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[S] Pickup Removal
#11
I agree, the noobs make it fun, they are easy to kill. Challenging fights make it a lot of fun too. But there challenging by skill, and theres challenging in the way that someone is standing behind a hedge throwing nades.

Not a lot can be done about that, thats the way they play, and they have their right to have fun ingame, provided it doesnt break rules.

I'd say using /world is as bad as 2shot. Though neither are bugs, 2shot is a hit or miss, /world doesnt fail, then they can go over to the nearest refil and then find a nice place near a hedge to rejoin world 0 and start nading again.

Again its not that whats the problem, its their right to play how they feel is fun for them. But the abusing of commands, and the constant refilling spoils it.

I was playing around with pickups the other day, because i've had the same kind of thing in my server. Players running from fights to refill then come back, so i've made the refills closest to the popular DM areas only spawn 1 time for the player, then when the player dies, it will be available again.

The ones at the fight club should stay the same, respawning every minute or so, but the health one just outside of FC, the armour one near noob spawn point, and the two pickups outside of the ship should be destroyed on pickup and not respawn for that player until he/she dies. This would make the kills more about skill rather than who can refill the most.

In LW i noticed the drive bying is probably the most popular way to kill, car humping a close second. Its why i only played about 1 hour there in total. At the time though, LVP was a lot better in terms of fairness. Its since become pretty similar to LW, though not as bad.

My comment about admins not checking is based on me and others reporting something, and the admin is either still standing on the ship, talking away to someone else in main chat, which isnt a crime but if theres reports of abuse or cheaters they've gotta be dealth with quickly in order for the person to be caught, or they simply dont check.

Anyway, i realise you've got a lot of other bugs and features to be working on ahead of this. Though it wont take 5mins to change a pickup type, and would make a big change on the gameplayer for a lot of players.

Thanks for your reply, and i liked the small print  ;)
#12
(08-20-2009, 10:37 PM)SAFC link Wrote: I agree, the noobs make it fun, they are easy to kill. Challenging fights make it a lot of fun too. But there challenging by skill, and theres challenging in the way that someone is standing behind a hedge throwing nades.

Any chance you could give me the pickup type ID? I didn't know there was a type to allow pickups to respawn after death to be honest.

http://wiki.sa-mp.com/wiki/Pickup_Type -> Nothing mentioned there.
#13
Just double checked it, i tried type 3, 15 and 22.

3 didnt respawn at all, when using AddStaticPickup or CreatePickup.

15 respawned after death, both using AddStaticPickup and CreatePickup

22 was the same as 3, didnt respawn at all.


So, with this i suggest.

Fight Club pickups remain type 2, respawning every min or so.
The Ship health pickup remain the same too.
The pickups near the ship, the two armour and one health to be type 15.
The gang base pickups to remain the same.
The health and armour pickups near the noob spawn point to be type 15.

That way, players will only be able to use 1 pickup once per life. To refil, they either must goto the ship, FightClub, Ammunation or the vending machines.

The other pickups like in SF and the desert are fine the way they are, since they're not in popular DM zones.

If you already decide to do this then cool, but if not then could you open it up for others to have a say?

EDIT: Also, maybe a good idea would be to disable /world and /taxi when in an interior, since thats often when those two are abused.
#14
Anything gonna happen about this?

The people i've spoken to about it think its a good idea.

Sick of noobs refilling every 30 seconds.
#15
Cheers for that - we'll see what we can do.