My top2 list.
-CHAT really HAVE TO disappear after few seconds!!!!
-DISPLAY player PINGS.
important list of suggestions for Elite.
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Re: important list of suggestions for Elite.
Hylis, first of all thx for taking your time to post this, as usual it's really appreciated.
My top4:
- Pause function for official matches.
- Scoreboard reworked [ http://forum.maniaplanet.com/viewtopic. ... 8&start=10 ]
(the point above include also "Chat should hide itself with a fade effect after 5seconds of inactivity." and "Display player PINGS")
- Ur rockets&attacks are saved when u DC and come back. So pls also remember the attacking order of the team & the score so that we dont have to keep track of the score ourselfs after a RR when a player that was DC'ed has returned. Create a proper system that helps with official matches and make it available for every private server as an option. The toss alone is not enough for this esport game.
- The free camera for spectators should be more usable.
Take a look at Counter Strike please.

My top4:
- Pause function for official matches.
- Scoreboard reworked [ http://forum.maniaplanet.com/viewtopic. ... 8&start=10 ]
(the point above include also "Chat should hide itself with a fade effect after 5seconds of inactivity." and "Display player PINGS")
- Ur rockets&attacks are saved when u DC and come back. So pls also remember the attacking order of the team & the score so that we dont have to keep track of the score ourselfs after a RR when a player that was DC'ed has returned. Create a proper system that helps with official matches and make it available for every private server as an option. The toss alone is not enough for this esport game.
- The free camera for spectators should be more usable.
Take a look at Counter Strike please.
- dreammyw0w
- Posts: 690
- Joined: 04 Jan 2013, 17:34
- Location: Antwerp
Re: important list of suggestions for Elite.
my top 5 is based on what you see ( visually ) the most and bothers me.
1. A real BUSY status in chat when i dont want to be disturbed ( because im having a war )
--> no chat sounds, no black bar, no popups
2. Colors of allies & enemies should always be the same. Its extremely confusing that when you spectate the colors have changed. ( this includes the ping X ) Also Im colorblind. Dont let me spectate RED enemies please... I cant see it
3. Stuck on blocks should be fixed.
4. Interaction with slippery rocks. ( why are these rocks so slippery :s , it wasnt like this in B2 )
5. No enormous scorebar when you tab.
These fixes would make me happy because I'd have less distraction when Im gaming which is very important to me.
PS : Maybe my top5 does not seem so important, but my top5 is based on how often you see these things.
--> spectator color change = every round
--> scorebar = every round
--> chat = always
Thats why it is important to me.
It would be cool if people could select 5things out of my list and leave it here as their personal top5.
1. A real BUSY status in chat when i dont want to be disturbed ( because im having a war )
--> no chat sounds, no black bar, no popups
2. Colors of allies & enemies should always be the same. Its extremely confusing that when you spectate the colors have changed. ( this includes the ping X ) Also Im colorblind. Dont let me spectate RED enemies please... I cant see it

3. Stuck on blocks should be fixed.
4. Interaction with slippery rocks. ( why are these rocks so slippery :s , it wasnt like this in B2 )
5. No enormous scorebar when you tab.
These fixes would make me happy because I'd have less distraction when Im gaming which is very important to me.
PS : Maybe my top5 does not seem so important, but my top5 is based on how often you see these things.
--> spectator color change = every round
--> scorebar = every round
--> chat = always
Thats why it is important to me.
It would be cool if people could select 5things out of my list and leave it here as their personal top5.
Re: important list of suggestions for Elite.
Could you give me more details on this one please:
I made some tests with the current version of Elite, the attacking order and the scores appeared to be retained even after the disconnection/reconnection of a player. That's what happens on my server:
If a player disconnects during a round, then at the end of the round the mode start a warm up until another player takes the place of the missing one. If the disconnected player comes back on the server (and nobody took his place), he automatically takes the right place in the attacking order and every body just have to press ready. The match continues and the scores and the attacking order of the players resume where they stopped. But indeed the visual order of the players in the scores table and in the warm up is not the same as the one at the beginning of the match. That's because players that already played their attack turn are put at the end of the attacking order.
If someone can provide the settings used by the servers when this happens, it might help to sort out the problem.
PS:
- TOSS : Dont let the timer count down to 0 when all players have voted.
Done.
Edit:
I'm not sure I understand what you mean when you say "99%/100% does not show when capping and you get killed.". When you nearly cap the pole but get eliminated, the capture gauge and percentage are not displayed on the screen?
