Tremulous Forum

General => Feedback => Topic started by: SirDude on July 23, 2011, 03:14:08 pm

Title: Concepts for problems. Reference Thread.
Post by: SirDude on July 23, 2011, 03:14:08 pm
Simple thread for people to list their simple ideas for fixes of trems issues no matter the issues they bring for. Make a separate thread to debate your ideas as this is simply a reference thread.

Teamwork might be better organized if there was a designated person to follow.

Normal grangers should be able to wall walk if on creep as transitions between a S1 alien base and S2 base is terrible.

Extend flamer range and make it narrower.

Give us some news on 1.2 development, every lawn needs to be watered from time to time.

Number key driven menus (http://tremulous.net/forum/index.php?topic=15921.0).

Remove 1 hit kills.
Sorry...

Revamp the CD in some way.

Tyrant charge seems too effective at attacking base multiple structures at times, reduce charge deterioration when attacking structures. 

Enhance basi swipe range.

Buff dretch health to take/almost take one more rifle round yet still die from one MD hit.

From what we have seen of the new 1.2 weapon models, let us use the red dots some have (not zoom). they look to awesome.

balance chomp with pounce.

Title: Re: Concepts for problems. Reference Thread.
Post by: OhaiReapd on July 23, 2011, 04:38:17 pm
Finally, something you post that could be construed as useful.
Title: Re: Concepts for problems. Reference Thread.
Post by: kharnov on July 23, 2011, 06:21:37 pm
Great! Another troll thread!

We were down on our quota for those recently.
Title: Re: Concepts for problems. Reference Thread.
Post by: Plague Bringer on July 23, 2011, 06:24:11 pm
ADS (Aim Down Sights) is a feature used in slower paced games. ADS generally features lowered sensitivity and slight zoom because it's used for accuracy. In Tremulous, ADS would be useless because of A) the speed of the aliens B) the crosshair C) the lack of bonus from ADS.

Also, do we really need a thread that's sole purpose is to direct us to other threads? ESPECIALLY about this topic?
Title: Re: Concepts for problems. Reference Thread.
Post by: Haraldx on July 23, 2011, 08:12:49 pm
Oh god, another faggotry suggestion thread.
Teamwork might be better organized if there was a designated person to follow.
Care to explain?

Normal grangers should be able to wall walk if on creep as transitions between a S1 alien base and S2 base is terrible.
Oh yeah, now they can make eggs in places where HS1 can no way get up to.

Extend flamer range and make it narrower.
Reason?

Give us some news on 1.2 development, every lawn needs to be watered from time to time.
Stannum posts new pictures from time to time, however I agree.

Number key driven menus (http://tremulous.net/forum/index.php?topic=15921.0).
Last time I checked Jex remade the interface and it featured this.


Remove 1 hit kills.
Sorry...
You high?

Revamp the CD in some way.
Revamp the what? Compact disk?

Tyrant charge seems too effective at attacking base multiple structures at times, reduce charge deterioration when attacking structures. 
As much as I don't want to agree you, I have to.

Enhance basi swipe range.
Basi grab range is longer than swipe, if you can grab then you can swipe.

Buff dretch health to take/almost take one more rifle round yet still die from one MD hit.
That would be adding 5 more hp. Reason?

From what we have seen of the new 1.2 weapon models, let us use the red dots some have (not zoom). they look to awesome.
What would be the use of them then? Reason?

balance chomp with pounce.
Increasing the range a bit would do the trick, it was a bit over-kill in 1.1 tho.

Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on July 23, 2011, 10:55:29 pm
Simple thread for people to list their simple ideas for fixes of trems issues no matter the issues they bring for. Make a separate thread to debate your ideas as this is simply a reference thread.

Teamwork might be better organized if there was a designated person to follow.

Normal grangers should be able to wall walk if on creep as transitions between a S1 alien base and S2 base is terrible.

Extend flamer range and make it narrower.

Give us some news on 1.2 development, every lawn needs to be watered from time to time.

Number key driven menus (http://tremulous.net/forum/index.php?topic=15921.0).

Remove 1 hit kills.
Sorry...

Revamp the CD in some way.

Tyrant charge seems too effective at attacking base multiple structures at times, reduce charge deterioration when attacking structures. 

Enhance basi swipe range.

Buff dretch health to take/almost take one more rifle round yet still die from one MD hit.

From what we have seen of the new 1.2 weapon models, let us use the red dots some have (not zoom). they look to awesome.

balance chomp with pounce.


no, it is up to the players to decide that.  this is not battlefield.

get s2 and evolve, it's really not that hard.

no. flat out no.  nothing but nerf for flamer.

here is news on 1.2 development.  we. need. sounds.

nothing is stopping you from making your own hud with numpad driven menus

see my thread.

???

tyrants fall fast to concentrated fire.  kill the rant before he can charge, or else you invite the comparison "luci shots are far too effective on structures...."

basi range is fine.  trust me on this. 

see my 1hko thread...again.

laser sights? is that what you mean by "red dots"?  umm, ok, but pointless.

i'd rather have "range dependant pounce".
Title: Re: Concepts for problems. Reference Thread.
Post by: Plague Bringer on July 23, 2011, 11:18:34 pm
no, it is up to the players to decide that.  this is not battlefield.
you are suggesting that all sheep should herd themselves without a sheperd. that said, Tremhelper's idea wouldn't work too well, either.

get s2 and evolve, it's really not that hard.
you don't like one hit kills on a fresh spawn? get 1 evo and evolve, it's not really that hard. this is an incredibly stupid argument you've put forth.

no. flat out no.  nothing but nerf for flamer.

here is news on 1.2 development.  we. need. sounds.

nothing is stopping you from making your own hud with numpad driven menus
and you would say the same if the default HUD didn't display your health, or ammo, or inventory? his suggestion is legitimate and helpful. a menu system would (of course) be optional and it would introduce many players to binds - increasing the average skill level by at least a little bit.

see my thread.

???

tyrants fall fast to concentrated fire.  kill the rant before he can charge, or else you invite the comparison "luci shots are far too effective on structures...."
you have made the assumption that the luci is as effective vs alien buildings as the tyrant is vs human buildings. this is both fallacious and stupid. you give no evidence or basis for your claim, and have invited my rebuttal which is as follows: "tyrant trample is far more effective than the lucifer cannon".

basi range is fine.  trust me on this. 

see my 1hko thread...again.

laser sights? is that what you mean by "red dots"?  umm, ok, but pointless.
Quote from: Red dot sight - Wikipedia (http://en.wikipedia.org/wiki/Red_dot_sight)
(http://upload.wikimedia.org/wikipedia/commons/6/64/Tasco_PDP2.jpg)

i'd rather have "range dependant pounce".
Title: Re: Concepts for problems. Reference Thread.
Post by: Tremulant on July 24, 2011, 01:10:49 am
Quote from: Red dot sight - Wikipedia (http://en.wikipedia.org/wiki/Red_dot_sight)
(http://upload.wikimedia.org/wikipedia/commons/6/64/Tasco_PDP2.jpg)
Ah, yeah, because trem has no crosshairs, so we'll need red dots and iron sights, that'll be really usef... no, wait.
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on July 24, 2011, 01:16:40 am
yes.  it is not too hard. players are not sheep.  someone says "rush!" or "defend the base!"  do it.  we do not need leader mechanics.

wallwalk and 1hko are two different things.  furthermore, countering a "stupid argument" with one just as stupid (by your own reasoning) is incredibly ignorant.  s1 grangers should not have any wallwalk.  transitioning the base through the stages is a big part of the game, and pretty much fine as it is.  you want to wallwalk and build shit on the walls and ceilings, get s2.  just like if you want to zap or shoot barbs.  just like if you want head protection and radar as a human.  

how do premade binds help introduce people to binds?  this is not ammo or health display we are talking about.  not something integral to the game, but something optional.  optional means "do it your damn self, lazyass".  binds do not improve aim, teach you the levels, or show you how to effectively use the tools at your disposal.  it therefore does not "increase the skill level", and is just a lazyman's way to get premade binds.  the bind command was introduced in what iD game?  how long ago was it released?  get the point?

let me ask you this, what can a rant break with one charge?  how big is rantcharge splash?  how much power does luci lose per unit of distance travelled?  as we are talking about rant/luci vs structures, what do you base your claims on?  hypocrite much?  if you are bothered by my lack of evidence or basis, why do you stoop to my level, instead of showing me up?  oh yea, because any evidence or basis either of us can show is anecdotal.  

Quote
A red dot sight is a common classification[1] for a type of non-magnifying reflector (or reflex) sight for firearms that gives the user an aimpoint in the form of a red dot.
we called them "reflex sights" in the military.  i was unaware that the common usage in the civilian world was "red dot".  regardless, such a sight is superfluous.  it provides no real benefit (as it should not) over the standard crosshair, and is purely cosmetic.  as such, if ever developed for trem, it should be among one of the lowest of priority projects.  again, if desired so badly, make it yourself.

Title: Re: Concepts for problems. Reference Thread.
Post by: Plague Bringer on July 24, 2011, 06:28:13 am
yes.  it is not too hard. players are not sheep.  someone says "rush!" or "defend the base!"  do it.  we do not need leader mechanics.

YOU hop on US1 at peak hours and tell people to rush (preferably while the OM is up and A base isn't under siege). Unless you have someone who isn't a sheeple (I.E. most of the forum-goers), no one will rush. Seriously, try your luck. Please come back and post a demo or ten (for the sake of having a broad sample to judge the effectiveness of this strategy from). Pub players have no reason to listen to you. You have no bubble above your head that says "Commander!" They go about their business by themselves. Most of the time their objective isn't even to kill the enemy base until someone else starts.

wallwalk and 1hko are two different things.  furthermore, countering a "stupid argument" with one just as stupid (by your own reasoning) is incredibly ignorant.  s1 grangers should not have any wallwalk.  transitioning the base through the stages is a big part of the game, and pretty much fine as it is.  you want to wallwalk and build shit on the walls and ceilings, get s2.  just like if you want to zap or shoot barbs.  just like if you want head protection and radar as a human.

