How many people play Nexiuz?

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Postby charlesk » Thu May 31, 2007 8:36 pm


I think rocket jumping from Q2 was cool, but it was cool mostly because it was balanced with taking off a large chunk of health when you used it. Laser jumping allows for people to jump all over the place without very much concern for losing health.

This is a very interesting point. I am new to FPS so I wasn't aware that this is an adaptation of a type of "weapon jumping" that is far more costly.

BTW, I want to take this opportunity to thank Nil for setting up the new "newbie friendly / laid back" CTF server... he's done a great job with it.

Dokujisan.. as an experiment, he set the server so it is 20 for a score and 10 for returning the flag instead of 5. Just that one change has made a huge difference in game balance. It may just be that the server right now says "newbies only" so there aren't any expert players on, but I think that is a better balance.

It also encourages people who want to attack to actually work as a team. Because if you go yourself, grab the flag and die, it's a pretty big penalty.
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Postby Dokujisan » Thu May 31, 2007 8:36 pm

Nil wrote:Automatic skill tracking is just too complicated. So let's try to let humans help out with this idea of self declaration. :)


I think any system that relies on humans that much is setup for disaster.
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Postby Judas Ravyn » Fri Jun 01, 2007 3:52 am

If theres not enough players, I can advertise on the many forums that I\'m a member of. I\'ll have a hyperlink to the nexuiz webpage. It\'s a fun little game. Let me know, if you need more. Till then, I\'ll advertise it anyway.
I am "The Dragon Of Existence"

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Postby esteel » Fri Jun 01, 2007 11:49 am

Sure adverticing Nexuiz is always good when done in a nice manner (no spamming or being overly aggressive..) Especially Australia was never a place with many Nexuiz players.. if that would improve (and some servers for them) that would be very good!
Thanks..
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Postby old_codger » Fri Jun 01, 2007 4:39 pm

charlesk wrote:The server could use those tags to determine how to balance the teams. For example, if it starts a new game and sees two "{A}" players and four "{I}" players, it would put one "{A}" and two "{I}" on each team. Right now it just randomly allocates the players.

Hmm.. yeah, if that could be easily coded that might work. I think most good players would be reasonably accurate for one simple reason... PRIDE! :)
charlesk wrote:That's part of the reason why people don't bother defending, because Nexuiz is telling them that it is not important to defend.

No, I'm not sure you're right about that for the reason I gave - that you don't get any points just for grabbing the flag. You only get them for a capture.
charlesk wrote:Well, some do defend anyway, but the current system definitely discourages teamplay by putting too much emphasis on individual scores.

A different weighting in the figures might be an idea.
charlesk wrote:Kick me if you want, but doing this is, IMO, the only available way of making clear to uncooperative people that they are ruining the game for others. Some will not listen to reason.

I think you have to give people the chance to listen first though. There's no point in doing that after you've just said once 'Teams?' and then waited all of 20 seconds.

Also, as TZork said in the other post, even a score of 300-100 might not reflect the relative strengths of the teams so much as plain and simple and slightly better defense.

I say that because my experience of capturing is that sometimes I just have bad luck and run into a bunch of opponents coming back.... at least, that's my story and I'm sticking to it :D. The other day on mike_ctf, (is that the one with about 5/6 routes into/out of the flag room?),I ran into about 6 defenders that weren't in the flag room when I got there and then magically appeared on the exact root I chose to come back. The thing is there were only about 6 players on the whole team LOL
charlesk wrote:I have been in COUNTLESS games where I was on the losing end of a 300-100 or so match, and it wasn't due to everyone attacking, it was due to a couple of people laser-jumping too fast for newbies to defend against, while the losing team didn't have any laser-jumpers of their own.

No matter what other issues people want to raise, the heart of the balance problem is very experienced players who misbalance games unless there are roughly an equal number of them on each team.

I have to say that's been my experience as well but, other than removing the laser-jump option, (which alters the game substantially), it's difficult to know what to do.

Well.. OTHER than giving people some help with the basic movement techniques in tutorial demos as I've suggested on the other thread. I suggested 3 tutorial demos be released with the game.

1. Basic movement, laserjumping, hopping to increase speed, etc.
2. Basic weapons. Left/right buttons differences for all the weapons.
3. Basic tactics for ctf, tdm, lms, etc. I'd suggest concentrating on the team games where an individual who's new to fps games CAN make a difference to the overall effort.
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