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Between 2023-02-27 00:00:00Z and 2023-02-28 00:00:00Z
Although I haven’t played much, I haven’t seen much activity for my region, nor have I made any friends (not surprising to me). I’ve mainly played on multieasy and occasionally spectated block maps.
The harder maps (and videos of them) make me realize that my current keyboard(s) are probably unplayable for those maps.(edited)
Although I haven’t played much, I haven’t seen much activity for my region, nor have I made any friends (not surprising to me). I’ve mainly played on multieasy and occasionally spectated block maps.
The harder maps (and videos of them) make me realize that my current keyboard(s) are probably unplayable for those maps. (edited)
I've thought about this a bit and I think it's just the fact that most mods just can't keep your interest because they are always the same. If you don't get new maps every so often AND there is no rp potential like in the city mods, it just dies after a while
09:16
Pvp mods survive a little longer if they are fun, but at the end of the day they too get stale
Learath2
I've thought about this a bit and I think it's just the fact that most mods just can't keep your interest because they are always the same. If you don't get new maps every so often AND there is no rp potential like in the city mods, it just dies after a while
We even host them ourselves to give mods a hand. It's just the bitter truth that none of you want to accept. Most of these gamemodes just get stale after playing a while. Those that don't stick around even "without visibility"
09:21
Look at city, fokkonaut's playground, block servers. All did very well
The current situation is unfair to good faith server owners whose servers don't have the checkmark, a more healthy way is to provide a way to apply to have the checkmark or be added to this...
fokkonaut
maybe ddnet servers shouldnt be shown in the internet tab
The current situation is unfair to good faith server owners whose servers don't have the checkmark, a more healthy way is to provide a way to apply to have the checkmark or be added to this new tab so they have easier discoverability and users are not scared to join.
Main problem is, when generalizing verification, its impossible to know whether a server owner really is trustful, or for example a faker who simply tries to get verified and then does even more shit...
10:12
But for now, probably the easiest and most fair way for now would be to have a Community tab, have kog servers in there, unique, fng, bombay, and my server
10:13
But in the end every server can be faked and therefore abused
Lets say, a known attacker comes back, tries to create a new community, gets verified, has his token, more players join his server, he gets leaked and we realize he did shit and collected ips or whatever?
You dont get my point, if we add a general verification method, then also new networks would get the chance to verify. New networks, that have to prove themselves first, i guess
my point was to keep track of who is who, lets say KoG had 8 more servers to add, they could use a generic token that would auto "tag" them as KoG instead of adding each IP to the list
my point was to keep track of who is who, lets say KoG had 8 more servers to add, they could use a generic token that would auto "tag" them as KoG instead of adding each IP to the list
Then the tab shouldnt be called "Community" but rather "Trusted", but then again, new servers that develop a specific degree of trust/size/whatever will also want to get trusted checkmark.
my idea was more to "optimize" that network thingy, instead of everyone being allowed to be in the KoG tab, or instead of avo taking all the time to manually add IPs in the KoG tab, he could simply use a token in his .cfg file, then the srv is automatically associated in the KoG tab
Its just not easy to verify some people without e.g. having real contact information or whatever. Since everyone can create their servers under whatever name or identity
10:28
To do shit later on
10:29
Mostly players who play for years are "trusted".
fokkonaut
Then the tab shouldnt be called "Community" but rather "Trusted", but then again, new servers that develop a specific degree of trust/size/whatever will also want to get trusted checkmark.
Its just not easy to verify some people without e.g. having real contact information or whatever. Since everyone can create their servers under whatever name or identity
Oh true, i forgot its more about avoid getting fakes
10:43
Faked
Learath2
I've thought about this a bit and I think it's just the fact that most mods just can't keep your interest because they are always the same. If you don't get new maps every so often AND there is no rp potential like in the city mods, it just dies after a while
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My server is based on 0.7 and was 0.7-only in the beginning. It reached good player counts with that already. When I added DDNet support, most players switched over time leaving a very small 0.7 player amount. Just a very few players
had that in fng twice, if you don't fight the best players 2v2 or 1v1, you notice on the big server that people seem to magically run into your shots, almost like NPCs
11:05
i said twice because i rarely get to play anymore
fokkonaut
even if its just beating your own time or perfecting your moves
surprisingly i dont track that (? yet? ive been meaning to start) but i just searched in a 500mb logfile i had laying around and found
51989 people joined with ddnet
5055 people joined with 0.7
617 people joined with client "secure=no" probably 0.6 vanilla
I'm implementing a secure server connection currently, using QUIC
21:24
that'd open the door for strong authentication of clients, I'm envisioning something where the client generates some (ed25519) private key and uses that as identity. a global identity server could tie these keys together to form an account, maybe linked to an email address or a steam account
21:25
personally, I don't want account creation to be an obstacle for first-time users, but there are other opinions on that in the community and from the developers
I thought maybe just save it in a file that if you know what you are doing you can copy it around, but yeah, people will lose that like teenagers loose their.... well..
I don't really understand how this is a thing. we can't really help people who install viruses, no? if they have a malicious client, that client might as well store the credentials if we have a central account system
the big problem with pvp mods is you need other people on to be able to play them, so when you combine that with low discoverability and huge skill imbalances, you need a much larger critical mass to keep the mode alive.
23:32
I really wish a pvp tab was added to the ddnet client to allow for newer players to find these modes.