Congratulations, you have completely avoided my crushing your horribly fallacious argument by putting it in words more personal to you, by pretending that the subject of the argument matters. No. It is the argument, itself, that matters, and your argument is crap. It should have been obvious that I was mocking your argument and putting it into terms that you'd understand - not seriously contesting the logic of it. You need to restock your reserves of common sense - they are dangerously low.

how do premade binds help introduce people to binds?  this is not ammo or health display we are talking about.  not something integral to the game, but something optional.  optional means "do it your damn self, lazyass".  binds do not improve aim, teach you the levels, or show you how to effectively use the tools at your disposal.  it therefore does not "increase the skill level", and is just a lazyman's way to get premade binds.  the bind command was introduced in what iD game?  how long ago was it released?  get the point?
Go into console, and type...
/unbind all
/bind W +moveforward
Press W. What happens?
This game is absolutely chock full of premade binds, and people change their binds all the time through the menu system. Introducing a bind-menu system along with a notification/readme/tutorial/wiki telling people how to change it will get them using binds to their advantage. If you think that speed and efficiency are not things that constitute "skill", then I think you need to reevaluate your definition of skill. No, having a bind-menu will not automagically create Tremulous wizards. Neither Warlock nor Dracone nor Eye will not spread their e-seed through this bind-menu, BUT, I do believe that this bind menu will help players create positive habits such as evolving on the move and spending less time at the armory. And before you try and shoot that down, no, I do not believe that if you can evolve on the move you are skilled. I do, however, believe that if you are skilled you can evolve on the move. Binds also help with communication. While they are limited in how much they can communicate, the speed at which you can with them is unmatchable without using a VOIP program. Are you trying to tell me that communication, speed, and efficiency, are not measures of skill?

let me ask you this, what can a rant break with one charge?  how big is rantcharge splash?  how much power does luci lose per unit of distance travelled?  as we are talking about rant/luci vs structures, what do you base your claims on?  hypocrite much?  if you are bothered by my lack of evidence or basis, why do you stoop to my level, instead of showing me up?  oh yea, because any evidence or basis either of us can show is anecdotal.  

I'm not going to argue that tyrants or lucis are OP for a few reasons. The first being that they are incomparable. Why? They have different functions, different uses, different strengths, and are susceptible to different types of attacks. The luci can actually be used in a variety of different ways because of the different armors available to humans. Between the battlesuit, larmor & helm, battery pack, jetpack, and grenade, there are four+ different "classes" of luci, ranging from a light suicide unit to a heavy tank to an artillery unit. The second being that I have no evidence or opinion either way. I was not arguing against your points so much as I was your argument.


I stoop to your level because I prefer to mock your arguments than show them up. If you honestly believe that I am seriously arguing against you with your own arguments while at the same time calling them stupid or fallacious, you need to take a step back before attacking me and use whatever common sense you have left. Personally, I don't care if you look like an idiot because you can't tell when I'm mocking your arguments - but it saves me typing out a defense if you can figure that out by yourself.

"Red dot sight" has been popularized by the COD series. And for the record, I think an ADS system would be completely and totally pointless/ridiculous/unneeded/etc etc in Tremulous. Aliens move too fast for it to be of any benefit in the classical implementation. Tremulous is an arcade game - not a simulator. Such things serve no purpose in arcade games.

Keep in mind that when we're posting in a thread with outlandish suggestions and I'm attacking your arguments without any serious effort to shoot down your points, my goal is to attack your arguments without any serious effort to shoot down your points. You may call me flippant. I doubt I would disagree. That said, however, my attacking your arguments and not your points is a completely valid tactic. This is because I A) agree with your points or B) don't have enough opinion or evidence to agree or disagree with you. But I still want to argue with you. In shooting down your arguments I accomplish two things. One: Making us both look like asses, and two: Making you more aware of your own shitty arguments so that if we're ever in a thread where we agree and you post first, I won't have to create a brand new argument because yours was "because it's realistic" or some shit like that. :)
Title: Re: Concepts for problems. Reference Thread.
Post by: ULTRA Random ViruS on July 24, 2011, 09:15:41 am
Wow, so many arguments.
Teamwork might be better organized if there was a designated person to follow.
Maybe trem should get one of those pre recorded stuff like on L4D2 when you hold 'Z' or 'X' for that command/whatever. We need that /vsay on korx to work if we're gonna use that.

Normal grangers should be able to wall walk if on creep as transitions between a S1 alien base and S2 base is terrible.
Dude, look at 1.1 granger. You might as well be giving humans jetpacks and taking away dragoon.

Extend flamer range and make it narrower.
It ALREADY IS! In fact, i don't like the new flamer because it simply reaches too far. I think the general g_speed just needs to change down a bit, g_speed of 172 is pretty much 'realistic speed' if you look at the human model in slow motion. [set g_speed to 172, timescale to 0.1 or lower if it allows you to]

Give us some news on 1.2 development, every lawn needs to be watered from time to time.
Agreed. Two/three years before, there almost wasn't any news, for the fact there was almost never news. Like once a year?

Number key driven menus (http://tremulous.net/forum/index.php?topic=15921.0).
Possible, you could have another bindset for the menu just like one for aliens and one for humans, and that chat menu stuff from those custom HUD packs.


Remove 1 hit kills.
Sorry...
Aliens in my opinion is de powered in lagged. I think they've done enough to the dragoon to make aliens miserable. Also, i want 1.1's adv marauder back! The zap is way to powerful in a way, because people just use them as a -hit and run- while 1.1's marauder you have to STAY CLOSE or the zap will cut off. Also, i'm wondering, they should fix the 'zap through wall' glitch since the zap's hold is actually a range thing rather than a shooting thing.

Revamp the CD in some way.
Erm...

Tyrant charge seems too effective at attacking base multiple structures at times, reduce charge deterioration when attacking structures. 
Speaking of which, you could also do this in 1.1 although it is harder because the charge bar isn't there. Also, if you let go the charge button and quickly go to swipe and stop moving forward once you touch a structure, you can kill a medistat/turret practically instantly. I even have a demo/video of me doing that on youtube. This applies to both 1.1 and gpp.

Enhance basi swipe range.
Yer, i think they just need the 1.1 basi back.multiple reasons such as the longer swipe range and short grab range, the poison cloud actually poisons, the biggerhealth etc.] The new adv basi can't even survive in a battle with mass drivers and/or luci around. Also, the healing aura actually doesn't seem like it change much to the basilisk's healing speed itself when comparing the healing speed of 2/3 per second in 1.1.

Buff dretch health to take/almost take one more rifle round yet still die from one MD hit.
I think dretches are already overpowered in a way. I noticed that if you go to an australian server in 1.1, they are actually have pretty good rifle skills. I think the repeat rate should just be slowed down to help deal with dretches, it REALLY DOES help. I noticed how much it helped when i had my windows computer, the rifle speed was actually almost as slow as my lasgun, about 7 bullets per second, lasgun being 5.

From what we have seen of the new 1.2 weapon models, let us use the red dots some have (not zoom). they look to awesome.
I tried oticz custom HUDs, but that screwed my 1.1 trem. Anyways, the red dot HUD actually puts some colour into the crosshair, apart from that, it doesn't really do anything else.

balance chomp with pounce.
Play 1.1 and you'll see why it is slowed down. But i agree with you, the standard goon's chomp should at least the speed of the adv goon's, and the adv goon's the speed of a normal 1.1 dragoon. If not, the adv marauder could actually kill faster than a normal dragoon in terms of damage per second. (head bites from marauder do 40, since gpp's headbite is actually 1.5x not 2x, it does 60 although the head damage multiplier doesn't seem to be 1.5 in some cases. If you spam headbite, adv marauder does 180 damage/second on the head, while normal goon does 120.)

Also i would like to add these:

Unlagged: It doesn't work with pounce, zap, goon snipe and luci [againts the ground] for me. It seems to stay on the target/ground for a fair bit before exploding. Once i recorded a demo, i shot on the ground in front of the victim, and it didn't explode, the victim just ran over it, then it exploded. In the demo, it says i shot the barb late. [also the barb actually flies straight in a demo, does not go with gravity]. Also, if i do a similar thing with luci, i shoot a luci ball on the ground while running, i end up running over it, and if there's a dretch behind me, i end up killing it instead of luci jumping.

RC range: I'm not sure how a overmind arm could reach two human standing lengths while a zap can only reach the length of a medistat beside the rc.

BP recovery rate: I know it is to prevent people from instantly building it back, but i think it s a little too slow, especially how the recovery rates don't stack when more buildables die (for example a nade base, killing about 40 bps worth of turrets, it would take 5 minutes to recover them, and speaking of which, KoRx's bp recovery is actually way too fast, it isn't worth it!)

SD: You should at least to be able to build one arm, medi, booster [now that aliens rely on it as a medical recovery spot], and the powersource [om/rc].

human buildable self distruct: This should have a bigger timer, and also because if humans are moving rc, and they mark everything in the old base, it is unlikely they'll finish replacing all of them, and they blow up, making humans wait for the bp to recover.

Alien buildable self distruct: I'd rather the one in KoRx, it is more realistic, a human would struggle for food instead of jumping of a bridge. [for those who do not understand, the alien buildables would struggle for a creep than killing itself.] This is to match the human buildables staying without power.

