Poll

DM Server: Spawn Farthest?

Keep Spawn Farthest
12 (41.4%)
Disable Spawn Farthest
14 (48.3%)
Some other solution (post below)
3 (10.3%)

Total Members Voted: 28

Author Topic: DM Server: Spawn Farthest?  (Read 16968 times)

Offline X'tyfe

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Re: DM Server: Spawn Farthest?
« Reply #15 on: July 03, 2006, 09:07:41 AM »
heh why? the only way he can frags is to spawn camp?  :evilgrin:
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Offline chacal

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Re: DM Server: Spawn Farthest?
« Reply #16 on: July 06, 2006, 11:30:28 AM »
PLEASE reduce the spawn protection on DM server...


I was starting to have fun... :(....


 :please: :please: :please: :please: :please: :please: :please:
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Offline X'tyfe

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Re: DM Server: Spawn Farthest?
« Reply #17 on: July 06, 2006, 12:09:41 PM »
chacal, i know you like to camp  :D but i didnt think you stoop so low as to spawn camp  ::)
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Offline us/3r

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Re: DM Server: Spawn Farthest?
« Reply #18 on: July 06, 2006, 06:53:29 PM »
If you want to spawn camp just play on tourney :P
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Offline magical pig

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Re: DM Server: Spawn Farthest?
« Reply #19 on: July 08, 2006, 05:06:45 PM »
PLEASE reduce the spawn protection on DM server...


I was starting to have fun... :(....


 :please: :please: :please: :please: :please: :please: :please:

agreed...
 :???:
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Offline console

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Re: DM Server: Spawn Farthest?
« Reply #20 on: July 08, 2006, 07:51:20 PM »
PLEASE reduce the spawn protection on DM server...
agreed...

Wow.  I must confess I'm surprised the spawn protection bothers anyone but spawn campers.

What's the fun part about shooting someone who just spawned and only has a blaster?

Still, if enough folks want it removed, I'll remove it...

Regards,

:exqueezeme:
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Offline X'tyfe

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Re: DM Server: Spawn Farthest?
« Reply #21 on: July 09, 2006, 10:58:16 AM »
i am also surprised, more so the good players

remove it if you must
but no doubt people will come back crying that they get spawn camped
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Offline us/3r

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Re: DM Server: Spawn Farthest?
« Reply #22 on: July 09, 2006, 01:59:48 PM »
Some people want protection removed for purity of DM....and I can't argue that cause they're right.  Pure DM shouldn't have any spawn protection, weapons should disappear, and bot protection should not exist, because the original programmers did not have that in the game.....that's pure DM.

The problem was that wasn't terribly fun after a while.  THe people who got all the weapons first got tired of never getting a good fight (after YEARS of enjoying free frags) and the people who were stuck without the weapons on a crowded server mastered the blaster and went on to better things. 

The players saw that this was bad.

Some of them got together and rewrote the code.
They said lo, weapons shall be available to all, and they saw that it was good, and much fragging did commence.
They said lo, thou shalt not stand in front of spawn pads and have thy winnings handed to thee.
THen there came a rift.
There were those that thought the blaster was not good enough for a starting weapon, as it was less than a danger, and there were those that thought the blaster was a good starting weapon, because it made people far easier to kill, and thus allowed them to run free in the unlikely event of their fragging. 
The wise programmers and demi-programmers (players who have attained programming status) decided to create many mods that would satisfy the different needs of different gamers.
When the fragging began again the multitudes found that they enjoyed the larger variety of play, and there was much fragging. 
Often times did they remember the time without mods, with smiles, but fear that those dark days would return.
It is well known that there are some who would return us to those dark days, because they believe that the purity of Quake2 has been tainted by the mods.
It should be said that there are still places where there is pure DM, but they will not go there, for the ping is outrageous.  But this too is also part of the dark days....
The days before DSL, before Cable ISP's, before even ISDN.  The days of the 33.6, and the 56. 
If indeed you wish for purity, this you must also accept, or be damned with the rest of us to play in extended variety with much enjoyment, and little regard to the purity of the game.

