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CTF: Adjust runes power about ktx HOT 13 CLOSED

qw-group avatar qw-group commented on June 19, 2024
CTF: Adjust runes power

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Comments (13)

mushis avatar mushis commented on June 19, 2024

oi,
I agree that those runes (at least strength) are too powerful for today's standards.

Please, open more issues to improve KTX CTF, i think you're the only ones playing it.
(developer: see combat.c)

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fernandosalvatori avatar fernandosalvatori commented on June 19, 2024

Recent game in 12/27/2019 :-)

(Secure Link, only screenshot - I am Droni)

https://ibb.co/MDbvvrd
https://ibb.co/Ky6HV9j

Recent gaming (01/02/2019 - 3am gmt -3)

https://ibb.co/JQN5ddc

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fernandosalvatori avatar fernandosalvatori commented on June 19, 2024

Dear,

I opened the combat.c program, made the adjustments, and made a new version of qwprogs.so provisionally, however, we would very much like the change of powers to come officially and committed on GITHUB.

To support, open the combat.c program, change the lines ([damage *= 2] to [damage *= 1.5] to strength, to resistence change [damage /= 2] to [damage /= 1.5]).
Rune powers cannot be similar to quad or red armor, they are only supports (The Regeneration and haste runes are perfect.)

Our WhatsApp group has 50 active CTF players, and every night we are active and playing at least 4 vs 4 CTF matches, if you want to keep up, we are at the addresses posted above.

Our Facebook group: https://www.facebook.com/groups/182158788567859/?ref=bookmarks

Thank you all.

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mushis avatar mushis commented on June 19, 2024

acabei de fazer isso :)
aparece no http://discord.quake.world

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deurk avatar deurk commented on June 19, 2024

It is now pushed into master.

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deurk avatar deurk commented on June 19, 2024

A comment was made:

I have an issue with this, the CTF runes have been that way for 20+ years, and just recently the brazilians started to play it and felt they were overpowered so wanted to reduce the benefit of strength and resistance runes from 2x to 1.5x each.

This always has been the issue with ktx changes : do we change or do we not. My answer over the years have usually been "make it a variable with a default value of what's it's always been" and I will revert the change made here and go that direction instead.

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deurk avatar deurk commented on June 19, 2024

@fernandosalvatori @mushis Want to give the ctf_runes_options a run to see if it works like intended?

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mushis avatar mushis commented on June 19, 2024

already tried, didn't work.

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mushis avatar mushis commented on June 19, 2024

ok now it works.
STR: OK
RES: OK
HST: NOTOK - doesn't change the player's speed
RGN: OK, recovers Health quicker

I only tested if change of values had change in-game, didn't did the match to see if it was actually double or triple.
i'de say HST and RGN doesn't make sense to change, can be removed.

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deurk avatar deurk commented on June 19, 2024

OK. Will have another look.
I want to keep haste and regeneration, since they can be configured separately.

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deurk avatar deurk commented on June 19, 2024

I don't see any issue with the haste rune. Player does not run faster, but it never has afaik. Tested with build 1.38, straight player speed is always capped at 320. Weapons are available faster with the hast rune though, as they should be.

I will close the issue with the merge if there aren't any other issues.

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mushis avatar mushis commented on June 19, 2024

a player with haste i think it runs at 400 ups.
definitely faster than 320
if he is not moving faster, then its a bug

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deurk avatar deurk commented on June 19, 2024

OK, client config was my issue: cl_forwardspeed should NOT be set to 320 if you want to go faster with haste rune :D

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