Digital Paint Discussion Board

Development => Bugs, Feature Requests, and Feedback => Official Feature Votes => Topic started by: jitspoe on November 03, 2010, 01:00:20 AM

Title: Feature: Dead Man Practice Mode
Post by: jitspoe on November 03, 2010, 01:00:20 AM
Basically, when you're eliminated and running around as a "ghost", you can fire phantom paintballs and get feedback when you hit players.  This won't impact the game at all, but it will allow you to practice shooting at moving targets while you're eliminated.

http://dplogin.com/dplogin/featurevote/feature.php?id=10242
Title: Re: Feature: Dead Man Practice Mode
Post by: Bono on November 03, 2010, 01:07:29 AM
Very nice idea.. +1
Title: Re: Feature: Dead Man Practice Mode
Post by: Dirty_Taco on November 03, 2010, 01:11:34 AM
Cool idea; I hope it will bring back the 60 second respawn and kill instant spawn servers
Title: Re: Feature: Dead Man Practice Mode
Post by: abnormal on November 03, 2010, 11:19:50 AM
Great idea
Title: Re: Feature: Dead Man Practice Mode
Post by: idias on November 03, 2010, 12:01:42 PM
Basically, when you're eliminated and running around as a "ghost", you can fire phantom paintballs and get feedback when you hit players.  This won't impact the game at all, but it will allow you to practice shooting at moving targets while you're eliminated.

http://dplogin.com/dplogin/featurevote/feature.php?id=10242
+1. But you better be sure on that one... Also I agree with DT
Title: Re: Feature: Dead Man Practice Mode
Post by: T3RR0R15T on November 03, 2010, 08:39:40 PM
I don't understand, what you mean with it.

Maybe a warmup mode for death players?
Title: Re: Feature: Dead Man Practice Mode
Post by: JUICEY on November 03, 2010, 09:03:38 PM
i think this is cool, and you can actually click the mouse and not get sent back to the spawn but be able to shoot :) so.. +1
Title: Re: Feature: Dead Man Practice Mode
Post by: XtremeBain on November 04, 2010, 10:24:04 AM
Just please don't change dead man noclip.
Title: Re: Feature: Dead Man Practice Mode
Post by: P!nk on November 04, 2010, 12:33:17 PM
Knew this sounded familiar.. (http://dplogin.com/forums/index.php?topic=455.msg3691)
Title: Re: Feature: Dead Man Practice Mode
Post by: jitspoe on November 04, 2010, 02:26:27 PM
Just please don't change dead man noclip.
It would only be active when you're in the "walking" camera mode.  You could still switch to noclip or chase cameras.
Title: Re: Feature: Dead Man Practice Mode
Post by: JUICEY on November 04, 2010, 03:00:20 PM
what kind of gun would be used? -.-
Title: Re: Feature: Dead Man Practice Mode
Post by: bjorn on November 04, 2010, 03:03:27 PM
rocket launcher would be cool :D
Title: Re: Feature: Dead Man Practice Mode
Post by: jitspoe on November 05, 2010, 06:50:50 PM
what kind of gun would be used? -.-
In the ideal world, there would be a way to configure that, but due to limited time, it would probably just be something that behaved like the PGP.
Title: Re: Feature: Dead Man Practice Mode
Post by: rafalluz on November 06, 2010, 05:05:07 PM
How would it work with jails? Especially on maps like chamber or dodgeball pr bombsaway where eliminated players can still eliminate others?
Title: Re: Feature: Dead Man Practice Mode
Post by: MOFO on November 07, 2010, 04:21:19 AM
How would it work with jails? Especially on maps like chamber or dodgeball pr bombsaway where eliminated players can still eliminate others?

Jailmode can be toggled off. depending on the player wishes.
Title: Re: Feature: Dead Man Practice Mode
Post by: Chef-Killer on November 07, 2010, 06:55:35 AM
MOPO, can you really toggle off the jail on our speed server (nhb, hca_fort or sphouse) without joining obs? I guess it's not always possible, if there're specific map settings like "forcejail" "1".
Title: Re: Feature: Dead Man Practice Mode
Post by: rafalluz on November 07, 2010, 06:46:54 PM
So I'm guessing there are two options: either jails will be removed or they take priority over ghost mode.

Don't get me wrong though, I'm for it. I hate pubs with 30s and longer elim time.
Title: Re: Feature: Dead Man Practice Mode
Post by: Kyuuchi on November 08, 2010, 01:55:06 AM
Ugh, if the gun for this dead man mode is the PGP then don't bother. Make it interesting rather than having the worst gun in the game to pass 30 seconds with. How about the Automag or the Spyder SE, I just think it'll be pointless having the PGP rather than a better gun.
Title: Re: Feature: Dead Man Practice Mode
Post by: pvtjimmy on November 08, 2010, 11:14:00 AM
Ugh, if the gun for this dead man mode is the PGP then don't bother. Make it interesting rather than having the worst gun in the game to pass 30 seconds with. How about the Automag or the Spyder SE, I just think it'll be pointless having the PGP rather than a better gun.

I believe the idea of this feature was to improve aim, not to try your luck while spraying an entire hopper on someone
Title: Re: Feature: Dead Man Practice Mode
Post by: Chalk on October 22, 2012, 07:38:31 PM
this would actually be awesome. you can still warmup and practice, so the long respawn times won't seem so dreadful to newbies lol


not only pgp though please
Title: Re: Feature: Dead Man Practice Mode
Post by: deadfroggy on October 23, 2012, 01:59:53 AM
Yes pgp please ;D
Title: Re: Feature: Dead Man Practice Mode
Post by: Narga on October 23, 2012, 02:19:27 PM
you can still warmup and practice, so the long respawn times won't seem so dreadful to newbies lol

If more maps had jail spawns then that would also make respawn times less dreadful.
Title: Re: Feature: Dead Man Practice Mode
Post by: Rick on October 23, 2012, 05:13:59 PM
If more maps had jail spawns then that would also make respawn times less dreadful.

The difference here is that we are discussing Dead Man Practise Mode, not jails. Jails are made by the mappers which = suck.
Title: Re: Feature: Dead Man Practice Mode
Post by: RoBiNandL!nk on October 23, 2012, 05:54:31 PM
I actually think jails would be more fun if constructed better. A bigger jail instead of all the small ones. Plus 90% if not all of them (not quite sure how it works), you can turn the jail mode off if you want.
Title: Re: Feature: Dead Man Practice Mode
Post by: Chef-Killer on October 24, 2012, 11:23:33 AM
I prefer this dead man practice mode idea, because new players can only practicing (e.g. learning jumps/jumping) on maps that where played. A small jail don't have lots of possibilities to practice in.

Adding "forcejail" "1" to the worldspawn should avoid that people can turn the jail mode off, but most of the maps with a jail don't use this. I added it to the .ent files I started to create last year, not sure if jitspoe sets up a central repository for .ent files sometime, though.
Title: Re: Feature: Dead Man Practice Mode
Post by: Rockyar_96 on October 24, 2012, 11:26:17 AM
i don't think mappers should force people in jail. I mean it's their decision what they want to do ^^
Title: Re: Feature: Dead Man Practice Mode
Post by: Chef-Killer on October 24, 2012, 11:30:42 AM
As long as there's an option for the mappers, they can decide how their maps should get played. But forcing players to jails means that players can't spec any other player in matches on those maps with jails.
Title: Re: Feature: Dead Man Practice Mode
Post by: Foxhound on October 24, 2012, 11:34:06 AM
newbies might not mind the 60 second respawn either if they can still run and think they are shooting things... this should be up there on the priority list.