And so it shall come to pass.  Frag on!   :spam:



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Offline console

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Re: DM Server: Spawn Farthest?
« Reply #23 on: July 09, 2006, 02:50:51 PM »
Some of them got together and rewrote the code.
They said lo, weapons shall be available to all, and they saw that it was good, and much fragging did commence.

A minor nitpick: weapons stay has been coded into the game by id since Quake 1...   ;)

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Offline X'tyfe

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Re: DM Server: Spawn Farthest?
« Reply #24 on: July 09, 2006, 02:56:20 PM »
well fucking said  :lolup:

pure dm is great and all, but like the last poster said
it will never truly be pure. there some of us that were not around during those times
and are used to modified (for very good reason) games

why anyone want to go back though is totaly beyond me  :WTF: :D
i think this is unfair for those (and i think theres alot) who want a more balanced server
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Offline us/3r

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Re: DM Server: Spawn Farthest?
« Reply #25 on: July 09, 2006, 04:25:43 PM »
Some of them got together and rewrote the code.
They said lo, weapons shall be available to all, and they saw that it was good, and much fragging did commence.

A minor nitpick: weapons stay has been coded into the game by id since Quake 1...   ;)



Yeah yeah I know.  I thought about that after I was 2 lines down, but I think it made the whole post more entertaining....and it gave the OCD's something to do while reading it  :eyecrazy:

If I recall Id also added the spawn protection in Q2, though not sure in which version...maybe around the time they finalized CTF?  Dunno that one...but the point remains valid.  Variety is why people still run Q2 servers and they still get crowded, imo.  And I know a few people disagree intently, which is their perogative.


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Offline chacal

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Re: DM Server: Spawn Farthest?
« Reply #26 on: July 10, 2006, 11:08:20 AM »
mmm too much words for me... i didn't read it all....
so...


resuming what you said..... YOU WANT SPAWN PROTECTION REMOVED TOO??


whoo whooo?!?!?!

bring it on!!! console!!!

<<<<<----- camping mode... ON!
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Offline X'tyfe

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Re: DM Server: Spawn Farthest?
« Reply #27 on: July 10, 2006, 04:47:59 PM »
for you chacal, its always on :) we just assume
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Offline [BTF]Defiant!

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Re: DM Server: Spawn Farthest?
« Reply #28 on: December 17, 2006, 10:33:11 PM »

I'm requesting spawn farthest be disabled on the DM server.  This poll is evidence people agree.

Why?  I believe spawn farthest encourages spawn camping.  All the spawn camper has to do is sit near the "far side" of the map  - the farthest from the most players.  In other words, spawn farthest spawns players farthest from the majority of the players but not farthest from the players who spawn camp.  Also, spawn protection is great and helps, but doesn't solve this.

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Offline reaper

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Re: DM Server: Spawn Farthest?
« Reply #29 on: December 17, 2006, 11:04:03 PM »
Quote from: console
Alternately, it would not be difficult to improve the "spawn random" code on the server.  Either by avoiding the low-order bits of rand(), or maybe compiling in a badass prng like Mersenne Twister to generate the random sequence, or... Some combination, where it's still random, but limits itself from spawning on the same pad twice in a row EVEN IF the pseudo random number generator said to.

what a great idea.  not that i even program, but couldn't you take an exact reading of the heat off the cpu, and make random from that

but man, i hate spawn protection!  i think spawn raping is part of the game, and to counter it - spawn rape good.  that said, i'm so sick of this one guy, whenever dm3 comes up, he gets rail and just kills you when you spawn near mega.  i swear he does this 24/7.  he has an indian type name or something.  i'm all for not spawning in the same place twice, shoulda been in there from the get go

i don't know much about how spawn furthest effects things, but it seems like spawn random would be better.  because you wouldn't be able to predict where they were as easy
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