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InsideQC Forums • View topic - Possibility to exceed sv_maxspeed by various techniques

Possibility to exceed sv_maxspeed by various techniques

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Possibility to exceed sv_maxspeed by various techniques

Postby Baker » Fri Dec 05, 2008 7:16 pm

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Postby c0burn » Fri Dec 05, 2008 8:16 pm

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Postby goldenboy » Fri Dec 05, 2008 8:24 pm

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Postby Baker » Fri Dec 05, 2008 8:31 pm

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Postby Wazat » Sun Dec 07, 2008 4:18 pm

I always hated bunnyhopping, especially in teamplay class games like TF where one class is supposed to be faster than another for balancing reasons. When you cheat and get moving faster than that, that screws up the game balance. Yet so many people are reliant on exploiting the cheat they had a hissy fit when I tried to fix it.

We have two paths to choose from. The first is to legitimize the cheat and incorporate it into normal gameplay and game documentation. IMO, this sucks, but some gamers would commit suicide if they couldn't bunnyhop everywhere they went. This does add another skill for players to master to gain the edge over their opponents, which is seen as a very good thing by some players; however, I personally feel it's game ruining when everyone actually gains an advantage by hopping everywhere incessantly. The game starts to suck really fast, and not all games/mods can be fun with such "features" present.

The second option is the one Counterstrike took. Some games simply should not allow such a "feature" and should fix the bug so that players are not able to cheat with it. The game doesn't play well with it enabled, so we don't allow it. As LH has found, players will always try to find another way to cheat... but that doesn't mean we throw up our hands and abandon fixing the exploits.

I personally feel a game is better when you win by the rules, instead of finding some unintended cheat for beating your opponents. Some people feel differently. After all, many "competitive" players play with fullbright models, wall invisibility toggle keys, hacked invisibility models so they can see invisible players easily, etc. They're not interested in sport, they just want to win at all costs.... and those are just the people who don't play with aimbots, etc.

Like it or not, bunnyhopping is a bug and many modern games have disabled it for a reason. Several reasons, in fact. This option should be available to modders as well. A simple server cvar or some such to toggle bunnyhopping would let the mod writer and/or server decide if bunnyhopping is appropriate for their game. I know it's not appropriate for most of my mods, and I would appreciate the option.
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Postby MauveBib » Sun Dec 07, 2008 4:25 pm

I'm with Wazat. There's no harb in having a cvar to turn it off.
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Postby leileilol » Sun Dec 07, 2008 5:25 pm

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Postby Wazat » Sun Dec 07, 2008 5:40 pm

When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
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Postby Baker » Sun Dec 07, 2008 5:50 pm

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Postby Spirit » Sun Dec 07, 2008 8:21 pm

Sure, if you want 1996 Quake, then QuakeWorld is not for you. But if you look at QuakeWorld today, it is a bloody great game. And bunnyhopping is playing a huge part of it.

PS: Using a fov higher than 90 is a cheat just like using the mouse to aim. Weapon binds? You gotta be kidding me! ...


edit: Baker, where is that quote from? Maybe you aren't aware of it, but the european QW scene is well alive and steadily attracting newbies.
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Postby Baker » Sun Dec 07, 2008 9:16 pm

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Postby Baker » Sun Dec 07, 2008 9:59 pm

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Postby MauveBib » Sun Dec 07, 2008 10:06 pm

Apathy Now!
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Postby scar3crow » Sun Dec 07, 2008 11:49 pm

...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Postby Supa » Mon Dec 08, 2008 1:51 am

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