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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

