Spectator Chat?

What do you want to see in Armagetron soon? Any new feature ideas? Let's ponder these ground breaking ideas...
gnorty
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Post by gnorty »

personally, I think there is already too much elitism on some servers without encouraging it!

also, what if the main server is empty, and a noob joins. later the server is full, and a top player (me for instance ;)) comes to the creche? would the poor noob get relegated? I dont like this idea personally if that is the thinking.

finally, by making the access to the main server on merit, it would just make people even more keen to beat on noobs. A major factor in my vision is an area where noobs can pick up the basics without pressure, and that more experienced players would help them along. If kills were a factor in playing the main game, I think the poor noobs will not have much fun.

Surely the long term appeal of the game means encouraging new players to come back, not using them for cannon fodder.

I totally agree, it is a brilliant idea, but should be very much a light hearted time filler more than a competitive arena.
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Lucifer
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Post by Lucifer »

Heh. Who was it that said "the whole reason we have a community is because armagetron is a promiscuous little slut"? Oh yeah, that was me. :)

I see your worry, Gnorty, and I share it. It's another thing that, taken moderately, could really enhance play, but taken to an extreme could really screw up play. You could consider we currently have the opposite extreme, where new players can come in and do whatever they want.

I don't know what the solution is. The idea of a practice grid is good. The idea of a waiting room linked to another server where people can play a more light-hearted game and optionally elect not to join the more competitive server when their turn comes up (and get put in the back of the line).

Any automated way of moving players up by merit is doomed to failure, I think. The caveats we all have with new players might be automatically detected, but can't be canonically detected. The only serious problem isn't that new players don't grind, don't break, and turn around and cut through the zone. It's that many of them *don't listen when you try to correct these problems*. So you resort to more extreme methods, like hunting them until they either leave or listen. There are some players playing today who didn't listen when they were new, that I (and probably others) hunted until they listened, who are now wonderful players. So with that being the problem, how do you grade players?

The only solution to this problem that I can see is through authentication. Give accounts on a special authenticated server on some sort of basis that filters out people who don't listen from people who do. That presumes we have some sort of authentication support (which sadly didn't make it into 0.2.8, grrrrr). This also leads to uptight elitist servers that have only small audiences complaining about wanting a larger audience, but too many of us will refuse to join over the elitism, and new players will be barred precisely because of the elitism. (sky and I had a bit of a spat over the "elite" part of his clan's name, but of course, he invited me in before they had named it and I declined back then on general clan-hating grounds)

Other solutions that are good revolve around letting the player in but putting him on spectator mode, where he can talk and ask questions. Maybe a "kick to spectator" instead of "kick from server". Then only send the console, you know, the chat. Then you can talk to him for a few minutes, work out the communication problem, and if you can get him to agree to listen to the team, you don't kick him from the server. Even then, I don't know. Using familiarity might be better. If the nickname is unfamiliar and the ip address hasn't been used in the last 2 weeks or whatever, then put him in spectator mode with a big hairy message that says "This is a team server, you will be expected to play as a team member. That means you'll have to listen, yadayadayada. Please take a few minutes to get to know the teams. This is not a threat, but unfortunately if you do not do this and you do not listen, they will likely kick you off the server, and we want you to play and have fun". You know, that stuff. :)

But dammit, it's not being new that we hate. It's not listening. You can suck as much as you want, but if you play the best you can, play competitively, and do the best you can to be part of the team, we really don't care how much you suck. I'll take an entire team of sucky good-natured players over a team of really kick-ass elitist snobs.
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joda.bot
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Post by joda.bot »

I have a idea what to do as practice ground and I guess the player who is longest on the "elite" fortress will have to go and train the noobs...

The ladder ranking can also be used to make this decision...
Suggestion: at the end of a match a player is selected to train the noobs by a combination of:
- being longest on fortress
- having the most kills/team points
- top 50 ladder ranking
- having played more than 200 rounds of fortress :)

I'll host a server shortly which will demonstrate the fortress practice.

A solution might also be to use one server, but you will only get messages of the arena you're in. e.g. Team blue and Team gold start in Fortress Arena, and Team Red and Team Green (Noobs) start in the practice arena. ... that way a killed person is able to watch both arenas but will spawn only in one arena (based on the team).
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wrtlprnft
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Post by wrtlprnft »

I'm pretty sure that will lead to the training people renaming themselves and rejoining the real fortress...
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Post by philippeqc »

In which case they will have the same score as a new player, and the ones currently awaiting to play will get a free spot.

Wasn't that somewhat part of the problem that was to fix? It all comes back like some sort of very croocked wheel of bad logic.

-ph

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joda.bot
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Post by joda.bot »

hmmm, the goalie would be automatically swapped once the next match starts on the main fortress (e.g. you'd just be newbie instructor for a round), this would also only apply if there are any newbies at all and nobody voluntered to train newbies (e.g. instructor team empty) ;).

