Custom server options wishlist


(fubar) #1

The current options provided are rather lackluster and defeat the point of having a custom server in first place. I’m effectively paying 15$/month for a name tag and the ability to kick people.

Would like to see this expanded, please considering adding any or all of the following:

To borrow from the currently only read-only accessible server config on multiplay:

  • MercStackingPenalties
  • FixedWarmupDuration
  • LobbyTime,
  • MaxIdleTime
  • VSayEnabled

Also consider:

  • Collision on/off (please separate from FF, also remove bullet collision with teammates in non-FF servers please, annoying having my shots be blocked my nitwits running infront my crosshair, with FF they at least get punished for it)
  • Merc Limitations. (Specific to merc via custom value. Ie 0 Fragger, 1 Thunder, 3 Auras, 5 Bushwackers per team.)
  • Spawnwave Intervals. (Per team. Custom value. PER TEAM. Can include presets ie: 20/20, 20/30, 25/25, 25/30, 30/30, etc.)
  • Roundtime (Map duration, 5min, 10min, 15min, increase roundtime for objectives done?)
  • Disable/Enable Objectives. (If disabled map will only end upon roundtime ending or map change)
  • Health (Base value +/- x%)
  • Speed (Base value +/- x%)
  • Gravity (Base value +/- x%)
  • Ability Cooldowns (Base value +/- x%)
  • Jump height (Base value +/- x%)
  • Damage (Base value +/- %)
  • Disable Loadout cards (Enforce defaults only and/or disable specific augments from being used/working/enabled on server)
  • Weapon skins on/off
  • Merc skins on/off (if off force default skin to display for all card types. Augments remain active. Founders card will merely look like a default card but otherwise retain all its bonuses and stats)
  • Lobby Time (if 0 can I have a never-return-to-lobby and just cycle through a maplist?)
  • Enable/Disable mid-wave spawning (if tapout after spawn wave cycle you’re sitting out the round, don’t allow spawning anything that isn’t 0.)
  • Enable/Disable antilag
  • Enable/Disable health bars showing for opponent team
  • Enable/Disable Headshots only (body shots and abilities will do 0 damage)
  • Enable/Disable HUD elements
  • C4 explosive timer (30sec/40sec/50sec)
  • Enable/Disable Overtime
  • Enable/Disable/Change Duration of Spawnshields
  • Enable/Disable Instagib
  • Enable/Disable Specific Weapons from being allowed/used
  • rcon (client list, kick, ban, move, mute, map info, map start, restart, etc. via clanforge)
  • seperation of lobbyminplayers and warmupminplayers. Would like to start the map but not the game until a certain amount of players is reached, having people sit in lobby with nothing to do while the server fill is boring.
  • objective/stopwatch rules interchangeable. Objective stage timers/win conditions on SW maps and vice versa
  • kick/ban/move to spec reasons
  • move to spec on a timelimit rather than needing an admin to move said player back into teams again, creates unnecessary work.
  • lobby admin tools
  • server announcements somewhere noticeable, not on chat. :stuck_out_tongue:
  • server console/log output. I want to use data (ie kill/death messages) to parse it for player stats.
  • server demos
  • classic maps (ie bridge, trainyard, terminal, ug, etc.)
  • admin immunity from votes
  • admin options to pass/cancel votes
  • remove spectator slots or allocate to reserved/admin slots only
  • revive protection time
  • re-enable console commands. The UI is slow and clunky to use, often introducing far more work than necessary

Married_Gamer_Man’s suggestion and thread via reddit: https://www.reddit.com/r/Dirtybomb/comments/8u1x1d/coolest_thing_about_rentable_servers_where_to_go/


(Nail) #2

so you want to use your team mates as meat shields, you shoot through them while they take enemy hits,

most of what you want would require disabling any XP or saved progression, but if you’re ok with that, sure


(fubar) #3

Perfectly fine not gaining credits/exp if it makes for a more enjoyable game.


(deathslayer6924) #4

Agreed, one should get more bang for his buck. Banning mercs and loadouts would also be a nice feature.


(Rémy Cabresin) #5

Disabling specific abilities but allowing the merc, for example allowing snipers but disabling spotting abilities.

Also colored names please :smiley:


(Nail) #6

disabling credits, drops and any progression is great imo, but is likely to give you a very small playerbase, seems everyone wants a reward everytime they play


(B_Montiel) #7

Keep in mind, any alteration that is too far from the original gamemodes / vanilla experience SD acknowledge should suppose turning xp save off from the server. I don’t know if it’s working right now (Ie just try to farm on passworded server and notice if your overall xp went up), but it needs to be in place for most of the server variables you mention (most of which exist in core UE3 commands, so there’d be pretty much no hassle to add them in DB).

Merc limit set to 0 and furthermore loadouts limit would be included in that case.

I’d like to see a real class system put in place. Accordingly, I’d love see the 3 merc deck expanded to 5 (1 slot per class with one you can stack another merc of one class you already selected). Mostly to add diversity, and cope with the one merc rule, which is in use for any SD playtest and competitive games but still not available in any public setup (ranked included in the past…).

And don’t tell me SD said it was impossible to expand to 3 merc deck selection. It’s perfectly possible, but they’re to lazy to fix issues that already ruined most of the game.


