Jump to content

thomtree

Members
  • Posts

    82
  • Joined

  • Last visited

Everything posted by thomtree

  1. thomtree

    Server Tools

    why he spam this here ? 2016-07-04 15:57:27 3110.088 INF [sERVERTOOLS] Entity Class Name is: Backpack 2016-07-04 15:57:27 3110.088 INF [sERVERTOOLS] Entity Class Name is: Backpack 2016-07-04 15:57:27 3110.088 INF [sERVERTOOLS] Entity Class Name is: Backpack 2016-07-04 15:57:27 3110.088 INF [sERVERTOOLS] Entity Class Name is: Backpack 2016-07-04 15:57:27 3110.088 INF [sERVERTOOLS] Entity Class Name is: Backpack 2016-07-04 15:57:27 3110.088 INF [sERVERTOOLS] Entity Class Name is: Backpack
  2. thomtree

    Server Tools

    no new features here ? :-( :-( :-( :-( :-(
  3. Is there a way too to load custom icons for blocks ?
  4. The givexp command is broken. I try many times to give a player some xp to a skill and he said he give the xp but it dont work.
  5. Hey alloc, can you add a player search bar in the web map ? So i can write a name in that search bar and he show me the offline or online player.. It would be nice. I have some hundred offline players... Thanks!
  6. thomtree