I can understand that many good players might not like this... especially ppl who worked all day, and just want to relax with a few friends.
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2020
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someone had a good idea...

Post by 2020 »

i can't remember who came up with it
but the idea about identical copies of servers may bypass all these problems

it would leave eg cvs test server for the experienced players
and other copy servers for different groups of players
including noobs

i don't think we want to automate the human interaction --
team building is made by people working together
and so
if anyone wishes to go to train the noobs
then they merely join that server fortress game
and help out if they are willing to listen


and yes
i do get fed up playing as point
and just as you get a good team going
grind tight and fast from the start
a noob joins and bang he is on your right shoulder and not grinding
and as soon as he gets kicked or gives up
bang another one joins in
---
this definitely needs to be addressed
since it is detracting from good teamplay...
hold the line
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Post by gnorty »

the schooling thing (in my vision) is not so formal as joda and possibly luci too imagine. A seperate server (as 2020 envisages) is a good idea, but different entirely to mine.

I see it this way.

Joda fancies a game of fortress, but is too late and it is full.
He gets shunted off to the creche to wait.
When he is there, he sees some noobs fighting for the zone, in a stalemate of endless circuits.
He suggests a beter way, and one of the noobs stands aside (switched to spectator maybe?) and joda dhows the noobs how to do it the right way for a few times.
joda gets the nod from the server, and elects to go and play
Noobs go back to fighting for the zione, trying Jodas ideas.
Luci can't get on main server and pops up on the creche
Noobs pwn Luci with their new skillz :D

I worry that a more formal approach would be offputting for many new players who mostly just want to get a feel for the game. also, multiple zones, instant respawns etc are sufficiently different in gameplay terms to negate any formal tuition in the game as a whole on things like grinding, home-zone-staying-out-of and the like, although there should be enough "feel" for the game to understand more quickly WHY these things are important.
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KamP
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Post by KamP »

Putting in the z-man test your worthiness idea
Why not, when you get the nod for the server rather than having a waiting list (which btw, gnorty, why does your idea send joda along, as opposed to whichever one of the newer players got there first) you spawn everyone into a real server, something like the race server, or maze test, where you jsut want to get from A to B, whoever gets there first.
In the end, usually the most skilled person will get there before the less skilled. This would explain joda getting there, and Player 1 being left in the dust.
Or we could have a community service program, where you can only play on real servers after having played a certain amount of time on a "noob" server.
KamP wants to get to The Lobster Cage, but oh, he hasn't completed his hours, he can either (a) leave and never return, disappointed in the new restriction placed on his time, or (b) go to whatever the noob server is, i think nixda was made for this kind of thing, and teach people, either by example or otherwise.

By the way, the second idea is stupid, the first is ok.
Please please don't comment on the second idea.
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Lucifer
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Post by Lucifer »

While we're at it, let's put up a poll tax and a literacy test.
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Phytotron
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Post by Phytotron »

Wait, I've got it! Let's institute a leveling up system. It would be based on the following:

points scored, points given away, suicides, rounds won, matches won, ladder score, points per round, points per match, number of conquerings of a winzone or fortress zone, number of points scored before giving away a point, number of points given away before scoring a point, quickness of points scored from the beginning of the round to its end, same for the match, time elapsed between scored points, number of turns made during round, number of turns made per round and match, number of turns made between points scored, number of vets cored, number of times cored by a vet, number of noobs cored, number of times cored by a noob, number of clansters cored, number of times cored by a clanster, whether a player has a single color or a dual cycle/tail combo, average ping, average framerate, number of 180s, number of paperclips and slingshots, number of adjusts, number of double-binds, number of triple-binds, number of rim grinds, average speed, number of times wd, gg, gm, nt, ty, lol, wtf, omg, or lag! is spammed, number of emoticons used, number of instachats with multiple colors and the length of those instachats, number of team kills, average duration of chatbot status, number of chatbots cored, number of high ping players cored, number of times cored by a high ping, number of low ping players cored, number of times cored by a low ping, and general frequency of play. (Surely more could and should be added, but this is just a draft proposal.)

Then, as a player's level increases (I propose that a minimum of 57 levels would be required), he or she is allowed to enter servers organized hierarchically. High rubber, high speed servers with infinite tails and winzones would be near the bottom, while Swamplords servers and Dance of the Cats would be at the top, with Shrunkland being the pinnacle.

That would be awesome!

Or, players in fortress servers could just deal with noobs like everyone else does. ::shrug::

:wink:
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2020
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Post by 2020 »

oscie
you are a gasssssssssssss

i am sure we can come up with a system
which is humanly managed

that is
people agree to meet at certain times
on certain servers
especially if we have the copycat facility
to copy especialy interesting formats such as CVS test server fortress

self-organise
is the way forward

enabling self-organisation
with team-speak capability
choosing positions in a team
etc
is the edge
hold the line
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