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ivanthesecond

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  1. ivanthesecond

    score/kill but no xp rise?

    No, I stayed in the game, watching the clock (large battle fund, 10 min left). I could move around the map, but other tanks were not moving and if I shot them they wouldn't be damage. I never disconnected or reloaded the page. When it resolved, it was if a stop motion movie of the last 30 seconds of game play happened all at once and then the game behaved normal... until I kill a tank. No green flash by name, no bump in xp... hrm, maybe another shaft shot him first? Pay closer attention, next kill, same thing and I see that game score went up but xp did not get added. I've got back and checked my router logs and nothing noticed there, so I'm not sure where the issue was caused... just the very weird effect.
  2. ivanthesecond

    score/kill but no xp rise?

    Just had a weird experience, I'd call it a bug but have no idea on how to reproduce. Was playing a round of CTF, doing OK. Had a moment with SERIOUS lag. When it resolved, and everyone moved aroudn the map real quick, I started noticing that I wasn't getting the green flash of "xp points added" to my name... and my score stayed the same. But, my game score was going up properly. Ended up getting 7 or 8 kills and no rise in XP.
  3. ivanthesecond

    Crystal Boxes - Worse Now

    Not a fan of either the marked drop points OR the no-crystal-boxes experiment. Drop points should be much more random, but I guess that is a function of how the map is made, and not marked, or maybe only marked if a box is currently dropping. The no crystal boxes I don't like either - sometimes I have to quit out early, sometimes I find a great instance with lots of players but whoever created it didn't put a time limit or a cap/frag limit so the battle fund will *never* pay out, sometimes I'm playing great but on a loosing team, etc. On the other hand, I see where it will keep campers from hanging around to just grab crystal boxes.... So.... 1) Make it impossible to start a instance where the battle fund will never pay out (ie, no time limit and no frag/cap limit, battle only ends when server restarts for maintainence). 2) Boost the size of the battle fund at game start, make it based on the number of players on the server and start it with either a fixed number (20?) or have a core amount that is changed as players join/disconnect (say, 10 crystal per player). And increase the amount it goes up by per kill/capture. 3) Since you added 10 crystals per player ot the battle fund, disburse it to 'em at the end - each player should get the "core" fund for themselves, no matter if their team won or how they stood in the rankings. Then split battle fund into thirds, with 2/3 going to winning team as it currently does, and 1/3 going to loosing team, distributed in the same manner that you did to the winning team (ie, by score/rank on the team). This way, you've eliminated the crystal chasers, every player gets something from the battle fund, and good players on the loosing team get a little more than they currently do.
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