Hi. As an avid blw Deathrun fan, i decided to create this thread, too expose some of the small annoyances you encounter in blw's Deathrun.
1# Activator's roll the dice.
As some of you probably know, Roll the dice is currently enabled in Blw's Deathrun servers. While both blu and red can roll, rtd's who's only purpose is to kill the player for instance time bomb, it will only kill the player if he is on the Blu team (activator). This is obviously an unfair advantage for the Red team (runners), as the activator can't use rtd without risking a loss, while the runners can rtd safely without worrying too much.
Example: A
Runner Steve: Roll's time bomb
Runner Steve: Doesn't die, and waits for the cool down to expire before using rtd again.
Example: B
Activator Brian: Roll's time bomb
Activator Brian: Dies.
Example: C
Activator Mike: Roll's increased speed
Activator Mike: Can move faster between different button's, securing him an easier win.
(Activators area in Deathrun, usually has a speed boost platform, however it often moves too fast/slow, and the Bhoppers have skipped the trap by the time you get off the platform)
Proposed solutions.
1. Both sides die to rtd effects: Activators and Runners alike always have to take a risk when using rtd. (best solution)
2. Runners die to rtd effects: Runners can no longer get the trap-skipping god mode, without taking a risk.
3. Removing killing rtd effects: Nobody has to worry about getting killed by an rtd effect, but the runners have a slight advantage due to their numbers.
4. Outright removing rtd: Deathrun is more fair, but less fun. (bad solution)
While some of you may argue that this is a small problem, from my experience activators lose rounds DAILY, due to the current rtd system.
2# Weapons in deathrun.
Currently, Blackwonder's Deathrun server's are restricted to melee only. While this isn't a bad thing, it restricts the available easter eggs, on certain Deathrun maps.
Deathrun maps, with weapons required easter eggs:
Vsh_dr_newporkcity_V4
Dr_delay_b3
Dr_Wolfenstein_V3 (Currently active in blw's Deathrun servers)
Dr_derelict_prime_x (Currently active in blw's Deathrun servers)
Dr_space_V10
Dr_egypt_V4
Dr_Supermario64_V5 (old version of the current one)
Dr_block_V6 (also an old version).
in this article: @Wanka
Presents valid arguments, why globally enabling weapons on Deathrun servers is a bad idea.However there is several ways to enable weapons in Deathrun, without risking players skipping traps, which i have written below.
Proposed solutions.
1. Enable stock weapons for all classes. (Mildly exploitable)
2. Enable the stock minigun for the heavy. (The minigun is the optimal weapon to enable, as it makes you move slower while firing).
3. Outright enable all weapons globally. Players can skip traps. (Bad solution)
Afterword.
After reading this thread, i hope you understand some of the annoyances you sometimes encounter in blw's Deathrun servers. and i hope for your support regarding these issues on the Deathrun servers. Sincerely, -Yelo Chey
1# Activator's roll the dice.
As some of you probably know, Roll the dice is currently enabled in Blw's Deathrun servers. While both blu and red can roll, rtd's who's only purpose is to kill the player for instance time bomb, it will only kill the player if he is on the Blu team (activator). This is obviously an unfair advantage for the Red team (runners), as the activator can't use rtd without risking a loss, while the runners can rtd safely without worrying too much.
Example: A
Runner Steve: Roll's time bomb
Runner Steve: Doesn't die, and waits for the cool down to expire before using rtd again.
Example: B
Activator Brian: Roll's time bomb
Activator Brian: Dies.
Example: C
Activator Mike: Roll's increased speed
Activator Mike: Can move faster between different button's, securing him an easier win.
(Activators area in Deathrun, usually has a speed boost platform, however it often moves too fast/slow, and the Bhoppers have skipped the trap by the time you get off the platform)
Proposed solutions.
1. Both sides die to rtd effects: Activators and Runners alike always have to take a risk when using rtd. (best solution)
2. Runners die to rtd effects: Runners can no longer get the trap-skipping god mode, without taking a risk.
3. Removing killing rtd effects: Nobody has to worry about getting killed by an rtd effect, but the runners have a slight advantage due to their numbers.
4. Outright removing rtd: Deathrun is more fair, but less fun. (bad solution)
While some of you may argue that this is a small problem, from my experience activators lose rounds DAILY, due to the current rtd system.
2# Weapons in deathrun.
Currently, Blackwonder's Deathrun server's are restricted to melee only. While this isn't a bad thing, it restricts the available easter eggs, on certain Deathrun maps.
Deathrun maps, with weapons required easter eggs:
Vsh_dr_newporkcity_V4
Dr_delay_b3
Dr_Wolfenstein_V3 (Currently active in blw's Deathrun servers)
Dr_derelict_prime_x (Currently active in blw's Deathrun servers)
Dr_space_V10
Dr_egypt_V4
Dr_Supermario64_V5 (old version of the current one)
Dr_block_V6 (also an old version).
in this article: @Wanka
Presents valid arguments, why globally enabling weapons on Deathrun servers is a bad idea.However there is several ways to enable weapons in Deathrun, without risking players skipping traps, which i have written below.
Proposed solutions.
1. Enable stock weapons for all classes. (Mildly exploitable)
2. Enable the stock minigun for the heavy. (The minigun is the optimal weapon to enable, as it makes you move slower while firing).
3. Outright enable all weapons globally. Players can skip traps. (Bad solution)
Afterword.
After reading this thread, i hope you understand some of the annoyances you sometimes encounter in blw's Deathrun servers. and i hope for your support regarding these issues on the Deathrun servers. Sincerely, -Yelo Chey