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 Post subject: Max Server Speed
PostPosted: Thu Oct 09, 2003 9:37 pm 
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Location: Ohio
Is it possible to set Max Server speed to be about 50% higher or even 100% higher?

One thing I like about free-hook is a faster rate of play. But there are some players that like no-hook and would like options.

This made me think. I love rapid play, the faster the better. Anymore I really don't have the patience for no-hook due to the slow pace.

But no hook is in many ways a more skilled way of player and in an ideal world I like it better, but only if there is a lot happening. If the server speed were much faster, the map could be navigated a lot easier and the map geography would still be relevant.

Btw, in my humble opinion the rune-drop delay ought to be eliminated.

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PostPosted: Thu Oct 09, 2003 10:50 pm 
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Joined: Fri Mar 07, 2003 7:41 pm
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Location: New Jersey, USA
I increased sv_maxspeed (server max speed) last week. I set the value slightly above the average rate of the existing Rune Quake servers (as listed on Gamespy with the Rune Quake tab). Let it play out for a bit. Let's see if anyone feels a difference.

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PostPosted: Thu Oct 09, 2003 11:13 pm 
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I played there tonight. I didn't notice anything different.

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PostPosted: Fri Oct 10, 2003 1:12 am 
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Joined: Thu Mar 13, 2003 3:17 am
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Quote:
Btw, in my humble opinion the rune-drop delay ought to be eliminated.


I actually preferred the rune drop delay because it makes the game more interesting if you are forced to make good use of whichever rune it is you pick up. It forces you to be creative with a rune that you might normaly never use. The "luck of the draw" when picking up a rune which I find one of the most fun features of Rune Quake is practically eliminated if you can just keep dropping runes until you find a favorite.


Brett


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PostPosted: Fri Oct 10, 2003 6:38 am 
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Joined: Tue Mar 18, 2003 7:44 pm
Posts: 198
A progressive rune drop delay forces players to decide if the rune they have is worth dropping at the risk of being stuck with an even less desireable rune. This impels players to play with runes they normally would not while not saddling them with a significant drop delay early on.

A by-product of having a rune drop delay is players being more focused when they have one of their favorite runes. They don't want to lose it, so they play a better, smarter game -- not the super aggressive style that results when there isn't a large death penalty.

Most players do not like rune drop delays because they want the game to be easy, less frustrating. Although this may create a more enjoyable game, it certainly makes it less challenging and gratifying. Games should have obstacles. However, players have been almost conditioned to expect either instant drop or insignificant rune drop delays and therefore I feel there will be resistance if Shmack reverts back to the progressive rune drop delay.

toyo


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PostPosted: Fri Oct 10, 2003 6:47 am 
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Having a zero rune drop delay time is a bad idea. More times than not you accidentally delete the rune you want. At least with a 3 second drop, you have enough time to catch yourself and prevent this from happening.

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PostPosted: Fri Oct 10, 2003 7:37 pm 
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Or what if you made it so when you press rune-delete two times in a short amount of time it drops it?


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