    Server Tools

    The clan chat have problems. I can not remove my clan. He said everytime that the name was not found. If i want to create a clan that he said i am already created the clan. And i want to use that tools in 2 Servers... So can you fix that we can use this for 2 servers ?
  7. Part 2 Additionally Raid-Rockets could be introduced but we have not done that so far. They would have to be half as strong as Raid-Dynamite and would cost twice as much gun powder as normal rockets, plus 4 ducttape. Time Management Tools Tools are currently strong enough in our opinion. The problem is, as mentioned before, that x>1 pickaxes are faster in destroying a block than x>1 augers. This has to be fixed. Raid Time It is perfectly normal to spend alot of time destroying claimed blocks. It may seem like a pain for someone who does not raid on a daily basis, but you get used to it and it does give the base owner time to defend. Block Multiplier In order to make time management more individual on servers, blocks could be grouped and be given a multiplier, which the admin can change from the standard value. Blocks could be grouped into: Voxelblocks Wood Concrete / Steel Esthetics (Adobe, Cobblestone, Flagstone, etc.) Scrapiron OP due to skills and quality Currently weapons deal 200% damage and armor absorbs 200% damage when the relevant skills and quality are at maximum value. This makes it virtually impossible for a new player to kill a high-end player. If the values would be reduced, all high-end players would be unhappy and not invest time into skilling anymore, as it wouldn’t make a notable difference and any noob can kill them. Everyone has a different opinion about this. To solve the issue we suggest to introduce a multiplier for the boost quality and skills give. This multiplier has to be adjustable by the admin in the server settings. This way, every server can fine tune the settings and make it as easy or difficult as they want. Like before, the relevant items could also be assigned to groups, to make adjustments easier for the admin. Part 3 Next Post - - - Updated - - - Part 3 Our ideas Chat feedback for pvp kills We would like to have the feature back, where it says Player X killed Player Y in chat. PvP Players are very aware of their reputation and love for everyone to see, when they kill someone. This is also a demoralisation aspect during raids. Score System Currently points are mainly awarded for killing zombies. We’d welcome it, if player kills would also be rewarded with points. To make this a little more interesting, a system could be created, which awards more points for killing players who have a higher level than oneself and the other way round. FPS Drops Until this day, FPS drop drastically when other players are near oneself. This makes PvP fights increasingly difficult and annoying. Bulletproof Glass We created a modified copy of the business glass block called bulletproof glass. It has 9000 hitpoints (like reinforced concrete). It costs 50 lead (in forge, not scrap), 200 molten glass and 5 clay. This new block offers tons of new tactical options in base building and PvP. You can actually see who is behind a door by integrating bulletproof glass blocks in your base design, without having to worry about getting shot through it, like it is the case with iron bars. We’d love for this block to make it into the set of standard game blocks. It would be great, if all block types (pillars, ramps, etc.) that exist for concrete, would also be made for bulletproof glass. The only issue is, that when building with completely see-through blocks, the preview of the block (just before placing it) can hardly be seen at all, so it is difficult to rotate ramps etc. in the desired position. Perhaps it is possible to have the block more visible in the preview?! Embrasures Embrasure blocks would be great, especially for PvP servers. Embrasures are currently created by putting two ramp blocks on top of each other, to create a slit between them. It would be nice to have a single block that does the job. Perhaps have ½ and ¼ size versions of it as well. Alarms Another idea we had to increase base security is to have alarm blocks. This could be a pressure plate landmine, which doesn’t explode but upon activation causes a loud tone and the smoke of an airdrop to appear. This instantly alerts the base owner, that an intruder (or zombie) is heading his way. Tools Damage vs Different Materials We noticed that different tools do not deal different damage on different materials in claimed territory. A fireaxe for instance makes 1 dmg to a claimed wooden chest. Fists also make 1 dmg to said chest. Therefore it is faster to open a claimed wooden chest with your fists than with a fireaxe. This has to be fixed. Enemy Marker Like in other games, we’d like 7d2d to have a hotkey that marks enemies when they are in the player’s crosshair. Marking them could make a little marker hover above them, that can be seen by the player and his friends for a short duration of time (20 seconds for example). Especially during PvP matches with loads of players, it can get confusing who is who and friendly fire is a constant issue. This feature would make scouting players and their behaviour alot better. Map Marker Description Map markers are awesome but unfortunately there are too few characters for the description. On a PvP server I’d like to be able to set a marker on an enemy base and write the names of the players who live in that base into the marker description. This is currently not possible. Weapon Damage Decoupling Currently weapon damage is directly coupled to the difficulty setting of a server. It would be great to have the option to remove the coupling and set weapon damage modifiers individually for explosives, firearms, melee weapons, etc. Also a modifier for block damage and entity damage would be great. This helps fine tuning the server to the desired difficulty. Clipping bugs All still existing clipping bugs have to be fixed. There is no point in having an underground base, if someone can see through faulty map textures. Server update pre-release The update for servers should be launched a few hours before the client updates are launched, so server admins have enough time to update their servers and implement all xml changes etc. Craftable oil As the augers require rather large amounts of repair kits now when raiding, we made oil craftable on our server. It costs 100 oil shale to make 1 oil. Backpack drop on quit When players log out and server settings are set to drop inventory on quit, the drop can be circumvented by closing the process structure of 7d2d in task manager. Admin Teleport Animation Animation has to be removed and admin should be able to teleport to a given user via the player list. Admin needs to have invisible mode to spy on users. There should also be a player cam, so the admin can view through the eyes of the player, what the player is doing. This makes it much easier to spot cheaters or glitch users. God Mode God mode doesnt work. It enables you as the admin to fly through blocks, but it does not make you invulnerable. Item Description Item description for newly made items does not get sent to other players on the server. They still see the standard description of the original item. Conclusion When asking 3 players you get 5 opinions. That’s normal. Everyone has different preferances and we will not find a one-fits-all setting. In conclusion we can say that the most important issue is to give server admins as many adjustments as possible, so they can fine-tune their servers and make them just as difficult / easy, noob / pro friendly, etc. as they like. We would like to take this opportunity to invite you, Gazz, to our server, so you can take a look at what we believe to be (and our active community prooves us right) a good PvP server. You are also welcome to visit us on teamspeak: ts3.nopainnogaincommunity.de