Could you describe step by step what is happening when a player disconnects during a round now on one hand and what you would like to see happening on the other hand?dreammyw0w wrote:Ur rockets&attacks are saved when u DC and come back. So pls also remember the attacking order of the team & the score so that we dont have to keep track of the score ourselfs after a RR when a player that was DC'ed has returned.
I made some tests with the current version of Elite, the attacking order and the scores appeared to be retained even after the disconnection/reconnection of a player. That's what happens on my server:
If a player disconnects during a round, then at the end of the round the mode start a warm up until another player takes the place of the missing one. If the disconnected player comes back on the server (and nobody took his place), he automatically takes the right place in the attacking order and every body just have to press ready. The match continues and the scores and the attacking order of the players resume where they stopped. But indeed the visual order of the players in the scores table and in the warm up is not the same as the one at the beginning of the match. That's because players that already played their attack turn are put at the end of the attacking order.
If someone can provide the settings used by the servers when this happens, it might help to sort out the problem.
PS:
- TOSS : Dont let the timer count down to 0 when all players have voted.
Done.
Edit:
I'm not sure I understand what you mean when you say "99%/100% does not show when capping and you get killed.". When you nearly cap the pole but get eliminated, the capture gauge and percentage are not displayed on the screen?
- dreammyw0w
- Posts: 690
- Joined: 04 Jan 2013, 17:34
- Location: Antwerp
Re: important list of suggestions for Elite.
Hi Eole,
What you described about what happens on the servers is correct! The attacking order is kept the same. Warm-up starts, the score is saved and everything is handled perfectly. But, this isnt always the case ( i can not explain why ).
Ive seen at least 5 streams where someone had a connection problem and rejoins the server 5mins later. Now they have to type the score in chat every round. This is rly distracting and confusing.
I dont know the perfect solution
Maybe you could give admins the rights to enter the score and restart the match with that score.
Also a pause-function would be cool , but warm-up is good too I guess. Maybe its for when someone disconnects in between rounds or something. I rly dont know. The main problem is the score.
EDITTTTTTTTTT : It should be possible to start a match with a given score, this would solve a lot. Just create a vote "set score and rr ". Let people press F1 and voila the match restarts.
Server settings?
-->I dont have servers, sorry.
Toss done?
-->Super
99%/100% cap?
--> Sometimes you dont know who won and that is rly confusing. Its when you almost cap the pole completely. + Normally the gauge always shows and at these moments it is not shown.
What you described about what happens on the servers is correct! The attacking order is kept the same. Warm-up starts, the score is saved and everything is handled perfectly. But, this isnt always the case ( i can not explain why ).
Ive seen at least 5 streams where someone had a connection problem and rejoins the server 5mins later. Now they have to type the score in chat every round. This is rly distracting and confusing.
I dont know the perfect solution

Also a pause-function would be cool , but warm-up is good too I guess. Maybe its for when someone disconnects in between rounds or something. I rly dont know. The main problem is the score.
EDITTTTTTTTTT : It should be possible to start a match with a given score, this would solve a lot. Just create a vote "set score and rr ". Let people press F1 and voila the match restarts.
Server settings?
-->I dont have servers, sorry.
Toss done?
-->Super
99%/100% cap?
--> Sometimes you dont know who won and that is rly confusing. Its when you almost cap the pole completely. + Normally the gauge always shows and at these moments it is not shown.
Re: important list of suggestions for Elite.
They probably play in free mode, in which case the game continues after someone's disconnection. Naturally the only solution is a restart, after which they have to keep track of the real score.dreammyw0w wrote:But, this isnt always the case ( i can not explain why ).
Ive seen at least 5 streams where someone had a connection problem and rejoins the server 5mins later. Now they have to type the score in chat every round. This is rly distracting and confusing.
I always turn free mode off for matches when they are played on my team's server.
On a bit different note, I'd like to know how "points to win" option (S_TurnLimit) is handled. In my opinion, if it's set to 15, the game should end whenever one team reaches 15 points. As a matter of fact, it works in a really weird way. Quite recently we "lost" with a score of 16-16 when this option was set to 15.
Re: important list of suggestions for Elite.
yeah i have seen that really often already, the limit isn't handled correctlyForgot10 wrote:On a bit different note, I'd like to know how "points to win" option (S_TurnLimit) is handled. In my opinion, if it's set to 15, the game should end whenever one team reaches 15 points. As a matter of fact, it works in a really weird way. Quite recently we "lost" with a score of 16-16 when this option was set to 15.
and that's the case since ever, there was even the case that the limit was set to 9 and we won a map 8-8...