Normal Granger's view distortion: Not needed, but i liked the fact of exaggerating how slow the granger is by using practically no view distortion. [humans seem to have a little distortion]

/video: I want live recording back! I know it may have been removed due to unstable frame rate in-game and the actual video fast forwarding every now and then when you have a low fps moment, but please, i want it to be able to be used again without having to record a demo first. Also, it shows how you actually play, unlike demos, which seem you're spectating yourself. [see my complaint about demo lag. Also search me on youtube, find one of my LIVE recordings [seen by the shit video quality. Also won't have the 'play' symbol on the right. I know i can remove that symbol, but i purpously left it there. Also try to get the video with a server with unlagged on, ignore the KoRx ones because thats not unlagged.]

RAKninja-Decepticon link=topic=16024.msg227383#msg227383 date=1311466600]
let me ask you this, what can a rant break with one charge?  how big is rantcharge splash?  how much power does luci lose per unit of distance travelled?  as we are talking about rant/luci vs structures, what do you base your claims on?  hypocrite much?  if you are bothered by my lack of evidence or basis, why do you stoop to my level, instead of showing me up?  oh yea, because any evidence or basis either of us can show is anecdotal. 

I'm not going to argue that tyrants or lucis are OP for a few reasons. The first being that they are incomparable. Why? They have different functions, different uses, different strengths, and are susceptible to different types of attacks. The luci can actually be used in a variety of different ways because of the different armors available to humans. Between the battlesuit, larmor & helm, battery pack, jetpack, and grenade, there are four+ different "classes" of luci, ranging from a light suicide unit to a heavy tank to an artillery unit. The second being that I have no evidence or opinion either way. I was not arguing against your points so much as I was your argument.

"Red dot sight" has been popularized by the COD series. And for the record, I think an ADS system would be completely and totally pointless/ridiculous/unneeded/etc etc in Tremulous. Aliens move too fast for it to be of any benefit in the classical implementation. Tremulous is an arcade game - not a simulator. Such things serve no purpose in arcade games.

[/quote]True...
although the last point - we could have a similar thing to the normal guns like what they've done to the KoRx's lasgun - two times scope or a 1.5x scope. But it probably encourage campers and snipers.

Also i think rant should have at least 375 hp because they seemed to lose their method of 'tanking in the human base just to kill one turret' method. You can't even run in a good-designed human base with a rant these days... only adv marauders (if possible in the situation) and adv goons usually do most of the base killing. Actually i got another idea. [oh noes, more text to read!]

Adv Goon's snipe: remove the explosion. 1,1's goon was already good enough. But if you do, do this as well:
Tyrant: If you're not gonna tank it back up like what the title 'tyrant' says, at least give it a bomb capability like 1/2 evo(s) per acid spit or something. It helps cope with the human nades. A reason for this is that if 5 humans have the guts to run into a good alien base and luci spam, the alien base would be doomed. If it was 3 humans, they would do critical damage. If 5 tyrants rush at once into a human base, they would die, killing probably only 5-8 turrets, or more.

To stop camping: Get humans a auto-healing system like in korx, but really slow. Like 1 hp every 5 seconds or something.

Also, add a portable solar panel to give ammo to energy weapons. Nah, joking. Ehe.
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on July 24, 2011, 10:35:45 am


YOU hop on US1 at peak hours and tell people to rush (preferably while the OM is up and A base isn't under siege). Unless you have someone who isn't a sheeple (I.E. most of the forum-goers), no one will rush. Seriously, try your luck. Please come back and post a demo or ten (for the sake of having a broad sample to judge the effectiveness of this strategy from). Pub players have no reason to listen to you. You have no bubble above your head that says "Commander!" They go about their business by themselves. Most of the time their objective isn't even to kill the enemy base until someone else starts.



Congratulations, you have completely avoided my crushing your horribly fallacious argument by putting it in words more personal to you, by pretending that the subject of the argument matters. No. It is the argument, itself, that matters, and your argument is crap. It should have been obvious that I was mocking your argument and putting it into terms that you'd understand - not seriously contesting the logic of it. You need to restock your reserves of common sense - they are dangerously low.


Go into console, and type...
/unbind all
/bind W +moveforward
Press W. What happens?
This game is absolutely chock full of premade binds, and people change their binds all the time through the menu system. Introducing a bind-menu system along with a notification/readme/tutorial/wiki telling people how to change it will get them using binds to their advantage. If you think that speed and efficiency are not things that constitute "skill", then I think you need to reevaluate your definition of skill. No, having a bind-menu will not automagically create Tremulous wizards. Neither Warlock nor Dracone nor Eye will not spread their e-seed through this bind-menu, BUT, I do believe that this bind menu will help players create positive habits such as evolving on the move and spending less time at the armory. And before you try and shoot that down, no, I do not believe that if you can evolve on the move you are skilled. I do, however, believe that if you are skilled you can evolve on the move. Binds also help with communication. While they are limited in how much they can communicate, the speed at which you can with them is unmatchable without using a VOIP program. Are you trying to tell me that communication, speed, and efficiency, are not measures of skill?



I'm not going to argue that tyrants or lucis are OP for a few reasons. The first being that they are incomparable. Why? They have different functions, different uses, different strengths, and are susceptible to different types of attacks. The luci can actually be used in a variety of different ways because of the different armors available to humans. Between the battlesuit, larmor & helm, battery pack, jetpack, and grenade, there are four+ different "classes" of luci, ranging from a light suicide unit to a heavy tank to an artillery unit. The second being that I have no evidence or opinion either way. I was not arguing against your points so much as I was your argument.


I stoop to your level because I prefer to mock your arguments than show them up. If you honestly believe that I am seriously arguing against you with your own arguments while at the same time calling them stupid or fallacious, you need to take a step back before attacking me and use whatever common sense you have left. Personally, I don't care if you look like an idiot because you can't tell when I'm mocking your arguments - but it saves me typing out a defense if you can figure that out by yourself.

"Red dot sight" has been popularized by the COD series. And for the record, I think an ADS system would be completely and totally pointless/ridiculous/unneeded/etc etc in Tremulous. Aliens move too fast for it to be of any benefit in the classical implementation. Tremulous is an arcade game - not a simulator. Such things serve no purpose in arcade games.

Keep in mind that when we're posting in a thread with outlandish suggestions and I'm attacking your arguments without any serious effort to shoot down your points, my goal is to attack your arguments without any serious effort to shoot down your points. You may call me flippant. I doubt I would disagree. That said, however, my attacking your arguments and not your points is a completely valid tactic. This is because I A) agree with your points or B) don't have enough opinion or evidence to agree or disagree with you. But I still want to argue with you. In shooting down your arguments I accomplish two things. One: Making us both look like asses, and two: Making you more aware of your own shitty arguments so that if we're ever in a thread where we agree and you post first, I won't have to create a brand new argument because yours was "because it's realistic" or some shit like that. :)

most of the people i see on US1 who do not at least lurk on the forums do not speak english.  i can think of a few exceptions, but they also tend to spam binds like "the enemy is weak! attack!".  as for those who are killwhoring without killing the enemy base - not even a little "commander" bubble will make them do so.  i see a fair amount of general cooperation on us1.  enough cooperation for me to form the opinion that any "commander" type mechanics would be wasted effort.

i avoided countering your argument?  how so?  did you happen to skim over "transitioning bases are a big part of the game" or the other references to s2 abilities?  furthermore, is the "fallacious argument" you just so obviously "crushed" not the very same one you gave to me in the 1hko thread?  so, are you not just weakening your position there, or anywhere else you care to use such an argument?  if you do not contest the logic of the argument, how do you object to the argument?  why does the subject not matter.... the subject is the entire point, without it there would be no debate.  also, sarcasm is not often conveyed properly through text.  you should think about that next time you attempt to be witty.

nice dodge about the age and proliferation of the bind system.  anyone who has played a game descended from an iD game online for a month should be aware of binds and how to use them.  yes we have default binds.  yes, people make their own custom binds.  if you want more than that, make your own bind package and distribute it.  why waste developer time with something so menial?  oh yea, laziness.

you seem to have missed what i was saying in your eagerness to bicker with me.  you also seem to have forgotten our discussion of s3 stuff.  taking what you know of my opinion on this matter ("s3 shit is fine") what do you think i was getting at in this thread?  your reasoning reserves seem to be quite low.  time to restock.

ah, CoD.  that explains the brainless simplification.  thanks.

so basically, you and i are typing a novel..... because you didnt like how i responded, even though you mostly agree?  i'm sure to you it seems the height of wit and logic.  i just wish i had some hallucinogenic drugs so that i could view it the same way.
Title: Re: Concepts for problems. Reference Thread.
Post by: vcxzet on July 24, 2011, 10:52:08 am
tl:dr but I am sure that it is another one of those quality threads
Title: Re: Concepts for problems. Reference Thread.
Post by: Qrntz on July 24, 2011, 12:41:52 pm
tl:dr but I am sure that it is another one of those quality threads
tl;d-- oh how did you get ahead of me. :(
Title: Re: Concepts for problems. Reference Thread.
Post by: Plague Bringer on July 24, 2011, 04:58:00 pm
most of the people i see on US1 who do not at least lurk on the forums do not speak english.  i can think of a few exceptions, but they also tend to spam binds like "the enemy is weak! attack!".  as for those who are killwhoring without killing the enemy base - not even a little "commander" bubble will make them do so.  i see a fair amount of general cooperation on us1.  enough cooperation for me to form the opinion that any "commander" type mechanics would be wasted effort.
So when five people spam the same bind it means they are working together? Playing the objective at the same time as your team is not playing the objective with your team. Teamwork involves coherency and cooperation; Things that are rare on US1 unless some of the oldfags are playing.

i avoided countering your argument?  how so?  did you happen to skim over "transitioning bases are a big part of the game" or the other references to s2 abilities?  furthermore, is the "fallacious argument" you just so obviously "crushed" not the very same one you gave to me in the 1hko thread?  so, are you not just weakening your position there, or anywhere else you care to use such an argument?  if you do not contest the logic of the argument, how do you object to the argument?  why does the subject not matter.... the subject is the entire point, without it there would be no debate.  also, sarcasm is not often conveyed properly through text.  you should think about that next time you attempt to be witty.
I'm not going to bother arguing with you (about the argument bit) because you're right (oooh that hurt). That said, an argument is crap if you don't back it up. You'll find that in the 1HKO thread I gave plenty of reasons why it's a very good idea to switch to another class if you're pissed at being MD'd. Here, you gave nothing. Therefore your argument is still crap and I stand by my original point of it being stupid. Swish.

