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> Next Respawn Suggestions, Suggest games and other comps
GIARUS
post Jan 25 2010, 09:52 PM
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From: Werribee South
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i know it might be a fit old but how about a yugioh duel monsters comp i haven't played in ages but if u make it into a comp ill come out of retirement


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toe
post Jan 28 2010, 08:16 PM
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Joined: 22-December 08
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My suggestions, not all are universally flawless, but I've seen alot of these work quite effectively.

- A Dedicated seating plan.
These are easier than it sounds. Just get people to group into clans/common names, (where appropriate, Larger groups 3+)

- A Hard cutoff time for arrivals before it goes to waiting lists (later on in the night. 8pm or something like that. Similar system with a paid for seat is paid for and permanent, I don't know fully on this one.)

- In a similar sense too, maybe an optional check-out system. I noticed a few guys near me packed up and left early in the night 6-7pm. It could be handy to know they are not coming back. I know not everyone would use this, in fact most probably wouldn't, but considering you could integrate something like this into the EMS or a quick word to the admins, it could be handy.


And this one is more of a question.

Coming from Lans that used the big catalyst switches as mainly backbones and ran off small four porters to the nosebleeds, is there are particular reason it's not done here? I know the website says to show up with 10m cables and you're never further than that away, but it still makes it difficult when you're in the nosebleeds after everyone else has gotten there, and leave before they do. (a lot of delicate cord play).
I'm sure there is something I'm over looking in this one.

And one more, nothing to do with admins or generally at the lan.

But to the Jackarses playing CS:S or whatever it was yelling at full volume to one another along with some stupid incomprehensible catch phrase when they one, a couple of suggestions.
-You're right there, your teammates can hear you, we don't need to
-Perhaps head phones, microphones and a local vent/teamspeak server may be worth it?
-A bit of excess energy and lack of any real achievement says that maybe a sport would be appropriate too
And I do foresee a massive coronary in your future if you don't learn to relax when you get killed.

Thanks to the guys who started The Ship server too. I really love playing that game and haven't had a decent go of it with alot of people since back in the days of the Steam free weekend!!! That was definitely my highlight
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Jen
post Jan 29 2010, 11:54 AM
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Posts: 601
Joined: 14-July 08
From: Seaford, VIC
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QUOTE (toe @ Jan 28 2010, 09:16 PM) *
Coming from Lans that used the big catalyst switches as mainly backbones and ran off small four porters to the nosebleeds, is there are particular reason it's not done here? I know the website says to show up with 10m cables and you're never further than that away, but it still makes it difficult when you're in the nosebleeds after everyone else has gotten there, and leave before they do. (a lot of delicate cord play).
I'm sure there is something I'm over looking in this one.
From a networking perspective and I think Squiddy touched on this one too. The switches we use are best designed and configured for the event's needs. Everything runs back to a central core (for those of you in the know its a "STAR TOPOLOGY"). Everything feeds back to that central point.

The reason we ask you to bring 10mtr cables is purely because the equipment source we use only has so much it can sponsor us with. The 4 port switches means that you would only effectively have 1Gbps uplink and the 4 of you would potentially quite heavily congest that one link. The 24 port switches on each table this event were specifically configured with dual uplinks (effectively giving us 2gbps of backhaul). This means you can as the saying goes "FRAG WITH NO LAG".

Also there is the element those smaller switches could get damaged or go missing. Plus if we started running more switches, the power group would have an even more difficult job of balancing the power requirements of the event.

Also each table is configured as 24 seats, with 24 ports (1 per port) not counting the uplinks.


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