  8. Hello Gazz, I’m writing this on behalf of the players and the admin from nopainnogaincommunity.de,the most active pvp server according to the gametracker website. We are glad, that the pvp aspect is finally getting more attention. We have gathered information from our players and admin, regarding the points you mentioned and suggestions we have, so people to enjoy the pvp aspect of 7d2d more. The most important aspect of a server is the admin. He is the one, who defines the rules and the settings, which in turn define if the server is for beginners, advanced gamers or pro’s. As every server is different and players have different levels of game experience, it is impossible to define a clear set of data, to suit everyone’s needs. On a pvp server, experience is one of the most crucial points, when talking about base building, scouting, raiding, recovery, etc. We’ll first address the points you made in your posts and then offer some of our own thoughts, experiences and data. Sound Sound Bugs It is of utmost importance to fix the still existing sound bugs of the AK 47 and the Auger. When sneaking around (or inside) an enemy base, switching to the AK will cause a loud shooting sound, which instantly makes the base owner aware of intruders. The auger on the other hand makes a constant augering sound after being used for a short while. This sound stays even when not augering or switching to a weapon / other tool. The base owner can easily locate the intruder by that continuous auger sound. Stomach Growl The growling of the stomach is a good feature to remind the player to eat but we perceive it as too loud. It should not be possible to hear it as far as it currently can be heard. Also, any experienced player will not go to a raid, while starving. On the other hand, no player who has a base should be starving in it, as he can gather large amounts of food in a small time period, either by growing crops in underground or tower gardens or spend some time hunting and setting up a stock of provisions. Sound Distance Arguably the most pressing issue regarding sound is the distance it can be heard at. This used to be extremely far (Pickaxes could be heard at 7km for example). There is still some lack of realism, as the pickaxe or stone axe sounds can be heard further, than those of explosions for instance. We suggest to create different sound categories like: explosions, tools, motorized tools, firearms, chests, walking, etc. and to give each of them a certain sound range. This sound range should easily be editable by the admin, so if he believes a sound to travel too far or not far enough, he can change it by changing a number in the server settings. Suggestions for base values: Explosions: 3km Firearms: 2km Motorized tools: 1,5km Tools: 800m Chests, walking, safes: 300m Offline Raiding Auto Turrets Auto turrets are a cool idea and have already been implemented by the modding community. If these are going to be implemented in the main game as well, they must work properly. They have to recognize owner, friends and enemies and they should not be fooled easily. If auto turrets were to be used on a pvp server to protect a base, I as a raider would simply find out their range, place a bedroll right at the border and let them shoot me & respawn until their ammo is used up. Perhaps even hiding behind a rock might make the turret waste it’s ammo. We believe auto turrets to be a good idea, but they have to do their job properly. Griefing You mentioned your experience of logging back into the server and finding your base reduced to rubble. Some admins allow this kind of action, though it is not allowed on our server and so far it has proven to be a good rule to not allow griefing. Destroying what’s neccessary to get into a base, at chests and keystones and get back out is fine. Making parts of a base collapse or even destroying the entire base is pointless in our eyes. We have seen servers been raided empty by the alpha team before. Players who had their base destroyed tend to leave the server, as they are pissed off and have to start all over again, so they may as well go to another server for it. As someone who raids alot, I made the experience that it is better to steal everything from a base, but leave it as whole as possible, so the owner can build himself up again. That way, I can raid that base again later on and the owner can learn from having been raided and improve his defenses. When it comes to griefing, it is also very important to have an active admin, who checks the raids and ensures everything is going according to the rules. If the admin is not online, a bot can be used to record what is happening on the server, so if there are any complains, the admin can retrace the steps the raiders took. Offline Raiding Offline raiding is most of all a trade of resources (materials and time) and a pinch of psychological warfare (lots of empty safes, hidden chests, fake rooms, traps, etc.) Both raiding and raid protection are arts in and of themselves. It is not merely augering blocks for hours on end. Here again, experience comes into play on both sides. This experience can only be obtained by raiding / getting raided many times and learning from the mistakes. Dynamic Claim Modifier It might be worth thinking about implementing dynamic claim modifiers (DCM) though, as it is very easy for high-end raiders to get into a new player’s base. The DCM could make the claim protection extremely high (for example x200) within the first few days and have it gradually reduce to the server’s standard claim protection setting. This way, it is extremely costly to raid a noob base, however the noob is under time pressure to make his base safe. The DCM should be optional and the extra claim protection and the duration should be changable by the admin in the server settings. Different Claim Blocks Another idea in regards to claims is to have several different claim blocks, with different ranges. Obviously the greater the range, the more expensive the claim block has to be. Again, this should be an option for the admin to choose. If he does not want to use it, he can simply not tick the box in the server settings and use the current system. Offline Claim Protection It is not surprising, that most players you talked to didn’t know about the offline claim protection, as it does not work. The idea is good but if you intend to implement this feature in future builds, please make it work. Loss and recovery Random Spawn Points The current system of fixed spawn points leads to the problem you encountered. People will either put spikes or cages at the spawn points. The logical conclusion is to have truely random spawn points rather than a set of fixed ones. It has to be noted though, that cages, spikes, etc. at spawn points are considered griefing on our server and are punishable by ban. Therefore it is a matter of the admin and the server policy again. We recommend you getting in touch with Smegz0r on steam. He has a bot that has a very good system of setting up random spawn points. The radius of the spawn points should also be adjustable by the admin in the server settings. Harvest Multiplier We like the idea of a harvest multiplier, though this should also not be fixed, as it plays a direct role in the difficulty of the server. Make it optional and adjustable by the admin as well please. Explosives and rockets As you are interested in player experience concerning rockets and explosives, we gathered some data for you. Our server runs with a 32x multiplier and we tested everything at highest skills, highest quality and used double reinforced vault doors as our test objects. We also modified the auger, so it deteriorates 5x slower, as the standard setting renders the auger useless. A raider would have to carry an entire inventory of repair kits into a raid, which is dropped on death on our server. The auger deals 5 dmg per hit, which means it takes around 20 minutes to break down the vault door. The pickaxe deals 18 dmg per hit, but as the hits come in a much less rapid succession than those of the auger, it takes around 35 minutes to break down the vault door. This is where the first problem arises, as there is still a bug when using more than one auger on the door (or any other block). The second auger tends to “repair” some of the damage the first auger made. We believe this to be due to the rapid hits that the auger does. Therefore, 4 augers break down a door much slower than 4 pickaxes do. Not to mention the auger sound bug, which usually causes players to lower their in game sound to zero. The rocket launcher deals 18 dmg per hit and is therefore just as strong as a single pickaxe hit. This renders the rocket launcher useless on our server settings. The same goes for dynamite. As TNT can not be placed in claimed territory, it is out of the question. As there are currently no effective explosives, we introduced a new kind of dynamite called Raid-Dynamite. The specs are: Range: 3 Damage (block): 9000 (xml value) Damage (entity): 50 Damage on claimed blocks: 564 Costs: 2 plant fiber, 20 paper, 2 ducttape, 100 gun powder Using Raid-Dynamite, you can break down formerly mentioned vault door with 43-44 sticks of Raid-Dynamite. Additionally Raid-Rockets could be introduced but we have not done that so far. They would have to be half as strong as Raid-Dynamite and would cost twice as much gun powder as normal rockets, plus 4 ducttape. Part 2 in Next Post
  9. thomtree