(bgyoshi) #8

SD said it’s impossible to expand the 3 merc deck selection.
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(i actually have no idea if they said that I’m just doing what I’m told not to do)


(B_Montiel) #9

What I wanted to point here is that all the server changes fubar mentioned needs actual work on server side of things and also requires some improvements on fields that are currently impairing the game.

Either way, catering community servers the way they’re shaped now is pretty awful. As fubar mentioned, nothing else to do than chose a map, restart and kick…


(Mc1412013) #10

I guess execution isnt revived yet


(Teflon Love) #11

AFAIR it just needs a lot of resources which would make it impossible to play the game on lower spec machines because merc loadout textures will have to be kept in memory. So if you play a 7 vs 7 there is 14 players with 3 mercs and loadouts, which in a worst case scenario amounts to 14 x 3 = 42 loadout textures. With 5 mercs it 14 x 5 = 70. Which probably is too much for a 2 GB gfx card.

Of course there could be work arounds for low spec machines like allowing low quality textures only or an option to show all loadouts as bronze. But that would limit the appeal to get special loadouts so I can see why SD does not want to go that route.


(Press E) #12

Honestly all I want is the ability to select different maps. The old dome, terminal and trainyard, maybe even things like the dockyard blockout and second half of bridge we saw in the opening trailer. Would be nice to be able to ban snipers or whatever but it’s not worth 15$ if all I’m doing is paying for no snipers in chapel.


(B_Montiel) #13

Chivalry had shitload more combination of colors and skins available to mix in between, that still did the trick without too much impact -supposing it’s the same system-. You had far more skins patterns available, choice of color, alternative models, but that still worked fine on servers that were up to 50 players…

Originally they went back from 5 to 3 merc per deck during alpha. Mostly because there were not as much merc as there are now. Considering that system limits diversity in merc choices in competitive games for 3 years…

When a coding limitation does impair proper gameplay, you try to walk it around. And here comes the link with server options : right now adding merc/class/loadouts limits would turn the server unplayable as soon as you’ve chosen the bad mercs at the bad time etc…

They still have to make sure that John Doe who joins a random community server is allowed to play or not. Imagine he chose Phantom/Rhino/Proxy merc deck and all those three mercs are banned : he can’t spawn, but he won’t know why, then tell the game is crap. Currently that’s what is going to happen.

So, yes, definitely, community servers are a thing, but this will need some proper improvements on how the game are set in this game. The opportunities are so narrow with that system they can’t let players fiddle around them.

They have to spend some time improving this. Otherwise, in 2 months, everyone will have dropped the rental service.


(Ptiloui) #14

And how does other games do to deal with this ? I mean, in Overwatch, you simply can choose any merc at anytime with any skin you put on them. So with 12 players, there is at worst 12x27=324 different skins that need to be loaded. Maybe not as hard detailed as DB skins but still.

And limiting how skins appears for other players won’t be a huge deal. Honestly, during firefight, the only differences I can see in skins are with obsidian operative ones that alter the meshes, and not just textures (except for the Shard Cobalt variant which is pretty recognizable because of blue tint on enemies, i mean, whaat ?).

I can’t bear those “technical issues”. If you put bling over gameplay, yeah there are issues. Issues in your thinking of creating a game. And AFAIK, we wear cool skins for us at first. Other players could still see you as default skins, it won’t change the way you play and how much fun you get.

For merc bans on community servers, why not implement the same system as ranked had ? In ranked, when you entered the queue with a banned merc, it was automatically replaced by another authorized one. Just code the same for those servers.


(Teflon Love) #15

I’ve never did any real graphics programming but from what I heard the Unreal Engine 3 used by DB is pretty dated by now and has several severe limitations.

Chivalry’s textures seem much simpler to me than DB’s so it makes sense that they can hold more outfits in memory at the same time.

Blizzard could just throw any amount of money at Overwatch and design a custom engine that’s optimized for any feature set they deemed useful, including copious amounts of gaudy outfits.

So one would really have to do the math to show how many DB textures fit into memory (including textures needed by the map and special effects like explosions).

Anyway, if DB would be reimplemented from scratch using any of the modern engines from today I’m pretty sure the 3 merc limit would not be necessary anymore. Considering the mess SD made when moving from DX9 to DX11 I’d rather they stick with UE3.


(jemstar) #16

Seems so…I was soooo looking forward to Execution’s return…The main reason I rented a server was to have Execution back…Hopefully soon!!


(Mc1412013) #17


(B_Montiel) #18

What is simpler on chivalry’s textures ? It’s pretty much all custom compared to the fixed number of skins we have here in dirty bomb. DB is only presets with custom weapon skins eventually. With the same engine for both games of course. So the comparison is in my view very relevant here. And the fact that DB had 5 merc slot per players some time in the alpha days.

That’s proper UE3 problems as it does indeed stream texture intensively. They just need to put some work in their game basically.


(Aerodrome) #19

Need option Objective Auto Respawn
its like Stop Watch Auto Respawn already we have
or it the same?
just disable auto spectacte after death in Obj mode without kick all match


(jemstar) #20

Ahh thanks for that…its coming at least!!