completely forgot about this even existing until just a few minutes ago after I was scrolling through this thread. I'd be happy to complete it as soon as I have time after finishing up a few other projects I'm working on, it seems like it'd be a fun project, if you guys are interested in seeing it happen.

If not then it can give you guys a sort of idea of how to make/layout whatever spar ideas you've been discussing.
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  #5  
Old 12-01-2013, 03:50 PM
Kohola_KinG Kohola_KinG is offline
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Quote:
Originally Posted by Dragon551 View Post
So, this thread reminded me that about ~2, maybe 3 now, years ago I made a sort of layout for a spar challenge system I was thinking about creating, or wanted to be created (I wasn't exactly a developer from what I remember so I just mapped it out).

Anyways, I decided to look in the weapons list and sure enough it's still there.

So basically, you decide you want to challenge a player to a regular spar or a bet spar. If you're inside the spar complex, simply right click them and you'll see this option:



You click it and then this pops up


(Those two radio buttons are supposed to be regular/bet spar, didn't look into why that didn't load and just took a picture to show the GUI)


It's pretty simple, you just pick the options you want to set. As you can see, I added quite a bit of options for players.

Anyways, I completely forgot about this even existing until just a few minutes ago after I was scrolling through this thread. I'd be happy to complete it as soon as I have time after finishing up a few other projects I'm working on, it seems like it'd be a fun project, if you guys are interested in seeing it happen.

If not then it can give you guys a sort of idea of how to make/layout whatever spar ideas you've been discussing.
This would be a good update though not enough people spar let alone betspar. The /sparstats needs updated and given better rewards to encourage more people to get in there to spar. So by updating that and given more experience for betsparing, gives you a better chance at getting a reward = more people sparing and betsparing.
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  #6  
Old 11-30-2013, 09:34 PM
ilovegirlzz ilovegirlzz is offline
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Isn't ranked spar supposed to balance the HP and speed of each participant?
If so, there is a problem because ranked spar doesn't balance the speed.
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  #7  
Old 11-30-2013, 10:46 PM
BlueMelon BlueMelon is offline
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Originally Posted by ilovegirlzz View Post
Isn't ranked spar supposed to balance the HP and speed of each participant?
If so, there is a problem because ranked spar doesn't balance the speed.
Should be good now.
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  #8  
Old 12-01-2013, 01:01 AM
Godzilla Godzilla is offline
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Yeah, I remember seeing this in the spar for months but never knowing what it did (Wasn't finished or announced to be made)

I would go ahead and finish it regardless if Tim is working on one of his own, the more the merrier in my opinion, which ever is easier to use/understand/bugless should be added?
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  #9  
Old 12-01-2013, 01:11 AM
Dragon551 Dragon551 is offline
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Quote:
Originally Posted by Godzilla View Post
Yeah, I remember seeing this in the spar for months but never knowing what it did (Wasn't finished or announced to be made)

I would go ahead and finish it regardless if Tim is working on one of his own, the more the merrier in my opinion, which ever is easier to use/understand/bugless should be added?
I added it to the profiles inside the spar when I made the layout years ago as I said and all it did was bring up that menu, it was just to show my idea pretty much because I wanted it made.

I haven't seen Tim update anything on RC so far relating to spars and he isn't on very much so it's hard to tell if he's even working on it at the moment. It'd be pointless to work on it if he's working on something for spars as well, it'd be nothing but a waste of time.
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  #10  
Old 12-04-2013, 08:21 AM
Demisis_P2P Demisis_P2P is offline
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In terms of gun balance, damage, firing rate and freeze are the only stats that matter. And because the latter two stats need to be multiples of 0.05, and because players have determined that the only acceptable range for those stats are 0.05-0.1 for freeze and 0.05-0.2 for firing rate the number of variations is extremely limited, and the combinations before you end up with 0.5/0.5 guns is equally as limited.

Reload speed is totally ignored as a stat, and because of that the clip size of guns is also a completely irrelevant stat, because players can reload whenever they want with essentially no penalty. Which sucks because these stats could be used a lot better and could completely reshape PKing.

I always planned to make guns have meaningful reload times, so that it was impossible for players to wall. The idea was to let players move while reloading, but to increase the time of reloading to 1-2 seconds for rifles, 0.5-1 second for handguns and for shotguns to reload a single shell at the time (had shotguns working like that for a while and I really enjoyed it). The other part of the plan was to release 3 hotkey slots, so that players could switch out weapons to finish somebody off instead of getting stuck reloading, which should have placated most of the complainers. In the end I guess the hotkeys were eventually released but the reload changes never happened.

