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Bitchslap

Posted: Mon 26. May 2014, 21:24
by Zon3r
As you know, on this map there is a bug with the door that certain players abuse as much as possible, and it's really annoying. when they are shooting the node from across the map. i think this map needs just a little editing. on BigAl Solace version(this one is played on omni) this problem is fixed with a simple static mesh. so what do you think? this is the fix

Image

Re: Bitchslap

Posted: Mon 26. May 2014, 21:52
by Cat1981England
It would be fantastic if it does work. Thanks for the heads up Zon.

Anyone feel like having a go with the editor?

Re: Bitchslap

Posted: Mon 26. May 2014, 22:15
by Pegasus
The discussion about a potential, minor BitchSlap edit that would include a fix to this bug and some additional tweak(s) has already been underway and currently spans 2 different threads, the dedicated one being this one. Nothing new under the sun, etc. However the issue progresses, though, I sure hope that the chances of us using that particularly crude and gameflow-stunting kind of a "solution" to the door jamming issue that Omni decided suited their sensibilities and elected to try would be astronomically slim to none at best.

Re: Bitchslap

Posted: Tue 27. May 2014, 15:40
by elect
I also find it as a disadvantage for the attackers, if you get "in", you would like the door can close..

It is an advantage only to private the enemies of the center node

Re: Bitchslap

Posted: Fri 30. May 2014, 04:36
by Turbo K
Pegasus wrote:However the issue progresses, though, I sure hope that the chances of us using that particularly crude and gameflow-stunting kind of a "solution" to the door jamming issue that Omni decided suited their sensibilities and elected to try would be astronomically slim to none at best.
If you have any better ideas, I would love to hear them. I tried a transparent screen that would block gunfire, yet allow players and vehicles through, but I couldn't get it to work in-game.

My "solution" in the screenshot above is not pretty looking, but it's worked out well so far online.

Re: Bitchslap

Posted: Fri 30. May 2014, 11:28
by Karma_geddon
This bug for me has been a major pain in the ass every single time that I played Bitchslap.

It's utterly frustrating, among the other things, to have people constantly sniping the central node from the other side, and so to have to spend precious time to shoot them down. Time that I could enjoy in other ways.

Personally, I would be okay with any "patch" (literally, in this case)... Even with such a raw solution. Hopefully there will be found another more elegant solution in the future...

Re: Bitchslap

Posted: Fri 30. May 2014, 17:25
by Pegasus
Turbo K wrote:If you have any better ideas, I would love to hear them. I tried a transparent screen that would block gunfire, yet allow players and vehicles through, but I couldn't get it to work in-game.

My "solution" in the screenshot above is not pretty looking, but it's worked out well so far online.
If you'd cared to simply follow the link in the same post you quoted, and even more so the thread Heinz linked to in his post, you'd have found all the better ideas you'd ever need to address the door bug as elegantly as possible instead of turning in something as unsightly and gameflow breaking as that.
You know, something can only be considered a solution when it actually fixes problems, or at least solves more of them than it creates. Compare previous versions of BitchSlap that didn't have it to later ones, and you should (hopefully) easily understand why the tank bunker nodes' link connection has become the gameplay lifeline of the map and the much needed alternative that helps sidestep the perpetual spammy standstill in the middle; agile lone infiltrators grabbing the nuke from above and sneaky teleporter runners disregarding the enemy tanks all help move the action along, and in both cases the massive geometry bottleneck you placed right smack in the middle of their end run does nothing but diminish their chances of success and thus ensures the stalemate continues. Perhaps it's a bit more depth than you expected the issue to have, but there you go.
Karma_geddon wrote:This bug for me has been a major pain in the ass every single time that I played Bitchslap.

It's utterly frustrating, among the other things, to have people constantly sniping the central node from the other side, and so to have to spend precious time to shoot them down. Time that I could enjoy in other ways.