Also, take a look at the differences between human and alien base transitioning. Aliens have to rebuild every egg and acid, as well as place their booster and trappers. You'll find that they usually wait until S2 to relocate the OM, as well. Assuming a human rushes at 1:00, gets a good look at alien base, and then doesn't rush again until AS2 is five minutes along, they will find a completely different base. You may claim that this is an "acceptable difference", you may not. I'm not claiming either - just offering perspective.

Also, you seem to have skimmed over my saying that "while using binds does not mean that you are skilled, being skilled means that you use binds" point. I invite you to go back to read it and respond, but in short, I asked you what factors, in your mind, constitute "skill" in Tremulous, and if binds contributed (at all) to any of these factors

nice dodge about the age and proliferation of the bind system.  anyone who has played a game descended from an iD game online for a month should be aware of binds and how to use them.  yes we have default binds.  yes, people make their own custom binds.  if you want more than that, make your own bind package and distribute it.  why waste developer time with something so menial?  oh yea, laziness.
How does one learn about binds if they don't visit forums and don't care about what engine they're playing on? Binds are (believe it or not) a "tech savvy" thing. As is the console (cmd.exe), for example. Knowing how to use these things without Googling every time you need to is not something that most people are capable to do (isn't that pathetic? :P) Your argument of laziness seems to work against the devs, because your knowledge of proper game design is obviously lacking. The charge bar, for example, is a very menial and unnecessary feature of the HUD. It can be replicated in custom HUDS and it doesn't tell you anything that you can't guesstimate and learn to time properly. It sounds like it was "wasted developer time". Unfortunately, if you had an inkling of sense about you with regards to creating a "user friendly final package", you would understand that the menial things count.

you seem to have missed what i was saying in your eagerness to bicker with me.  you also seem to have forgotten our discussion of s3 stuff.  taking what you know of my opinion on this matter ("s3 shit is fine") what do you think i was getting at in this thread?  your reasoning reserves seem to be quite low.  time to restock.
Quote
I'm not going to argue that tyrants or lucis are OP for a few reasons. The first being that they are incomparable. Why? They have different functions, different uses, different strengths, and are susceptible to different types of attacks. The luci can actually be used in a variety of different ways because of the different armors available to humans. Between the battlesuit, larmor & helm, battery pack, jetpack, and grenade, there are four+ different "classes" of luci, ranging from a light suicide unit to a heavy tank to an artillery unit. The second being that I have no evidence or opinion either way. I was not arguing against your points so much as I was your argument.
Please don't skim my posts. I don't skim yours.


ah, CoD.  that explains the brainless simplification.  thanks.
I think "holographic" sights in CoD would be referred to as "reflect" sights. ACOGs are ACOGs, though.

so basically, you and i are typing a novel..... because you didnt like how i responded, even though you mostly agree?  i'm sure to you it seems the height of wit and logic.  i just wish i had some hallucinogenic drugs so that i could view it the same way.
(http://cdn.inquisitr.com/wp-content/2010/09/Mario8BitSprite.png)
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on July 24, 2011, 06:03:03 pm
when they spam the same bind, and then do the action they are spamming about, yes, it does represent a modicum of teamwork.  there is teamwork, and there is teamwork.  you will not get the level of cooperation that you seem to want in just about any public game of any game you chose to name.  even games with a leader mechanic, like the battlefield series, or planetside.  if you are interested in such group cohesion, play clan games.  public games will be public games, and overall a clusterfuck.  so it has always been, so shall it always be.  finally, i am loath to bring this up, but i seem to be slightly more active on us1 than you. (there are 259 players less active than i, but more active than you)  i see plenty of teamwork and planning.  again, not as much as a clan game, but enough to be more than enjoyable to the casual, non-clan, player.

here, i gave plenty.  waiting till s2 to place shit on the walls and ceilings is no different than the humans waiting for s2 for self repairing structures (dc) or the ability to build in previously inaccessible areas, with the jetpack.  so you see?  different, but similar.  both teams must wait to s2 to build in places that are inaccessible to s1 builders.  so, without as many words, i did give reason.  and your original point about evolving is still stupid.  he shoots, he scores.

i did not skim over it.  i was hoping you would have noticed that in the post you were responding to i defined my version of skill to be "aim, knowing the maps, and knowing how to use the tools at your disposal".  binds are one of those tools.  they do contribute somewhat to effectiveness, but custom binds are more a convenience than anything else.  i would not consider anyone more or less skilled by having, or not having, binds.

again, how long have bind commands existed?  how many games make use of them?  ignorance is no excuse.  proper game design?  how about this:  tremulous is not the brainchild of any one person or group.  unless i am seriously misunderstanding something, the entire dev team has changed at least once.  tremulous is a community project.  as such, the skilled contributors should be working on something the less skilled masses can not really do.  creating a custom bind package should be something that is done by someone who can do binds, but not any of the other, more technical or artistic tasks.  you could say that EVERY hud element is a convenience, as there are visual and auditory queues that alert you to the status of things, as you illustrated with the charge bar.

again, i did not skim.  in my last post, the "s3 shit is fine" was in direct response to your luci vs rant comment.  for future reference, when someone says "luci/rant is overpowered" and i say "then you invite the comparison of..."  the point i am making is "s3 shit is fine".  one more time, so that you dont miss it - you say "luci/rant is OP!"  i say "the inverse is true as well", and then we realise we have balance.  different, but comparable.
Title: Re: Concepts for problems. Reference Thread.
Post by: Dracone on July 24, 2011, 06:41:28 pm
Enhance basi swipe range.
Basi grab range is longer than swipe, if you can grab then you can swipe.

Nope.

Basi swipe range IS fucked. You can grab humans while outside of swipe range, which is retarded. Imo, they should be equal.
Title: Re: Concepts for problems. Reference Thread.
Post by: Cadynum on July 25, 2011, 04:26:59 am
Basi swipe range IS fucked. You can grab humans while outside of swipe range, which is retarded. Imo, they should be equal.

I didn't read any of the thread except this message.
I think slash range should be longer. You have to be close to take your arms around your prey to hold it.
On the other hand slashing can be achieved with only the tip of your sharp basilisk arms.
This is also how it was in 1.1 and I think it was one of the differences that made the basilisk more fun to play there.
Title: Re: Concepts for problems. Reference Thread.
Post by: Plague Bringer on July 25, 2011, 06:07:49 am
I didn't read any of the thread except this message.
I think slash range should be longer. You have to be close to take your arms around your prey to hold it.
On the other hand slashing can be achieved with only the tip of your sharp basilisk arms.
This is also how it was in 1.1 and I think it was one of the differences that made the basilisk more fun to play there.

Wasn't it changed to make the basi more newbie friendly? I think that a middleground would be best. If slash and grab had the same length - say, a little less than the current grab? It'd make playing basi a lot more intuitive, I think.
Title: Re: Concepts for problems. Reference Thread.
Post by: TheLollingManv2 on July 25, 2011, 03:02:33 pm
IMO I think retards should stop posting their oponions
Title: Re: Concepts for problems. Reference Thread.
Post by: A Spork on July 25, 2011, 03:43:22 pm
Basi swipe range IS fucked. You can grab humans while outside of swipe range, which is retarded. Imo, they should be equal.

I didn't read any of the thread except this message.
I think slash range should be longer. You have to be close to take your arms around your prey to hold it.
On the other hand slashing can be achieved with only the tip of your sharp basilisk arms.
This is also how it was in 1.1 and I think it was one of the differences that made the basilisk more fun to play there.
1.1 basi wasn't that fun to play at all in 1.1 unless you got really good, because his one advantage against humans, was his ability to grab them, but it was wicked hard to actually nail a grab right.
I don't have a problem with increasing the slash range to match grab range, but I think reducing grab range would be a mistake.
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on July 25, 2011, 04:21:40 pm
IMO I think retards should stop posting their oponions
then why are you posting?
Title: Re: Concepts for problems. Reference Thread.
Post by: c4 on July 25, 2011, 04:27:07 pm
ADS (Aim Down Sights) is a feature used in slower paced games. ADS generally features lowered sensitivity and slight zoom because it's used for accuracy. In Tremulous, ADS would be useless because of A) the speed of the aliens B) the crosshair C) the lack of bonus from ADS.

Also, do we really need a thread that's sole purpose is to direct us to other threads? ESPECIALLY about this topic?
'

Yeah, ADS is also only useful for games where accuracy weapons have spread in hip fire mode.  It also seems as if the marine model in trem already has the gun almost at his eyes, so, it would be pretty much useless.  If you really like the ads feature in games, just hold down c and crouch whenever you take a shot...
Title: Re: Concepts for problems. Reference Thread.
Post by: TheLollingManv2 on July 25, 2011, 05:20:47 pm
IMO I think retards should stop posting their oponions
then why are you posting?

