Jul 30 2012, 11:41 AM
silly, post: 70186, member: 2152 Wrote:So, if the (say) popular maps 3 server has a settings and name change (for example: popular maps #3 + awps), I think there'd be more motivation for people to specifically seek out pop maps 3.That's right. This will result in a population base consisting of people more tolerant of awps.
silly, post: 70186, member: 2152 Wrote:Then truthfully, I guess the question comes down to this: Is it better to have lots of "nooby" players, or really good servers? I'd rather play against pros and be able to awp when I want.I like nooby players, though. They're often quite funny.
silly, post: 70186, member: 2152 Wrote:Anyways, I'm quite happy with having just one pop map server with awps enabled.I'll try to get the ball rolling for it. :eek:
Mr.Tea, post: 69952, member: 1006 Wrote:If the problem is only a few can buy an AWP...Again make it so everyone may override 1 AWP per team restriction once. Every casual AWPer could AWP that one time because they get so frustrated that they can't (which is a load of shit BTW). I've mentioned this 6 or more times now, but certain trolling and other comments it keeps getting ignored and overlooked.Alright, how about something like this:
I'll add a force buy command for users which will guarantee their first awp purchase. If used on the round before, the awp will instantly be bought, counted against the awp limit, and added to their inventory on the following round.
A user spamming binds will never be able to beat someone using a force buy. This is ensured because the first 15 milliseconds (0.015 seconds) of the round will not allow you to purchase anything. The force buy takes place during this time, so you obviously can't beat it. This will ensure every player is guaranteed an awp at least once over someone who has had one before.
If the amount of people using force buy on the round exceeds the awp limit, it'll then randomly select which of the users get the awp. The users who use the command and don't get the awp for whatever reason (lack of funds, too many users, etc), will not lose their force buy.
After they've wasted the force buy command, they'll then join the pool of people which are competing for the awp against both other players and force buy users.
A player will reattain their force buy every half. Attempts to circumvent the force buy tracker such as rejoining the server will not work at giving you another.
Notifications
I will throw in the following notifications.
1). A notification will be sent to any user with a force buy available. The notification will be sent when they attempt to purchase an awp and run into the awp limitation message. The notification will inform them on how to use the force buy command.
2). After a user wastes their force buy, the notification will instead inform them on how to bind "buy awp," so that they can remain a competitive awp purchaser.
3). A notification will be dispatched on round start informing people on how many awps are available for purchase. The number will be calculated with existing awps and force buys removed.
4). A notification will be dispatched whenever someone purchases an awp. The notification will only be sent to the players team and it will provide the name of the player who bought it.
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I believe this system will solve the problems of the D2 implementation because:
1). Everyone can't waste their force buy on the same round. (awp limit)
2). The awp limit doesn't get circumvented by force buys.
3). The awp users will be more varied.
I believe this system will solve the problems of the old implementation because:
1). Each player will be guaranteed the ability to purchase an awp once.
2). Each player will have knowledge of binds so they can remain competitive.
3). Each player will know how many awps are available. (no more ppl asking about the awp limit)
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