Re: important list of suggestions for Elite.
This isn't always the case. Sometimes a player will be disconnected from the game just as a round starts (but the player hasn't timed out from the server yet, but they know he has because he's not responding on teamspeak/mumble).Forgot10 wrote:They probably play in free mode, in which case the game continues after someone's disconnection. Naturally the only solution is a restart, after which they have to keep track of the real score.dreammyw0w wrote:But, this isnt always the case ( i can not explain why ).
Ive seen at least 5 streams where someone had a connection problem and rejoins the server 5mins later. Now they have to type the score in chat every round. This is rly distracting and confusing.
Then this round has to be played out untill it goes to warmup, but ofcourse the round score should not be counted, so they opt to do a restart and manually keep track of scores, attacking order etc when the player is back.
And this is why a effing pause option is needed. It should've been made a year ago considering how this was meant to be 'competitive esport title', but nope
Re: important list of suggestions for Elite.
We're working on something like that. And I'll take a look at the 99%/100% problem.dreammyw0w wrote:EDITTTTTTTTTT : It should be possible to start a match with a given score, this would solve a lot. Just create a vote "set score and rr ". Let people press F1 and voila the match restarts.
That's a plausible explanation.Forgot10 wrote:They probably play in free mode, in which case the game continues after someone's disconnection. Naturally the only solution is a restart, after which they have to keep track of the real score.
@Steeffeen & Forgot10:
I'll try to explain how the script works to determine the winner of the map. There's several settings to take into account:
- S_TurnWin (default: 6)
- S_TurnGap (default: 2)
- S_TurnLimit (default: 8)
- S_DeciderTurnLimit (default: 16)
The S_TurnWin setting set the score from which a team can win. But there must be a difference of at least S_TurnGap points. I think everyone know how this part works.
Now, about the two other settings. S_TurnLimit set the score from which the tie break will start. So by default if we reach a score of 8-8, we will use a goal average function to try to determine a winner for the map. The first thing this function do is to check the number of points scored by each team since the beginning of the match (it's displayed on the bottom of the scores table). So if you played a first map with a score of 6-3 and the tie break start at 8-8 on the second map, the goal average function will see that the first team have more points and will declare team 1 winner of the second map.
But there's some cases were the two teams can have the same number of points (eg: on the first map). In this case each team is given one more attack turn. When they both played it, there's 3 possible situations:
- One team scored 2 points and wins the map.
- Both teams scored one point. Then we take a look at how many defenders have been eliminated by each team since the beginning of the tie break:
- If one team have eliminated more defenders, this team wins the map.
- If both teams have eliminated the same number of defenders, then they will play one attack turn each once again.
And we keep playing until one team have more points or eliminates more defenders.
The S_DeciderTurnLimit is only used during matches played on more than one map (BO3, BO5, etc). It replaces the default S_TurnLimit if we play on the last map of the match. (eg: the third map of a BO3 or the fifth map of a BO5). So the tie break will start at 16 points instead of 8 on this last decisive map.
Example:
Code: Select all
// Beginning of the match
0 - 0
// Playing
...
5 - 6
// Here there's two solutions
// Solution 1:
5 - 7 -> Team 2 wins the map because they have more than 6 points and a 2 points lead
// Solution 2:
6 - 6 -> Continue to play because there's no winner yet
6 - 7
7 - 7
7 - 8
// Two solutions again
// Solution 1:
7 - 9 -> Team 2 wins the map because they have more than 6 points and a 2 points lead
// Solution 2:
8 - 8 -> The tie break start to find the map winner
// Two possibilities:
// Solution 1:
One team scored more points since the beginning of the match. eg: Two maps were played. Map 1: 6 - 3, Map 2: 1 - 6. Match points: 6+1 - 3+6 = 7 - 9. Team 2 wins the third map.
// Solution 2:
Both team have the same number of points. They'll play one attack turn each:
8 - 9 -> team 2 wins the first turn
// Two possibilities:
// Solution 1:
8 - 10 -> Team 2 wins the map because they have more than 6 points and a 2 points lead
// Solution 2:
9 - 9 -> The two teams won a round. We check if one team have eliminated more defenders since the beginning of the tie break
// Two possibilities:
// Solution 1:
One team eliminated more defenders, this team wins the map.
// Solution 2:
Both team have eliminated the same number of defenders. Each team will play one attack turn again and continue until one team have a 2 points lead or eliminates more defenders.
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