64 slots?

Keep everything the same except for the flashbangs. Restrict to 1 per player. Para's are so easy to play around...
 
Thanks C, it was a great job! The increase in slots has increased our traffic and server popularity!

Just because we have a small handful of people who don't like the change, or expect leadership to ask them for permissions, doesn't mean the changes were a bad idea. All the players I've spoken to, none of them have experienced lag.

If you don't like these changes, come talk us in Teamspeak. This goes to everyone involved in this topic!

You folks keep talking about lag and ignore the bulk of our grievances. What about the gameplay concerns? How many people need to post here for our views to matter one iota? I would've thought eGO would be happy that so many regulars care enough about the server to join the forums and try to be constructive on this thread instead of just bailing. :confused1:
 
I think if we want to keep the 64slot these things would be helpful (suggested earlier too):

- autobalance to join team when you join the server (so that people don't stack CT even more)

- para limit to 10 per team is reasonable I think

- 1 flashbang per person

- autoswitch to spectator whoever is AFK for over 30 seconds (I've drop boxed this before but nothing happened of it even though the feedback was positive) this would save a lot of admin-ing time
 
I think if we want to keep the 64slot these things would be helpful (suggested earlier too):

- autobalance to join team when you join the server (so that people don't stack CT even more)

- para limit to 10 per team is reasonable I think

- 1 flashbang per person

- autoswitch to spectator whoever is AFK for over 30 seconds (I've drop boxed this before but nothing happened of it even though the feedback was positive) this would save a lot of admin-ing time

^^^^


My personal opinion is we need to listen to the feedback of these regulars. There is a small percentage of actual eGO members who play on the server, so the pubbers should know how good/bad the change is, better than us. I don't even think the server can even get to 64 people... I already only get 100 fps and 80 ping with 48 people, I couldn't imagine a full server. Obviously my computer is really bad, but I usually average 200 fps, 50 ping on eGO servers, including d2
 
^^^^


My personal opinion is we need to listen to the feedback of these regulars. There is a small percentage of actual eGO members who play on the server, so the pubbers should know how good/bad the change is, better than us. I don't even think the server can even get to 64 people... I already only get 100 fps and 80 ping with 48 people, I couldn't imagine a full server. Obviously my computer is really bad, but I usually average 200 fps, 50 ping on eGO servers, including d2

^^^^
I've been on D2 for the past few days trying to calm the masses. I would like leadership to actually go on the servers and see for themselves, rather than taking the opinion of others. Just play one full rotation of the map (not one round), and you'll see the problems that people are talking about. If nothing gets done, I will be siding with the masses and bugging leadership non-stop.
 
Im not sure, for a while i thought the modifier was for damage, but it may also be for the amount of points you get per kill.

Pretty sure its the latter; back from a time when the m249 was worse then the m4. But a long time ago, valve decided the m249 needed increased first shot accuracy to compare to the m4 and increased damage to make it comparable to the ak. Was the stupidest change ever.
 
Pretty sure its the latter; back from a time when the m249 was worse then the m4. But a long time ago, valve decided the m249 needed increased first shot accuracy to compare to the m4 and increased damage to make it comparable to the ak. Was the stupidest change ever.

I don't believe it affected any game-play.
 
Well I know my 'activity' is at 0% because I've been playing csgo and not much css. But before (few months ago) when all I played was css, i ONLY played dust2 and I played it a lot. Majority of my 1500hrs are from dust2 and I know many of the pubs/regulars that are posting on here or even the ones that got banned for complaining lol. I totally agree with listening to the pubs and hearing what they have to say too because they play there a lot, I was just sharing my opinion as an admin who knows how it is on dust2 very well.

honestly the 64slot is scaring me a little bit to play lol
 
This is Brit Hume. Thanks everybody for weighing in on this thread. It's great to see so many admins who regularly play on the server offering their perspective. :cool:

For good measure, a screenshot of the match that just ended:

 
Last edited:
Paras are restricted to 8 per team now

Roundtime increased 30 more seconds

Flashbangs are 1 per player now
 
I played for four hours.

No lag. Asked other players an admins, no lag.

If you are lagging, it is solely your end pc, not us.

Had 61 players and the scores kept averaging each other.
 
Playing on the server this afternoon, server running much smoother, way less time that you are flashed and it seems to be what team can have the best teamwork wins the round. Great changes thanks to everyone.
 
Now all we need is something to take care of the AFKS. I cuss, get warned within 10 seconds, afks dont get kicked/moved to spec for like 10 rounds even when theres admins there.
 
Now all we need is something to take care of the AFKS. I cuss, get warned within 10 seconds, afks dont get kicked/moved to spec for like 10 rounds even when theres admins there.
Point the AFKs out to the admins (@ "Player so-and-so is AFK" in team chat). Admins can read chat but they're not constantly in the respective spawns to see who is AFK. This is especially hard if there's one admin on for a 64 man server. There's a lot going on so cut some slack, we're human.

If you do but the admin(s) do nothing about the AFKs, call in another admin through global chat (# "Player so-and-so has been AFK" in team chat).
 
Last edited:
Back
Top