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Hi Guys,

Just wanted to drop in and say congratulations on the new server.

I'm usually over at jelly as i'm on the staff there, however during our recent downtime i decided to expand my ren horizons and play rencorner in lieu of the temporary server xpert had graciously provided us with.

Had some fantastic games even though it's never been my forte playing in - if you don't mind me saying - such a heavily modded server. It was crazy at first but i eventually settled in and sought to use the various features to my advantage, rather than complain about them :)

Anyway, my best wishes to you all and to the sustainability of the server; it benefits every one in the community when a range of servers can enjoy success.

Hopefully see you in game in the future!

crypt

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Guest Animoski

It's no cloud-zone, but compared to jelly it's fairly heavily modified. And noisy :P

Thanks wyld, i plan on stopping by every so often.

We're working on a spam limiter for the sounds so it's less noisy in game. I hope people get to appreciate how well our mod is done.

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I did find the modifications quite interesting and fun. The vet system is very well thought out, being on a per-game basis means that everyone is on a level playing field and is rewarded based on their contribution. The amount of pickups is also fantastic for sustaining battles. I do have a bit of constructive criticism though (trying to take into account my own bias)

- If starting creds are going to be so high, turning off donations for the first couple of minutes may be a good idea. I was playing with one of the other jelly mods last night, and once we realised that you could donate straight up, we'd simply buy early teched arts and apcs and steamroll. We took out a building in the first five minutes about 6-7 games in a row. early donations are great for organized matches, but for a pubs they often become a little one sided.

- The crates are too frequent and also, like jelly, too beneficial early on. I was playing as gdi on field at one point where a nod player got the crate that turns agt off about ten minutes into the game. An sbh who had picked up remotes (also op) walked in and by the time the agt was online one of my teammates had picked up the crate that takes all buildings to half. Gg agt. Gdi still won the match, but that's just an example of how a fun and sustainable 50v50 could go to shit.

- Yes, a spam filter would be great. Having such an extensive array of sounds available to the player is cool for a bit, but ultimately gimmickey.

Apart from those settings based suggestion, every other aspect of the gameplay was great, minus one thing: there is absolutely zero team play. I'm not sure if it's being a 'new' community or if it's the veteran system, but there seems to be no collective goals among the teams. No one reps tanks, masses or even organizes rushes. Techs and sbh don't work together offensively. Don't get me wrong, i've only played here for a few hours so perhaps none of these things are usually a problem, but I had to take my enjoyment of team play out of the equasion.

Anyway, I apologise if i've been to forward with my comment, but I hope you find my observations useful in some way.

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I did find the modifications quite interesting and fun. The vet system is very well thought out, being on a per-game basis means that everyone is on a level playing field and is rewarded based on their contribution. The amount of pickups is also fantastic for sustaining battles. I do have a bit of constructive criticism though (trying to take into account my own bias)

- If starting creds are going to be so high, turning off donations for the first couple of minutes may be a good idea.

Working on the !donate timer. Should be done after I make this post. The Veteran System has been through 2-3 years of testing. So far, I think I found the most balanced way of handling it. The points are distributed. One person can't just go on a vet points whoring spree. Everyone who's contributed into killing a certain vehicle or building gets the points evenly divided based on how much damage you contributed into that object. There's also the non-confusing perks that come along with it. Refunds and commands based on your level.

- The crates are too frequent and also, like jelly, too beneficial early on. I was playing as gdi on field at one point where a nod player got the crate that turns agt off about ten minutes into the game. An sbh who had picked up remotes (also op) walked in and by the time the agt was online one of my teammates had picked up the crate that takes all buildings to half. Gg agt. Gdi still won the match, but that's just an example of how a fun and sustainable 50v50 could go to shit.

Crates spawn every minute after each pick-up. I made it one minute because now crates spawn more randomly in 4.0 than in the old SSGM, making it harder to find or go for. People can't just camp the same crate spawns anymore.

In time, I want to code a way where SBHs can't pick up remotes, however they can pick them up when they already have acquired one from another method. Because it would suck that they picked them up from a crate, and then when trying to pick up one from a weapon drop, it gets removed.

- Yes, a spam filter would be great. Having such an extensive array of sounds available to the player is cool for a bit, but ultimately gimmickey.

Working on this too.

minus one thing: there is absolutely zero team play. I'm not sure if it's being a 'new' community or if it's the veteran system, but there seems to be no collective goals among the teams. No one reps tanks, masses or even organizes rushes. Techs and sbh don't work together offensively. Don't get me wrong, i've only played here for a few hours so perhaps none of these things are usually a problem, but I had to take my enjoyment of team play out of the equasion.

I'm gonna have to agree about the teching part, there isn't any. For some reason, the players of RenCorner don't grab repair guns. They grab tanks, but no one wants to be a repair person to help keep the tanks alive. But what can ya do, it's the players themselves. I'm used to Jelly aswell Crypt so I know the feeling lol.

As for the "teamwork" portion, people will get together and get tanks. But there's always stalemates until one person on the team decides to make something big happen. Last night, a 3hr Under game lasted almost forever with me and Trist(ehh) in the top two, sniper battling it out hardcore. You would think it's some kind of life or death match with the way we were fighting. We both made over 180 kills that match. Trist managed to get above me by about 8 kills after I decided to get my team to do a Mammy rush. When that rush happened, the game was instantly won in about 35 seconds after the rush initiated.

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