I am not a retard. I have a below average intelligence quotient it's a common mistake dnt wory bout it. But srsly you're a retard with bad ideas and horrible logic go play runescape er help develop this game er somethin
 
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on July 25, 2011, 05:46:43 pm
I am not a retard. I have a below average intelligence quotient it's a common mistake dnt wory bout it. But srsly you're a retard with bad ideas and horrible logic go play runescape er help develop this game er somethin
 
yea, sure thing, retard.

re·tar·da·tion
[ree-tahr-dey-shuhn]
slowness or limitation in intellectual understanding and awareness, emotional development, academic progress, etc.
retardation
early 15c., "fact or action of making slower in movement or time," from L. retardationem , from retardare  "to make slow, delay, keep back, hinder," from re- , intensive prefix, + tardare  "to slow" (see tardy).
Title: Re: Concepts for problems. Reference Thread.
Post by: TheLollingManv2 on July 25, 2011, 07:09:34 pm
I can post meaningless definitions that don't really prove a point too.

fag·got
/ˈfægət/ Show Spelled[fag-uht]
–noun
Slang: Disparaging and Offensive . a male homosexual.(see RAKninja-Decepticon)
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on July 25, 2011, 07:19:08 pm
the difference being, you described yourself with a definition synonymous with retard.  i never have  stated my sexual preferences.  thus, my definition is not meaningless, and yours is.

nice try retard.
Title: Re: Concepts for problems. Reference Thread.
Post by: TheLollingManv2 on July 25, 2011, 07:40:10 pm
Seeing as how you only posted one definition without even looking up what BAIQ is you cannot say that the two are synonymous. Having a below average IQ doesn't make you a retard. Using your logic the average person in places such as Venezuela, South Africa, and Saudia Arabia are considered retards because their IQ falls into the below average category. So please go play gpp and get better instead of trying to use meaningless dictionary definitions. (that actually aren't correct either)

(http://potpiedeluxe.com/files/2010/09/b09aa4556e5affd1.png.png)

Title: Re: Concepts for problems. Reference Thread.
Post by: Plague Bringer on July 25, 2011, 10:31:07 pm
Seeing as how you only posted one definition without even looking up what BAIQ is you cannot say that the two are synonymous. Having a below average IQ doesn't make you a retard. Using your logic the average person in places such as Venezuela, South Africa, and Saudia Arabia are considered retards because their IQ falls into the below average category. So please go play gpp and get better instead of trying to use meaningless dictionary definitions. (that actually aren't correct either)

(http://potpiedeluxe.com/files/2010/09/b09aa4556e5affd1.png.png)


If you want to get technical, they are. There is nothing wrong with that. It is not RAKninja's vocabulary that is at fault; it is yours. You are associating a benign and factual definition of the word "retard" with the popular and disparaging definition of the word retard. You are letting pop culture get in the way of understanding the true definition of the word. To be fair, the popular use of the word is important, but you cannot argue that "retard" is not an accurate definition of most people. :)
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on July 26, 2011, 03:07:03 am
Seeing as how you only posted one definition without even looking up what BAIQ is you cannot say that the two are synonymous. Having a below average IQ doesn't make you a retard. Using your logic the average person in places such as Venezuela, South Africa, and Saudia Arabia are considered retards because their IQ falls into the below average category. So please go play gpp and get better instead of trying to use meaningless dictionary definitions. (that actually aren't correct either)

(http://potpiedeluxe.com/files/2010/09/b09aa4556e5affd1.png.png)


at the risk of feeding the troll and keeping the thread derailed, you have a skewed definition of IQ.  IQ is a measure of approximately how much you can learn.  those in underdeveloped nations do not suffer from low IQ, they are just generally uneducated.  ignorance is not the same thing as stupidity.  unless it is, of course, willful ignorance.  but i suspect that is not what we are discussing.

Title: Re: Concepts for problems. Reference Thread.
Post by: kharnov on July 26, 2011, 03:09:11 am
Yes. Reply to the 4chan retard. Yes!
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on July 26, 2011, 04:14:12 am
Yes. Reply to the 4chan retard. Yes!
i know, i know.  it's a weakness of mine.
Title: Re: Concepts for problems. Reference Thread.
Post by: TheLollingManv2 on July 26, 2011, 04:55:43 am
Seeing as how you only posted one definition without even looking up what BAIQ is you cannot say that the two are synonymous. Having a below average IQ doesn't make you a retard. Using your logic the average person in places such as Venezuela, South Africa, and Saudia Arabia are considered retards because their IQ falls into the below average category. So please go play gpp and get better instead of trying to use meaningless dictionary definitions. (that actually aren't correct either)

(http://potpiedeluxe.com/files/2010/09/b09aa4556e5affd1.png.png)


at the risk of feeding the troll and keeping the thread derailed, you have a skewed definition of IQ.  IQ is a measure of approximately how much you can learn.  those in underdeveloped nations do not suffer from low IQ, they are just generally uneducated.  ignorance is not the same thing as stupidity.  unless it is, of course, willful ignorance.  but i suspect that is not what we are discussing.



You're a retard lulz. IQ is a score based on tests it measures your intelligence not approximately how much you can learn. Those in uneducated countries DO suffer from low IQ because they are uneducated so by using your previous logic a below average IQ=Retard.


 :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade:
Title: Re: Concepts for problems. Reference Thread.
Post by: Plague Bringer on July 26, 2011, 06:21:07 am
Quotient: A degree or amount of specified quality or characteristic.

http://www.google.ca/search?hl=en&client=firefox-a&hs=uza&rls=org.mozilla:en-US:official&q=quotient&tbs=dfn:1&tbo=u&sa=X&ei=Tk4uTuCzN4LEgQfd-4mhAQ&ved=0CB8QkQ4&biw=1280&bih=880
Title: Re: Concepts for problems. Reference Thread.
Post by: SirDude on July 26, 2011, 12:22:04 pm
(http://i.neoseeker.com/n/6/picard_facepalm2.jpg)

Really guys? Really?
Title: Re: Concepts for problems. Reference Thread.
Post by: Tremulant on July 26, 2011, 01:27:30 pm
When sirdude wins a thread we all lose, time to stop, i think.
Title: Re: Concepts for problems. Reference Thread.
Post by: Qrntz on July 26, 2011, 01:32:25 pm
(http://bfolder.ru/_ph/2/2/630941022.png)
Title: Re: Concepts for problems. Reference Thread.
Post by: TheLollingManv2 on July 26, 2011, 07:01:39 pm
Quotient: A degree or amount of specified quality or characteristic.

http://www.google.ca/search?hl=en&client=firefox-a&hs=uza&rls=org.mozilla:en-US:official&q=quotient&tbs=dfn:1&tbo=u&sa=X&ei=Tk4uTuCzN4LEgQfd-4mhAQ&ved=0CB8QkQ4&biw=1280&bih=880

Not sure what you're trying to do there, but I suppose you helped me prove this retard wrong. Where duh kookes at?
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on July 26, 2011, 11:01:19 pm
Quotient: A degree or amount of specified quality or characteristic.

http://www.google.ca/search?hl=en&client=firefox-a&hs=uza&rls=org.mozilla:en-US:official&q=quotient&tbs=dfn:1&tbo=u&sa=X&ei=Tk4uTuCzN4LEgQfd-4mhAQ&ved=0CB8QkQ4&biw=1280&bih=880

Not sure what you're trying to do there, but I suppose you helped me prove this retard wrong. Where duh kookes at?
man, i know i shouldent keep going, but it is too irresistible.

from plague's link:
The result of mathematical division. The I.Q. (Intelligence Quotient) is arrived at by dividing the person's mental age (as determined on the Binet test) by the person's chronologic age and multiplying by 100. So if a child scores at the 8-year old level but is only 6, the I.Q. is 8/6 X 100=125.

you might want want to read up on the stanford Binet test as well.

i now have no doubt that you are indeed mentally retarded, and as such should be kept far away from the internet without supervision.  or, you read "trolling for dummies" and are trying to impress the rest of your prepubescent friends from whatever chan-clone you came from.

now, if you dont mind, plague and i were having a jolly good argument about shit no one cares about that will not make any difference to the development of the game.  kindly crawl back under whatever rock formerly housed you.
Title: Re: Concepts for problems. Reference Thread.
Post by: Plague Bringer on July 26, 2011, 11:02:23 pm
Quotient: A degree or amount of specified quality or characteristic.

http://www.google.ca/search?hl=en&client=firefox-a&hs=uza&rls=org.mozilla:en-US:official&q=quotient&tbs=dfn:1&tbo=u&sa=X&ei=Tk4uTuCzN4LEgQfd-4mhAQ&ved=0CB8QkQ4&biw=1280&bih=880

Not sure what you're trying to do there, but I suppose you helped me prove this retard wrong. Where duh kookes at?
I wasn't really taking sides, but I definitely agree with RAKninja-Decepticon here. :)
Title: Re: Concepts for problems. Reference Thread.
Post by: TheLollingManv2 on July 26, 2011, 11:46:14 pm
Quotient: A degree or amount of specified quality or characteristic.

http://www.google.ca/search?hl=en&client=firefox-a&hs=uza&rls=org.mozilla:en-US:official&q=quotient&tbs=dfn:1&tbo=u&sa=X&ei=Tk4uTuCzN4LEgQfd-4mhAQ&ved=0CB8QkQ4&biw=1280&bih=880

Not sure what you're trying to do there, but I suppose you helped me prove this retard wrong. Where duh kookes at?
man, i know i shouldent keep going, but it is too irresistible.

from plague's link:
The result of mathematical division. The I.Q. (Intelligence Quotient) is arrived at by dividing the person's mental age (as determined on the Binet test) by the person's chronologic age and multiplying by 100. So if a child scores at the 8-year old level but is only 6, the I.Q. is 8/6 X 100=125.

you might want want to read up on the stanford Binet test as well.

i now have no doubt that you are indeed mentally retarded, and as such should be kept far away from the internet without supervision.  or, you read "trolling for dummies" and are trying to impress the rest of your prepubescent friends from whatever chan-clone you came from.

now, if you dont mind, plague and i were having a jolly good argument about shit no one cares about that will not make any difference to the development of the game.  kindly crawl back under whatever rock formerly housed you.