    Server Tools

    I have the gimme feature on false but if someone write !gimme - Server crashed. We need a quick fix
  10. thomtree

    Server Tools

    so have so much crashes with gimme feature.. i turned it off atm /mute is also broken
  11. thomtree

    Server Tools

    <Tool Name="Gimme" Enable="True" DelayBetweenGimmeUses="60" AlwaysShowResponse="false" /> if you set alwaysshowrespone to true the server crashed if someone write gimme
  12. Alloc, in coppis mod is a /unlock feature so i can as a admin look in the chest from other player etc with a relog. Can you put this feature in your files too please ?
  13. Alloc, Can you please add a feature to the Web server that can be seen all inventories at once. It would be very very helpful against Duper, Cheaters and other.. Thanks!!!!!!!!
  14. thomtree

    Server Tools

    Yea.. i would say thanks too.. its cool!!! Go on work.. we wait for the update
  15. thomtree

    Server Tools

    mhhh.. the clanleave and clandel not realy works.. you know this ? hmm and /gimme write a message thats the gimme is not enabled.. can we take off this message ? i use gimme via other tool. i delete the gimme in all xml files.. but the message still there
  16. Nope.. We dont want to use telnet.. its too slow and overburdened. Then we want to use the tcp stream.
  17. Alloc, I'm running a dedicated server and want to connect to the server via c# and .NET. How to get a connection established and which assembly i need to reference? I was trying it for 2 hours to connect to a running dedicated server, but neither the Assembly-CSharp nor the UnityEngine.Networking was successful in any case. A small code sample would be great, you can send it to me vie private message. Thanks
  18. Sorry that I have not seen yet. Where I can find that ? My project is: I have a programmer. he would program me a tool so that I can look into the chests of the players in the loaded chunks... i dont know how this works so i ask for a API because I thought that it may be easier
  19. it is planned that we get a API to make own Tools ? e.g. I can implement my ideas themselves
  20. Thanks alloc, hope you had nice christmas. And I dream of the realization of my ideas.. Hope you can find time to make this work for us admins easier. Greetz
×
×
  • Create New...