#Standardize game-start and game-end across between clients:

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elder wing
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There are a number of issues which arise due to the uneven load-in times between players (even when playing consecutive rounds).

  • The map-vote process seems to end significantly before for some players, rather than others. Not only does this prevent some people from voting, it prevents new-comes from seeing the results before being stuck in an unnavigable loading screen.

*This causes **certain game mode **to be unbalanced by design; first-half attackers get a huge lead as defenders can't use deploy time to stage and position. After half-time, the whole team is present and can use the countdown to move into position.

  • On round-start, it's become very apparent that some individuals have faster connections, as they'll secure a coveted helicopter or bit of armor 9/10 times they try for it. That's gotta suck for people who have connections good enough to play, but that can't compete geographically with an evaporating serverpool.

  • Move Round-Start Vehicle Deployments to either a LeMans start, or a "lottery" system for those who wish to run them. Subsequent spawns should function as-is, or with a tiny bit of RNG/Effort based tweaks to their re-deploy timer to prevent people from using a tracker to pre-suicide just to camp it in t-6:00/2:30/etc.

That system would be a great tool to offer server operators as well, and provide another way to balance servers which wind up half full, more and more.

Anyone else notice things related to the start/end of a match which don't quite mesh and cause a handful of smaller issues?