You have still yet prove your point of IQ is a measure of approximately how much you can learn. Also you might not want to give credit to the website you're getting your arguments from since all you did was copy and paste that example.  And judging by your contributions and ideas you've posted on these forums for as long as you've been here I also have no doubt that you are indeed mentally retarded.
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on July 27, 2011, 12:33:55 am
Also you might not want to give credit to the website you're getting your arguments from since all you did was copy and paste that example.



from plague's link:

mmmm hmm.

so, vape was it?  buy one of the updated editions of trolling for dummies, or explain your recent head injury.
Title: Re: Concepts for problems. Reference Thread.
Post by: Plague Bringer on July 27, 2011, 01:34:57 am
LOL it's Vape. Haven't seen him around in fucking ages.
Title: Re: Concepts for problems. Reference Thread.
Post by: Flux on July 27, 2011, 05:23:27 pm
This lolthread is entirely useless bs.
Title: Re: Concepts for problems. Reference Thread.
Post by: TheLollingManv2 on July 27, 2011, 07:38:22 pm
Also you might not want to give credit to the website you're getting your arguments from since all you did was copy and paste that example.



from plague's link:

mmmm hmm.

so, vape was it?  buy one of the updated editions of trolling for dummies, or explain your recent head injury.

Why would you copy and paste that from his link especially because it doesn't contribute to your argument that a below average IQ=A Retard
Title: Re: Concepts for problems. Reference Thread.
Post by: Plague Bringer on July 27, 2011, 11:39:12 pm
Regardless of whether or not IQ means "potential" or "current" intelligence, I do believe RAKninja-Decepticon is right in saying that low IQ is the determining factor in discerning whether or not someone is retarded.
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on July 27, 2011, 11:43:47 pm
ah, so it was trolling for dummies.  how quaint.

you could have at least taken the time to learn about the great trolls in the history of the internet.  such as the pickle guy.

pretending to be a retard is so played out, man.  you werent even able to keep yourself incognito for a full month.

oh, and just because i hate seeing an unbridged gap in logic:

IQ = mental age / chronological age * 100.  below average IQ indicates your mental age is lower than chronological age.  therefore, by definition, your mental development has been retarded..... making you a retard.


edit: tapped "1" too many times.
Title: Re: Concepts for problems. Reference Thread.
Post by: Tremulant on July 28, 2011, 12:20:00 am
I'm just going to leave this here
http://en.wikipedia.org/wiki/Mental_retardation

I can't believe i'm finding the lolling man less annoying than plague and rak at this point, hmm, no, maybe i can...
Title: Re: Concepts for problems. Reference Thread.
Post by: Plague Bringer on July 28, 2011, 12:52:06 am
Tremulant wins. qq
To be retarded is to be slowed. Therefore to be mental retardation = mental slowness. Semantic =/= science. I've been arguing semantics, though I think RAKninja-Decepticon may have been on the science side of things.
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on July 28, 2011, 03:28:34 am
Tremulant wins. qq
To be retarded is to be slowed. Therefore to be mental retardation = mental slowness. Semantic =/= science. I've been arguing semantics, though I think RAKninja-Decepticon may have been on the science side of things.
nah, he broke rule whatevernumber of arguing on the internet.

lolwiki.
Title: Re: Concepts for problems. Reference Thread.
Post by: Anonymoose on July 28, 2011, 04:14:04 am
You're a retard lulz. IQ is a score based on tests it measures your intelligence not approximately how much you can learn. Those in uneducated countries DO suffer from low IQ because they are uneducated so by using your previous logic a below average IQ=Retard.


 :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade: :grenade:
How long is a piece of string?
Title: Re: Concepts for problems. Reference Thread.
Post by: TheLollingManv2 on July 30, 2011, 08:10:19 pm
ah, so it was trolling for dummies.  how quaint.

you could have at least taken the time to learn about the great trolls in the history of the internet.  such as the pickle guy.

pretending to be a retard is so played out, man.  you werent even able to keep yourself incognito for a full month.

oh, and just because i hate seeing an unbridged gap in logic:

IQ = mental age / chronological age * 100.  below average IQ indicates your mental age is lower than chronological age.  therefore, by definition, your mental development has been retarded..... making you a retard.


edit: tapped "1" too many times.

I actually haven't been pretending to be a retard, I mentioned me having a BAIQ, but never stated I was a retard. And I've used this name many times in-game it's really not hard to find out who this account belongs to, but don't worry I have many other accounts that I've managed to keep myself incognito.
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on July 30, 2011, 09:52:23 pm
I actually haven't been pretending to be a retard, I mentioned me having a BAIQ, but never stated I was a retard. And I've used this name many times in-game it's really not hard to find out who this account belongs to, but don't worry I have many other accounts that I've managed to keep myself incognito.
IQ = mental age / chronological age * 100.  below average IQ indicates your mental age is lower than chronological age.  therefore, by definition, your mental development has been retarded..... making you a retard.

below average IQ is a nicer way of saying this.  i suggest you look up george carlin's bit on "the pussification of america".  we live in a day and age where no one wants to hurt someone else's feelings with a mean sounding word.

as for staying hidden, i feel this is mainly because no one with sufficient privileges gives a flying fuck.  it really isnt difficult to cross reference server connection logs.  hell, it would take less effort to write a script that does so for you.
Title: Re: Concepts for problems. Reference Thread.
Post by: TheLollingManv2 on July 31, 2011, 12:07:05 am
I actually haven't been pretending to be a retard, I mentioned me having a BAIQ, but never stated I was a retard. And I've used this name many times in-game it's really not hard to find out who this account belongs to, but don't worry I have many other accounts that I've managed to keep myself incognito.
IQ = mental age / chronological age * 100.  below average IQ indicates your mental age is lower than chronological age.  therefore, by definition, your mental development has been retarded..... making you a retard.

below average IQ is a nicer way of saying this.  i suggest you look up george carlin's bit on "the pussification of america".  we live in a day and age where no one wants to hurt someone else's feelings with a mean sounding word.

as for staying hidden, i feel this is mainly because no one with sufficient privileges gives a flying fuck.  it really isnt difficult to cross reference server connection logs.  hell, it would take less effort to write a script that does so for you.

I'm just going to leave this here
http://en.wikipedia.org/wiki/Mental_retardation

I can't believe i'm finding the lolling man less annoying than plague and rak at this point, hmm, no, maybe i can...



"It has historically been defined as an Intelligence Quotient score under 70.[1] Once focused almost entirely on cognition, the definition now includes both a component relating to mental functioning and one relating to individuals' functional skills in their environment. As a result, a person with a below-average intelligence quotient (BAIQ) may not be considered mentally retarded"

1. BAIQ is not synonymous with retard as you've stated previously
2. Nobody "gives a flying fuck" about the ramblings of an alcoholic mediocre comedian. So keep your "I suggest you look up" bullshit to yourself.
3. If nobody gave a fuck they wouldn't have figured out who I was in the first place.
4. You feed the "trolls" more than you feed in-game.

(http://stats.tremulous.net/tremstats/us1/_graph.php?type=kills_per_game&player_id=19289)


Title: Re: Concepts for problems. Reference Thread.
Post by: Plague Bringer on July 31, 2011, 03:50:00 am
TheTrollingManv2:

ONE: Attacking a person and not their arguements is fallacious and makes you look like a douche.

TWO: You cannot argue science vs. semantics. Whoever started the argument is right because, while both definitions are (technically) valid, you're arguing that they are not. To be slowed = to be retarded. Therefore mental slowness = mental retardation. Semantically speaking.
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on August 04, 2011, 05:06:46 am
i feed and feed and feed, yet at the end of the game, my score isnt much different than yours.  we place near each other on the leaderbords consistently.  i suppose that says more about you than me, as i tell everyone - i'm nothing special.

i seem to remember you talking a bit of shit in a clan thread.  as clans are the seeds of drama, i assume you'd know of no faster way to be "looked up".  the only reason anyone gave a fuck is because you were talking shit.... and i'm sure at least one person wondered if you could back it up.

if you dont like drunken rambling, allow me to again serve you the gist.  unfortunately, you are just smart enough to know what "retard" means, in the common vernacular.  they(the american psychiatric board, or whatever the institution that published the digest of mental illnesses and such) create these labels for you, the patient.  they know words like "retard" and "he is retarded" hurt your widdle feelings.  so they made a special little bracket for you , "below average iq".  still, by definition of your IQ, your mental age has been retarded, held back.  it does not measure up to your chronological age, unfettered by your mind's slow development.

oh, not to mention citing wikipedia in any internet disagreement is lol.  take the time to at least just cite the source the wiki used.  not only do i have to feed you, but i must teach you the ways of trolling as well.  you must have skipped past the "advanced" chapters in trolling for dummies, and only read up to chapter 5.  i seriously recommend chapter 6: "stealing sources while still doing your research the lazy way!"

when you are ready, return, and again try to snatch the pebble from my hand.
Title: Re: Concepts for problems. Reference Thread.
Post by: Tremulant on August 04, 2011, 01:01:08 pm
ONE: Arguing semantics makes you look like a douche.
fixed that for you.
Title: Re: Concepts for problems. Reference Thread.
Post by: Flux on August 04, 2011, 01:04:03 pm
rak ninja u have [baslick][gragner] next to your name??
Title: Re: Concepts for problems. Reference Thread.
Post by: Plague Bringer on August 04, 2011, 06:17:17 pm
ONE: Arguing semantics makes you look like a douche.
fixed that for you.
Yes, that too. My point stands.
Title: Re: Concepts for problems. Reference Thread.
Post by: TheLollingManv2 on August 04, 2011, 10:41:41 pm
i feed and feed and feed, yet at the end of the game, my score isnt much different than yours.  we place near each other on the leaderbords consistently.  i suppose that says more about you than me, as i tell everyone - i'm nothing special.

