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Self-balancing

Started by November 13, 2002 06:10 PM
15 comments, last by beantas 22 years, 2 months ago
I was thinking use the vote in game to adjust various gameplay parameters on the fly for that server, not some kind of poll on the website of the mod. Basically and extension to the vote map and vote player options you see in CS, except you''d have vote damage, vote weapons, vote game type, etc.
1)Hack protection would be needed soooo badly.
2)Can you say: CT''s voting to up their weapons, T''s voting to up theirs....chaos ensues?

-Ryan "Run_The_Shadows"
-Run_The_Shadows@excite.com
-The Navidson Record! The best film you''ll never see!
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quote: Original post by Run_The_Shadows
1)Hack protection would be needed soooo badly.
2)Can you say: CT''s voting to up their weapons, T''s voting to up theirs....chaos ensues?

No, everything would apply to all sides. You''re right about the hack protection, but players would have limited ability to alter the game. Although a weapon could become slightly overpowered or slightly underpowered, or weapons that should be available could get banned, it won''t be ridiculous.

The system may allow for the game to turn into only snipers or only knives or something, but it wouldn''t be designed to put anyone at a horrible disadvantage. It''s purpose is to cull out weapons that player''s perceive as overpowered or ineffective, or perhaps making certain weapons slightly more or less effective, but keeping things from becoming overpowered. Just a suggestion, I didn''t really think it through before I came up with it. I''d rather see people build on it and fix problems than see it get shot down.
It''s just ineffective. As most voting systems on public games are right now.
If you set the vote-limit too low(say, 40-50% of the server) suddenly you see mapchanges every 5 minutes.
If you set it too high(as my favorite server has it) then you never see any vote get passed on anything.
Balance is an impossible issue, you can only hope to correct it slowly and surely while retaining everything''s sense of individuality. It''s just a problem all around, and some mods deal with it better than others. Allowing the players to choose will not work, though, as much as I''d like to think it would.

-Ryan "Run_The_Shadows"
-Run_The_Shadows@excite.com
-The Navidson Record! The best film you''ll never see!
quote: Original post by Run_The_Shadows
It''s just ineffective. As most voting systems on public games are right now.
If you set the vote-limit too low(say, 40-50% of the server) suddenly you see mapchanges every 5 minutes.
If you set it too high(as my favorite server has it) then you never see any vote get passed on anything.

I''ve never had problems with votemap in CS. Even if voting for gameplay choices isn''t a "perfect" balancing mechanism it could end up as an interesting feature, especially on servers where people don''t have decision making problems.
I don''t think I''d ever want anything left to democracy when CS is so well-known for having such an immature community. Perhaps for some other games where the players are a bit more mature, such as the Rainbow Six games.

I do wonder how and why CS got to the point of having so many pointless guns. Honestly, it seems impossible to actually balance that many "normal ballistics" weapons to the point where each is unique and serves a unique purpose.
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I''ll leave self-balancing alone, I''d like to dream it''s possible, but I know in my core that it isn''t(at least for a while).

As for how CS got how it is...You have to have been playing it since the early to mid betas to understand. Things started getting added out of place when the game got extremely popular, and it''s been downhill since then. 1.5 is *nothing* like the b5.2 I started with.

-Ryan "Run_The_Shadows"
-Run_The_Shadows@excite.com
-The Navidson Record! The best film you''ll never see!

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