If they want an SMG to do 10 Cagillion damage just by looking at
someone, then an SMG is Gonna do 10 Cagillion damage, they will find
away, but I have to agree to some extent that the mod teams do tend to
spend a lot of time balancing their game, and when they play on a
server that has changed that balance they feel hard done by.  All that
work to make a balanced game and some guy or girl or alien has gone
and changed that balance completely.  But that's life.


On Thu, 10 Feb 2005 17:08:16 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> Can we encrypt them like valve did with their weapon files?
>
> IMO if it isn't a server config option then they shouldn't change it.
> If I wanted someone to change the damage I would provide an option for it..
>
> I am sure the .ctx could be decrypted but most people won't go to that
> extent. For the people who do decrypt them It won't do them no good because
> they will not be able to encrypt them with a different key...
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
>
>
> ----- Original Message -----
> From: "Beppo" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Thursday, February 10, 2005 4:03 PM
> Subject: Re: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon damages?
>
> > can only agree here... (sorry for going a bit OT now)
> >
> > you can give admins options to setup ie the number of
> > reinforcements/respawns per player/team, maplists, timelimits and stuff
> > alike... but when it comes to weapon damage, firing rate, additional
> > scopes,
> > grenade launchers and stuff alike then this kind of thing should stay the
> > same, no matter on which server you login to start a match.
> >
> > The main reason for this is that not many will blame the server admin at
> > all... they will only blame him/her IF they already knew the original
> > version of the mod...
> > The example of new folks playing your mod for the first time rings a lot
> > of
> > bells here... we had many folks that started to blame our development team
> > for specific things they disliked on this or that server and blamed us for
> > developing a big pile of sh..t. Actually these things were mutators (UT
> > stuff) that some folks added to their servers and that were developed to
> > change specific parts about our mod. These mutators come pretty close to
> > what is possible for admins on HL. Sure not 100% the same but 'adjusting'
> > the damage values, adding another scoreboard and stuff alike is the same
> > and
> > can be a big pain in the a... so to speak.
> >
> > What makes a player wanting to play a specific mod? It is most times the
> > first impression they got while playing it for the first time. But if this
> > first impression is not their kind of thing then they will never touch it
> > again most times. And now think about your hard work (your mod) edited in
> > a
> > way that you do not want it to be... what a nice first impression can
> > result
> > of this.
> >
> > Easy example... realistic behaviour is geared towards a specific group of
> > players. Sure, some more action orientated folks will like your weapons or
> > some other parts of your mod and then they will maybe setup a server that
> > plays your stuff in a highly unrealistic pure action fun style... maybe
> > cool, but that was not the way the mod planned to end up. And you should
> > always show respect if people invest their free and spare time in
> > developing
> > a mod the way they like. Suggestions welcome, but it is their toy, not
> > yours. So, adding nice additions is most times ok, but changing basics is
> > not.
> >
> > So, imo, hard code whatever you want to hard code and leave stuff editable
> > only if you want them to change it.
> >
> > --
> > Norbert Bogenrieder aka Beppo     Lead Programmer and Project Lead
> > [EMAIL PROTECTED]           Sentry Studios - Infiltration
> > [EMAIL PROTECTED]                  http://www.sentrystudios.net
> >             http://infiltration.sentrystudios.net
> >
> >
> >
> > ----- Original Message -----
> > From: "Jorge Rodriguez" <[EMAIL PROTECTED]>
> > To: <[email protected]>
> > Sent: Thursday, February 10, 2005 6:32 PM
> > Subject: Re: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon
> > damages?
> >
> >
> > On Thu, Feb 10, 2005 at 02:17:55PM -0500, Lance Vorgin wrote:
> >> In every modified server I've been on (too many to count) it's the
> >> server that's rightfully been blamed for the modifications to the mod
> >> and not the mod or mod authors themselves. There's no way to stop
> >> admins from changing pretty much anything about your mod's server and,
> >> as stated, it's not an option to make anything important client side
> >> (just play AVP2 for an example). In fact by trying to prevent people
> >> from modifying your mod, you attract people excited by the challenge
> >> [so to speak]. It's a bad idea not only because of the time it wastes,
> >> but because it actually hurts the mod: if more people play on servers
> >> with modified damage, then that's what people want to play. There will
> >> always be classic servers as well, so why would you not want to give
> >> people the opportunity to improve your mod?
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> > I may be coming in on the middle of this discussion, but I believe I have
> > a
> > good answer to this question.
> >
> > When someone plays your game for the first time online, what will happen
> > if
> > they see people flying around and swinging off the walls, and if a pocket
> > knife kills with one shot to the foot and the sniper rifle hits for 1 hp?
> > I
> > really don't trust server admins with knowing how to make a fun game. As a
> > game designer, I would prefer that gameplay be consistent across all
> > public
> > servers so that players can hop from server to server without having to
> > constantly adjust their playing style to whichever server they happen to
> > be
> > on. Otherwise, it becomes like HLDM or Unreal, or like how TFC is
> > increasinly becoming: you can't seem to find a straight game anymore
> > without
> > all those hooks and mods and hookmods and super-awesome plugins that
> > people
> > love to install. CS on the other hand is fairly consistent across the
> > board,
> > and it's easy to find a server that fits your tastes.
> >
> > Now, that's not to say that people shouldn't be allowed to modify how the
> > game plays at all. In fact, just as you say, total restriction of any type
> > of modification will make people simply want to do it more. On the
> > contrary,
> > it is good to allow administrators to change the settings on their own
> > server to customize the style of play they like, and then the popularity
> > of
> > their servers will dictate whether or not that server will survive.
> > However,
> > giving the admin too much freedom causes a pain in the neck of players who
> > want a consistent way of playing the game. It's the players I'm thinking
> > about here.
> >
> > In turn, when you make the game you should be especially in tune with what
> > people want. If every server is hacking it up to put more damage in, then
> > obviously people think your game would be more fun with more damage, so a
> > damage hike is in order. Not listening to your players (who make your mod
> > popular) is as dangerous as giving too much power to the admins.
> >
> > --
> > Jorge "Vino" Rodriguez
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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