I would really like to see proof of this. Sure we might place close to each other on the scoreboard, but there's probably a significant point gap.


i seem to remember you talking a bit of shit in a clan thread.  as clans are the seeds of drama, i assume you'd know of no faster way to be "looked up".  the only reason anyone gave a fuck is because you were talking shit.... and i'm sure at least one person wondered if you could back it up.

Clan's are not only the "seeds of drama", but they're what's keeping this game alive. Sure I talk shit, why not? I have backed it up in the past and I can back it up now.

oh, not to mention citing wikipedia in any internet disagreement is lol.  take the time to at least just cite the source the wiki used.  not only do i have to feed you, but i must teach you the ways of trolling as well.  you must have skipped past the "advanced" chapters in trolling for dummies, and only read up to chapter 5.  i seriously recommend chapter 6: "stealing sources while still doing your research the lazy way!"


You "teaching me the ways of trolling" while you're currently being "trolled"

(http://hypervocal.com/wp-content/uploads/2011/07/irony.jpg)


Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on August 05, 2011, 07:42:06 am
not really a big gap.  we fluctuate about thirty points either way, most games.  if you want proof, do your own homework.  i'm not about to look up and cross reference games.

backing up shittalk is beside the point.  what i was saying before you got carried away with pointless posturing, is that you figuratively put a bright green neon sign on your face that reads "look me up". 

yes, teaching you the way.  it is an art, and you make it look bad.  you're so inept that you started an unwinnable argument, rather than made someone else's argument unwinnable.

i mean, you admitted to being a retard, the least i can do is to show you how to do what you were attempting to do correctly.
Title: Re: Concepts for problems. Reference Thread.
Post by: Tremulant on August 05, 2011, 01:56:45 pm
By the power of bad, lazy maths, making up random numbers and stupid assumptions about the way tremstats works, i've come up with some points per minute values for a few of us.


Me (http://stats.tremulous.net/tremstats/us1/player_details.php?player_id=3162)
16.5/ppm

Vape(that's the lollingman, right?) (http://stats.tremulous.net/tremstats/us1/player_details.php?player_id=20173)
13.6/ppm

Rak (http://stats.tremulous.net/tremstats/us1/player_details.php?player_id=19729)
8.2/ppm

As i said, failmaths is likely at work here, it's just for fun.
Title: Re: Concepts for problems. Reference Thread.
Post by: TheLollingManv2 on August 05, 2011, 05:35:14 pm
not really a big gap.  we fluctuate about thirty points either way, most games.  if you want proof, do your own homework.  i'm not about to look up and cross reference games.

I'm supposed to do homework to prove your accusations correct? Hmph.


backing up shittalk is beside the point.  what i was saying before you got carried away with pointless posturing, is that you figuratively put a bright green neon sign on your face that reads "look me up". 

yes, teaching you the way.  it is an art, and you make it look bad.  you're so inept that you started an unwinnable argument, rather than made someone else's argument unwinnable.

i mean, you admitted to being a retard, the least i can do is to show you how to do what you were attempting to do correctly.

It actually isn't besides the point, backing up your shittalking gives you credibility, it's the difference between getting insulted about skill by RAKninja-Depeticon, and getting insulted by a well-known skilled player.

It's actually not an art, and you arguing a point in an "unwinnable" argument started by me proves my point that I am in fact doing it correctly.
Title: Re: Concepts for problems. Reference Thread.
Post by: Plague Bringer on August 05, 2011, 06:42:36 pm
Unwinnable isn't always a two way street.
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on August 05, 2011, 07:54:21 pm
By the power of bad, lazy maths, making up random numbers and stupid assumptions about the way tremstats works, i've come up with some points per minute values for a few of us.


Me (http://stats.tremulous.net/tremstats/us1/player_details.php?player_id=3162)
16.5/ppm

Vape(that's the lollingman, right?) (http://stats.tremulous.net/tremstats/us1/player_details.php?player_id=20173)
13.6/ppm

Rak (http://stats.tremulous.net/tremstats/us1/player_details.php?player_id=19729)
8.2/ppm

As i said, failmaths is likely at work here, it's just for fun.
you happen to get all of my qkeys?  ive been having problems, and the one linked to my sig hasent been working for a while now.  i came up with 7.10, with rounding hours to the nearest, and not subtracting spec time.  incidentally, i came up 8.29 subtracting the spec time.

incidentally, points per game measure up like this:

me - 88

vape - 97

tremulant - 149

from this i'd say tremulant and i have a significant point gap.  vape and i, not so significant.

also, i must apologize, all this time i've been confusing vape with flux.  either way, vape's real performance is not impressive, either.  only slightly better than i, and i am the feed king.

you'd think that as vape is so much better than i am, he'd be outscoring me by twice as much, like the players who really are much better than i am consistently do.  as it stands, he is not much better than i, even with a clanmate as backup.

yes, vape.  if you are interested enough to know, you must find out for yourself.  despite thinking you were flux, i see now from your actual alias list that my assertion that we are not far apart in the score department was correct.  i also see that you have spiked over a hundred deaths a match, with less than 50 kills in those matches, a dubious feat i have never been able to replicate. (best i seem to find is 40/70 and 20/75 for myself).  you have no credibility with me, and just seem to be mewling of attention.  so, in that way, yes your supposed ability to back up your shittalk is irrelevant to the fact that said shittalk was the cause of your great "unmasking", if you pardon the expression.  that, for the third time, was the point.  no one cared who you were, till you opened your yap and basically asked them to find out.  no, your posturing will not change the point.

you should not feel so insulted, this is what i mean about a thin skin.  i've merely been pointing out facts to you for a few pages now.  people think you're mean when you insult retarded people, and i certainly dont want that.

the fact that you fail to appreciate trolling as an art shows you how ignorant about the matter you are.  there are subtle intricacies involved that you just keep failing to grasp.  for example, you are using a classic strawman defense, common to those trying to retreat from the corner they have talked themselves into.  you have conveniently glossed over the fact that your own position was the unwinnable one.

to display such a response in the face of not being able to win your own argument is a sure sign that i, not you, am the one doing it correctly.
Title: Re: Concepts for problems. Reference Thread.
Post by: Tremulant on August 05, 2011, 08:38:52 pm
incidentally, points per game measure up like this:
i specifically avoided points per game as i have a feeling that "Games" includes all games sat through as a spec, and there's no way to deal with that.

take your points per minute value, multiply it by the average length of a game, that must surely be far more representative than your points per game figures.
Title: Re: Concepts for problems. Reference Thread.
Post by: Nux on August 05, 2011, 09:40:35 pm
at the risk of feeding the troll and keeping the thread derailed

That was 2 pages ago. How do you feel now? :D

Simple thread for people to list their simple ideas for fixes of trems issues no matter the issues they bring for. Make a separate thread to debate your ideas as this is simply a reference thread.

Oh! How naive you were, SirDude.
Title: Re: Concepts for problems. Reference Thread.
Post by: Qrntz on August 05, 2011, 11:39:26 pm
(http://bfolder.ru/_ph/2/2/781346921.gif)
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on August 06, 2011, 06:58:39 pm
incidentally, points per game measure up like this:
i specifically avoided points per game as i have a feeling that "Games" includes all games sat through as a spec, and there's no way to deal with that.

take your points per minute value, multiply it by the average length of a game, that must surely be far more representative than your points per game figures.
i had thought about doing that, but i was unwilling to do that much more math. was multitasking at the time.
Title: Re: Concepts for problems. Reference Thread.
Post by: TheLollingManv2 on August 07, 2011, 07:31:47 am
By the power of bad, lazy maths, making up random numbers and stupid assumptions about the way tremstats works, i've come up with some points per minute values for a few of us.


Me (http://stats.tremulous.net/tremstats/us1/player_details.php?player_id=3162)
16.5/ppm

Vape(that's the lollingman, right?) (http://stats.tremulous.net/tremstats/us1/player_details.php?player_id=20173)
13.6/ppm

Rak (http://stats.tremulous.net/tremstats/us1/player_details.php?player_id=19729)
8.2/ppm

As i said, failmaths is likely at work here, it's just for fun.
you happen to get all of my qkeys?  ive been having problems, and the one linked to my sig hasent been working for a while now.  i came up with 7.10, with rounding hours to the nearest, and not subtracting spec time.  incidentally, i came up 8.29 subtracting the spec time.

incidentally, points per game measure up like this:

me - 88

vape - 97

tremulant - 149

from this i'd say tremulant and i have a significant point gap.  vape and i, not so significant.

also, i must apologize, all this time i've been confusing vape with flux.  either way, vape's real performance is not impressive, either.  only slightly better than i, and i am the feed king.

you'd think that as vape is so much better than i am, he'd be outscoring me by twice as much, like the players who really are much better than i am consistently do.  as it stands, he is not much better than i, even with a clanmate as backup.

yes, vape.  if you are interested enough to know, you must find out for yourself.  despite thinking you were flux, i see now from your actual alias list that my assertion that we are not far apart in the score department was correct.  i also see that you have spiked over a hundred deaths a match, with less than 50 kills in those matches, a dubious feat i have never been able to replicate. (best i seem to find is 40/70 and 20/75 for myself).  you have no credibility with me, and just seem to be mewling of attention.  so, in that way, yes your supposed ability to back up your shittalk is irrelevant to the fact that said shittalk was the cause of your great "unmasking", if you pardon the expression.  that, for the third time, was the point.  no one cared who you were, till you opened your yap and basically asked them to find out.  no, your posturing will not change the point.

you should not feel so insulted, this is what i mean about a thin skin.  i've merely been pointing out facts to you for a few pages now.  people think you're mean when you insult retarded people, and i certainly dont want that.

the fact that you fail to appreciate trolling as an art shows you how ignorant about the matter you are.  there are subtle intricacies involved that you just keep failing to grasp.  for example, you are using a classic strawman defense, common to those trying to retreat from the corner they have talked themselves into.  you have conveniently glossed over the fact that your own position was the unwinnable one.

to display such a response in the face of not being able to win your own argument is a sure sign that i, not you, am the one doing it correctly.