Personally, I would be okay with any "patch" (literally, in this case)... Even with such a raw solution. Hopefully there will be found another more elegant solution in the future...
Hmm. When we were discussing this about 6 months ago, I mentioned here how the jammed door is an equal opportunity bug in the sense that nobody is specifically favoured by it as both teams can do it to each other's node, and I believe that it can still be seen as among the few bugs that are in the clear, ethically speaking. For a different perspective, however, absence of team specific bias doesn't necessarily suggest absence of any kinda bias for the bug. I mean, regardless of who's holding a tank bunker node with a jammed door, I think we can all agree that this makes that team's job of keeping the node up that much more difficult against attackers, and especially so if it's on the enemy's side. Introducing this additional difficulty in making a play for the enemy's primaries and subsequently pushing to win the game, then, can be arguably viewed as a match ending bias, which would suggest that, for all the nuance this "feature" adds to the map during mid-game, in the end its nature obstructs matches from transitioning to late-game, thereby making it more of a detriment than a boon. In that sense it might be prudent to reconsider our options for a BitchSlap version without the door jam bug.
The reason things have remained as stuck on that front as those doors has to do with previously voiced aspirations of being able to hit two birds with one stone: non-jammable doors and a slap mechanic with proper instigator accountability in the same edit. Unfortunately, while the first part was easy enough to fix, nobody has been able to offer any insight into that second one for awhile now so we've been stuck in indecision. Although I did look into the instigator issue myself a few months back, my conclusion was that either a custom volume or a custom mover would likely need to be scripted in order for players triggering a slap to receive both the positive score for all enemy kills, as well as the negative for TKs - as things stand with the current mover & attached physicsvolumes combo, making the mover deal the damage (while the PV's is set to 0) will kill all enemies properly, but simply pass through teammates, while doing the opposite will correctly result in all crush kills happening, but without the killer getting any score or being named to their victims. Perhaps there's a way for volumes triggered by an instigator to pass that info to the victims they inflict deadly dmg to, but I haven't been able to do that.
Long story short, since there hasn't been any attempt to tackle that problem on its technical front so far, that first BitchSlap dedicated thread has not taken the intermediate step of being moved to the Creative Corner, verifying a solution works, and, finally, getting a new edit out. To my mind, that'll probably be the only opportunity we get to solve both issues, since if a version were to come out that only addressed the door issue, the chances of ppl being willing to abide by yet another DL just for the slap mechanic adjustment would be close to nil. Still, half a year has passed, so since this is a pending issue that concerns everyone, now might be a good time for members to speak their mind in terms of how they'd prefer we play this. Small(er) gains now or bigger gains later, if there's no clear right answer, there's no wrong one either, so I don't think the server can lose anything in either case for us to be worried about.

So, what do you folks think should be done? Issue the (already existing) doorfix version now? Wait to include the slap tweak in it for awhile longer? Do you enjoy door jamming (does have a certain rock n' rolla ring to it, no :p?) and would prefer it stay that way? Now's the time to speak up!

Re: Bitchslap

Posted: Fri 30. May 2014, 19:41
by -FuNkY-MoNk-UK-
I have never had a problem with this 'bug'. When it's locked open it doesn't have a massive effect on game flow, it's easy to counter players shooting at the node from a distance outside the room. It's a little bit easier to defend though as you can see players before they come in. It's also easier for a player with the redeemer to take out the node when it is open, but that paired with the fact it's easier to defend are the only problems, and are minor if that.

Re: Bitchslap

Posted: Fri 30. May 2014, 19:54
by GLoups!
On the slap, I think that this will be a big loss of time for little results to try to code anything that would relate to a single map, although it is, I've playing several years without knowing who commanded slaps nor how, And finally give the points to the slapper will be an error in my direction: the aim of the gameplay being eminently more sense than to give the hunting to them.

Re: Bitchslap

Posted: Sat 31. May 2014, 11:06
by Droopy_Bollocks
As one door closes, another opens as the saying goes....it's equal for both teams.

Like Funky I can't say the door bug is a big concern, the deemer runner can be defended against (combo, shield sacrifice) snipers can be picked off.

I'm no fan of the slap, it's lazy - maybe using it reduces health each time?

DB