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  • #16
    what happened to the mute button?

    and dont they have the visual scrren where players can see each other. that'll start a roastin session in every quake room i dont think player friendliness is possible

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    • #17
      Does Quake (pro?) have a command to ignore player chat, and only keep game data showing?

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      • #18
        well if you simply want to ignore ALL chat: con_notifylines 0 (default is 4)

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        • #19
          The Handicap Law

          One way to find out whether a player needs a handicap would be: damage inflicted per deaths. Using this ratio I think it would not only be an accurate but also precise measurement of skill. After all, there are instances a newbie gets a lucky streak or finds a sweet spot around a corner, but for the most part does less damage and dies more than other players. Now this would also address the issue of camping, if a certain player is good at camping and camps almost entirely the whole game, he will die rarely but have a large amount of damage inflicted. Using the ratio damage inflicted/deaths he would have a very low handicap or none at all, depending on how the handicap system would be set up.

          A good way to notify players of others' handicaps is to display a (-5 - +5) or (0 - +5) (whatever system is used) above the player's head when they are damaged.

          A way of dealing with the actual handicap is another debate, but I am just brainstorming to add to the discussion. There are many more ways to add conditions making it impossible to cheat the system and in the end could be a good thing, but this idea is also unorthodox.

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          • #20
            Originally posted by Bam View Post
            The Handicap Law

            One way to find out whether a player needs a handicap would be: damage inflicted per deaths. Using this ratio I think it would not only be an accurate but also precise measurement of skill. After all, there are instances a newbie gets a lucky streak or finds a sweet spot around a corner, but for the most part does less damage and dies more than other players. Now this would also address the issue of camping, if a certain player is good at camping and camps almost entirely the whole game, he will die rarely but have a large amount of damage inflicted. Using the ratio damage inflicted/deaths he would have a very low handicap or none at all, depending on how the handicap system would be set up.

            A good way to notify players of others' handicaps is to display a (-5 - +5) or (0 - +5) (whatever system is used) above the player's head when they are damaged.

            A way of dealing with the actual handicap is another debate, but I am just brainstorming to add to the discussion. There are many more ways to add conditions making it impossible to cheat the system and in the end could be a good thing, but this idea is also unorthodox.
            Damage per death!

            That is an excellent idea of a stat.
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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            • #21
              i can already tell i will have a large handicap becuse when im infighting with someone i cant really do the math equation fast enough to get an accurate aim, i know what the equation is (id wright it out but i cant put how it looks on paper correctly, ive tried several times) but i just cant do math as fast as everyone else because technically im


              so i am 4 the handicap :-O

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              • #22
                Newbs who dont care what old dogs say become better faster. Ignore the opponent's smack talk, kill them while they type
                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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