Outside of guns, health and speed are the next most important stats.
Speed was approached completely wrong, because there are so many ways to circumvent the item space limit that it's barely worth having. Caps and workers potions just exacerbate the issue even more.
Players should not suffer a walk speed penalty for having 100 hats on them, which provide absolutely no benefit at all. And on the other side of the same coin, a player shouldnt be able to walk around with 5 guns, body armor, 100 grenades, 30 claymores and 20 super elixirs at full speed.
My planned solution was to eventually expand the hotkey system into a "create a class" system, whereby only the items that the player had hotkeyed counted towards their weight and affected their walking speed.
Most of this stuff was about whole game balance though, and not just gun balance.

The only other "gun balance" idea I could think of was adding a damage range to weapons. So the Ak-47 might be 15-24 damage, M16 might be 17-22 damage and M4 might be 20-22 damage. Hard to balance though, and sort of eats away at the skill aspect of the game.
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  #11  
Old 12-05-2013, 01:54 AM
Godzilla Godzilla is offline
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Quote:
Originally Posted by Demisis_P2P View Post
In terms of gun balance, damage, firing rate and freeze are the only stats that matter. And because the latter two stats need to be multiples of 0.05, and because players have determined that the only acceptable range for those stats are 0.05-0.1 for freeze and 0.05-0.2 for firing rate the number of variations is extremely limited, and the combinations before you end up with 0.5/0.5 guns is equally as limited.

Reload speed is totally ignored as a stat, and because of that the clip size of guns is also a completely irrelevant stat, because players can reload whenever they want with essentially no penalty. Which sucks because these stats could be used a lot better and could completely reshape PKing.

I always planned to make guns have meaningful reload times, so that it was impossible for players to wall. The idea was to let players move while reloading, but to increase the time of reloading to 1-2 seconds for rifles, 0.5-1 second for handguns and for shotguns to reload a single shell at the time (had shotguns working like that for a while and I really enjoyed it). The other part of the plan was to release 3 hotkey slots, so that players could switch out weapons to finish somebody off instead of getting stuck reloading, which should have placated most of the complainers. In the end I guess the hotkeys were eventually released but the reload changes never happened.

Outside of guns, health and speed are the next most important stats.
Speed was approached completely wrong, because there are so many ways to circumvent the item space limit that it's barely worth having. Caps and workers potions just exacerbate the issue even more.
Players should not suffer a walk speed penalty for having 100 hats on them, which provide absolutely no benefit at all. And on the other side of the same coin, a player shouldnt be able to walk around with 5 guns, body armor, 100 grenades, 30 claymores and 20 super elixirs at full speed.
My planned solution was to eventually expand the hotkey system into a "create a class" system, whereby only the items that the player had hotkeyed counted towards their weight and affected their walking speed.
Most of this stuff was about whole game balance though, and not just gun balance.

The only other "gun balance" idea I could think of was adding a damage range to weapons. So the Ak-47 might be 15-24 damage, M16 might be 17-22 damage and M4 might be 20-22 damage. Hard to balance though, and sort of eats away at the skill aspect of the game.
Maybe if you didn't have a life you could come back and finish these things off
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  #12  
Old 12-04-2013, 08:22 AM
Demisis_P2P Demisis_P2P is offline
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p.s. nobody cares about sparring theyd rather play era habbo hotel.
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  #13  
Old 12-05-2013, 06:32 PM
bloodykiller bloodykiller is offline
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  #14  
Old 12-21-2013, 11:32 PM
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Spars like these will revitalize era. Nice job, Tim.
We need to get competition back into era. The significance of how good you are, or your crew, or your gang was what drove era in its golden age. Without that, it can only ever amount to a shell of its former self.
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  #15  
Old 12-22-2013, 03:26 AM
Kohola_KinG Kohola_KinG is offline
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Quote:
Originally Posted by Venom_Fish View Post
Spars like these will revitalize era. Nice job, Tim.
We need to get competition back into era. The significance of how good you are, or your crew, or your gang was what drove era in its golden age. Without that, it can only ever amount to a shell of its former self.

They will indeed and I've been saying it all along, Tim's the only one whos ever listened. Sad.
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