Your points per game calculations are completely flawed and just wrong. The PPM's that Tremulant posted are not, and those show that I am almost in fact double the player that you are. If you also look at my Kills by Weapon, my top 3 are Rifle, Mass Driver, and Marauder Claw. I'd hardly call those "point getters" I play for fun, and mess around most of the time, yet my scores are far better than yours. The problem with pulling stats is they can't really bridge the gap between a good player, and a great one. They can however differentiate a completely horrible player (a noob such as yourself), and a sub-par, but somewhat good player.

i also see that you have spiked over a hundred deaths a match, with less than 50 kills in those matches, a dubious feat i have never been able to replicate. (best i seem to find is 40/70 and 20/75 for myself).

I don't what stats you're looking at, but I don't have any games where I have over 45 deaths. I do however have multiple games where I have well over 100 kills. A feat that you have never been able to replicate.  :-*


a nobody such as yourself should not get into a dick measuring contest with anyone. You haven't been in any credible competitive clans. You perform worse than most polaks in public games on US1, and nobody in this game respects or cares for your opinion.

also, i must apologize, all this time i've been confusing vape with flux.  either way, vape's real performance is not impressive, either.

Flux is easily one of the top 5 players in the game right now, and for you to say his performance isn't impressive either says volumes about your stupidity and knowledge of this game.

So Mr. Decepticon please go back to your homeworld of Cybertron and leave these forums because nobody cares about what you have to say anymore.
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on August 07, 2011, 09:22:45 am
let me correct my flawed math, as tremulant was so kind to point out it's error.

tremulant: 184

vape: 98

me: 88

this was done by multiplying score per minute (score * (total time - spec time)) by average game length (total non spec minutes / number of games)

big difference from previous calculations, i know.

vape, 50% != "double".  the term you want is "half again as good as", and even then, this only applies if you look at the data in one way.  you say MY math is completely flawed.

speaking of stats, you'll note that my top killer is basi claw.  that's hardly something you'd expect loads of points from, eh?  you can even see that i havent really killed all that many buildings.  rather than think youself a "good player" it's time you face the sad fact that you are just about as sub-par as i am.  i've never made any big deal about how good i am, because i'm not.  i am making a big deal of the fact that you are not really any better than i am. 

what stats i'm looking at?

this one (http://i263.photobucket.com/albums/ii132/rakninja/junk/Screenshot-1-1.png)

taken from your own tremstats.

you'll also note the lack of any 100 kill matches.

yea, i'm nobody.  i dont have any interest in clans.  i dont particularly care if anyone respects or agrees with my opinion.  i'll voice it regardless, as it gives me enjoyment to do so.

oh, and if you think flux is top 5, i'd like to know who the other four are, because flux is quite far behind a few people i've played.

again and again you try to twist this into a dick measuring contest.  that is not what we were talking about.   we were talking about how you are mentally retarded, and fail to appreciate the fine art of trolling.  oh, and there was a little bit about you being an attention whore, but i fear that may have been too subtle for you to catch.

try harder young grasshopper.  you may one day snatch the pebble, but today is not that day.
Title: Re: Concepts for problems. Reference Thread.
Post by: K-otic on August 07, 2011, 09:38:31 am
Great thread, would read again.
Title: Re: Concepts for problems. Reference Thread.
Post by: Asvarox on August 07, 2011, 11:40:44 am
what stats i'm looking at?

this one (http://i263.photobucket.com/albums/ii132/rakninja/junk/Screenshot-1-1.png)

taken from your own tremstats.

you'll also note the lack of any 100 kill matches.
My dear, green line means kills, blue deaths and red tks.
Title: Re: Concepts for problems. Reference Thread.
Post by: SirDude on August 07, 2011, 01:43:34 pm
at the risk of feeding the troll and keeping the thread derailed

That was 2 pages ago. How do you feel now? :D

Simple thread for people to list their simple ideas for fixes of trems issues no matter the issues they bring for. Make a separate thread to debate your ideas as this is simply a reference thread.

Oh! How naive you were, SirDude.


Ironically I intended to see how far people would go to insult me without me actually doing anything.


My Expectations where both Passed, Exceeded, and outright Missed all at the same time.

And the best part! Its not my fault! I'm scotch free!
Title: Re: Concepts for problems. Reference Thread.
Post by: Nux on August 07, 2011, 03:56:05 pm
incidentally, points per game measure up like this:
i specifically avoided points per game as i have a feeling that "Games" includes all games sat through as a spec, and there's no way to deal with that.

take your points per minute value, multiply it by the average length of a game, that must surely be far more representative than your points per game figures.

How do you calculate your average length of game? Time played divided by that "Games" you didn't want to use?

(Points/Time)*(Time/Games) = (Points/Games)

EDIT: Now some of MY stats (to the nearest half) :D

Average Game:
Score = 201
Kills = 22.5
Deaths = 10

Human Game:
Massdriver Kills = 9
Dretch Bite Deaths = 3

Alien Game:
Dragoon Claw Kills = 6
Rifle Deaths = 3.5


Structure Stats (to 2 decimal places)

Human Game:
Telenodes Built = 0.16
Eggs Destroyed = 1.71

Alien Game:
Eggs Built = 0.54
Telenodes Destroyed = 0.36
Title: Re: Concepts for problems. Reference Thread.
Post by: Tremulant on August 07, 2011, 10:44:54 pm
incidentally, points per game measure up like this:
i specifically avoided points per game as i have a feeling that "Games" includes all games sat through as a spec, and there's no way to deal with that.

take your points per minute value, multiply it by the average length of a game, that must surely be far more representative than your points per game figures.

How do you calculate your average length of game? Time played divided by that "Games" you didn't want to use?

(Points/Time)*(Time/Games) = (Points/Games)
I have no idea how you'd go about it, which is why i didn't bother. Does this take into account Time spent as a non-scoring spec and Games spent on an otherwise empty server that always go to TL?
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on August 08, 2011, 08:13:54 pm
it's an estimate, close enough for a proven point.

especially comparing players without much spec time.
Title: Re: Concepts for problems. Reference Thread.
Post by: Asvarox on August 08, 2011, 09:47:54 pm
it's an estimate, close enough for a proven point.
and the point is?
Title: Re: Concepts for problems. Reference Thread.
Post by: Tremulant on August 08, 2011, 10:27:40 pm
it's an estimate, close enough for a proven point.
and the point is?
That RAKninja isn't very good?
Title: Re: Concepts for problems. Reference Thread.
Post by: jm82792 on August 08, 2011, 10:39:32 pm
I have a suggestion.
The website for Tremulous isn't inviting,
the main point for a newbie is to get them to download Tremulous not (initially) the community stuff.
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on August 09, 2011, 05:37:06 pm
it's an estimate, close enough for a proven point.
and the point is?
That RAKninja isn't very good?
no, that was never under debate.  the point was that vape is an attention whore.

josh, what do you suggest, every thread be about how awesome tremulous is and how you should download it?
Title: Re: Concepts for problems. Reference Thread.
Post by: jm82792 on August 09, 2011, 08:39:25 pm
Please show me where I have previously suggested how awesome is it and how people have to compulsively download it.
Tremulous is undergoing negative entropy and we need to think about attracting people once 1.2 is out to keep things running.
This whole thread seems to be going down hill(Sirdude had a good intentions for this thread),
and I doubt we will make any form of a conclusion in regards to the scoring system--- unless we have some actual numbers derived from the source code itself.
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on August 09, 2011, 10:41:47 pm
Please show me where I have previously suggested how awesome is it and how people have to compulsively download it.
Tremulous is undergoing negative entropy and we need to think about attracting people once 1.2 is out to keep things running.
This whole thread seems to be going down hill(Sirdude had a good intentions for this thread),
and I doubt we will make any form of a conclusion in regards to the scoring system--- unless we have some actual numbers derived from the source code itself.
i did not mean to suggest you had said that.  what you seem to want out of the forums is actually the job of the frontpage.  of course us, non-dev-team players, can do our part by spreading the news and such.  but that does not really leave a lot of room for discussion.  the thread isnt a total loss, at the beginning it provided good discussion fodder, then it turned into trolling 101.

as for scoring, scoring is just statistics, and any rube knows you can manipulate statistical data to say whatever you want to say.
Title: Re: Concepts for problems. Reference Thread.
Post by: jm82792 on August 09, 2011, 11:12:57 pm
Please show me where I have previously suggested how awesome is it and how people have to compulsively download it.
Tremulous is undergoing negative entropy and we need to think about attracting people once 1.2 is out to keep things running.
This whole thread seems to be going down hill(Sirdude had a good intentions for this thread),
and I doubt we will make any form of a conclusion in regards to the scoring system--- unless we have some actual numbers derived from the source code itself.
i did not mean to suggest you had said that.  what you seem to want out of the forums is actually the job of the frontpage.  of course us, non-dev-team players, can do our part by spreading the news and such.  but that does not really leave a lot of room for discussion.  the thread isnt a total loss, at the beginning it provided good discussion fodder, then it turned into trolling 101.

as for scoring, scoring is just statistics, and any rube knows you can manipulate statistical data to say whatever you want to say.
Yes exactly, it's not directly related to Tremulous.net's front page needs to attract people.
I also agree this thread isn't a loss, but it does seem that not much in general comes form this forum that's useful :(
Title: Re: Concepts for problems. Reference Thread.
Post by: RAKninja-Decepticon on August 10, 2011, 07:15:34 am
i'll agree to that last bit.  it seems fairly common in smallish gaming communities online.  especially for older games.

i've only come across a few exceptions, but amazingly enough, they are for single player games.
Title: Re: Concepts for problems. Reference Thread.
Post by: Flux on August 12, 2011, 07:14:36 pm
at u can c, dis rakninja and tremulant have many talens :police: