New weapons (and some old one) don't fit Nexuiz

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Postby ai » Tue Sep 22, 2009 11:48 am

Oh, now that you brought it up (haven't read through all the posts), I think the ghost items are a bit too visible. I have never mentioned it before because I wanted to try it out some more and see if I could get used to it. I still haven't tried it fully, but my initial reaction was that certain items looked like they had popped but in fact they hadn't. The biggest issue here was the armour. It looked to me as it has spawned, but then I realized it had yet to do that.
After this I took a closer look on the other items and did see that they were a bit too visible, perhaps making them a tad more transparent.

But generally, I like the ghost items and I don't want them to go.
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Postby divVerent » Tue Sep 22, 2009 11:55 am

Samual wrote:But some changes are genuinely bad for the game. You see, one major problem with the 2.6 balance is that it is designed from a BAD PLAYERS point of view (No offense LordHavoc.. But when I asked, you didn't even know what strafing is...)..


This is why it's getting rebalanced on the future nexuiz balancing server - so it can match how players can ACTUALLY use the weapons, and not the theory LordHavoc used to design this.

Also, LordHavoc certainly knows about strafing, I bet he just didn't understand the way you explained. I know that because I had lots of discussions with him about that topic (e.g. also regarding strafebot, or previously regarding optimizing player physics so strafejumping doesn't have such a large impact on player speed).

That the new balance is intentionally focused on new players is true. The goal is to find what makes new players download the game, play it once, and in 99.9% of the cases delete it immediately afterwards. Obviously, something is wrong with the game from the perspective of a new player. And this has to be fixed. Whether it is the weapon balance I am not convinced. It's sure ONE part, but far from everything. And clearly, in SUCH a case, experienced players simply have no IDEA what could be wrong, as they are used to it, so indeed newbies HAVE to be asked, and their opinion considered most. And incidentally, this is exactly what LordHavoc did. He let some people he knows play the game, and let them tell him what they found weird. One part of it was the weak shotgun, and the slow rockets. Another was the insanely fast player movement of many people.

Balance should be designed by the community for the community (hah), with small moderations as to avoid making the game elitist.


The time of "by the community" is long over ever since people started to "offer" destructive critics only. Remove this, revert that, never touch anything, release 2.6 as an identical copy of 2.4.2... that can't be it. To get more say in these things, "the community" should become more constructive and actively help - and not complain louder, which is what currently appears to be done.

Now, personally I see there to be no reason to add the fireball gun. Sure we removed the tag, but that doesn't mean we need to add anything. To be honest, the fireball is a sad attempt at a gun. It does take no skill, and the balance of it (Although I realize it's still subject to change) is less than fun. Everyone I have talked to doesn't like the implementation of it, although they do like the idea. I think adding this gun would put a wedge into the community even more, and i'm sure it's eventually going to split.


The fireball gun is intended as a workalike to the Quake 2 BFG10k, without being extremely unbalanced. If you hated the BFG10k, you'll hate the fireball gun. This is also such a case - all the "progamers" in Quake 2 indeed hated the BFG, and found using or even collecting it "lame". That then an enemy got the gun, and killed them with it, made the gun MORE "lame" in their eyes.

That it takes no skill is a lie though. It is quite easy to run away before the thing detonates, and get only a small amount of damage or none.
1. Open Notepad
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4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby divVerent » Tue Sep 22, 2009 12:02 pm

ai wrote:Oh, now that you brought it up (haven't read through all the posts), I think the ghost items are a bit too visible. I have never mentioned it before because I wanted to try it out some more and see if I could get used to it. I still haven't tried it fully, but my initial reaction was that certain items looked like they had popped but in fact they hadn't. The biggest issue here was the armour. It looked to me as it has spawned, but then I realized it had yet to do that.
After this I took a closer look on the other items and did see that they were a bit too visible, perhaps making them a tad more transparent.

But generally, I like the ghost items and I don't want them to go.


Alpha got reduced now, please try again.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby ai » Tue Sep 22, 2009 12:18 pm

Hmm, the armour is better but the other items are too transparent. A middleground of the current setting and the old one would fit I believe (making it less transparent). I believe it's the armours bright color which makes it stand out so much, nothing to do about.
In darker maps (like Bloodprison) the ghost items are barely visible. I think one just have to live with that the armour is a bit more visible than normal items without fullbright.
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Postby divVerent » Tue Sep 22, 2009 12:20 pm

Trying a value in between now... try this one.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Silica Gel: Do Not Eat » Tue Sep 22, 2009 1:10 pm

Is there a way to disable ghost items?
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Postby parasti » Tue Sep 22, 2009 1:27 pm

divVerent wrote:And incidentally, this is exactly what LordHavoc did. He let some people he knows play the game, and let them tell him what they found weird. One part of it was the weak shotgun, and the slow rockets. Another was the insanely fast player movement of many people.

As someone who has never seriously played any other FPS before Nexuiz, I have never (and I mean not a single time) thought the rockets are slow. There's just no way a "regular gamer" who "likes most changes" would even notice something like that unless there was another game they like to make the comparison with -- so by making the rockets faster you're just making Nexuiz more like that other game, you're not making Nexuiz any more newbie-friendly.

As for fast player movement, I didn't think "that's weird, I hate this game" -- I realised I've just found a FPS that actually has some depth and is worth investing my time in, and all I wanted to know is "how do I do that".
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Postby Flying Steel » Tue Sep 22, 2009 2:19 pm

divVerent wrote:And incidentally, this is exactly what LordHavoc did. He let some people he knows play the game, and let them tell him what they found weird. One part of it was the weak shotgun, and the slow rockets. Another was the insanely fast player movement of many people.


Yeah, those seem like the things that stand out the most. But 2000 IPS is still too fast for the rockets IMO, because it makes the laser guided and remote detotation features more or less useless do to lag and human reflex limits. I think trying it at 1500 on the test server might be a good idea, that's still almost twice as fast as default, but might allow the rocket special features to become useful again, which are what make it unique.

The time of "by the community" is long over ever since people started to "offer" destructive critics only. Remove this, revert that, never touch anything, release 2.6 as an identical copy of 2.4.2... that can't be it. To get more say in these things, "the community" should become more constructive and actively help - and not complain louder, which is what currently appears to be done.


Yeah that's what I was saying earlier. It feels like there is a small vocal minority that opposes any or almost any change by flaming. They don't want a contructive discussion or specific, rational debate, because then a reasonable change might get through their net. They want the next release to be a clone of the last and will repeat this as many times and in as many ways as is needed to make themselves seem much bigger and more important than they are, to make anyone who disagrees look foolish and in the minority of opinion, and thereby to ultimately make nothing happen. [/rant]
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Postby FraNcoTirAdoR » Tue Sep 22, 2009 2:50 pm

ai wrote:Btw, it's 'ai' with lowercase letters, not uppercase.


Still much better than "francinator" LOL, just had my shock of the day :P

I think the idea beneath camping rifle isnt bad, and it would fit maybe even better if it would shoot some plasma-like particle as div mentioned, the model itself is nice but maybe should need some tuning to match the atmosphere. Also it would be cool if it wouldnt loose too much damage after penetrating walls, or it could have a special "heat sensor function" for secondary instead so you can look through the walls and shoot the enemy with this weapon.
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Postby divVerent » Tue Sep 22, 2009 3:06 pm

Hehe, that idea is actually not bad for a secondary - but I fear this would easily be abused as a generic wallhack... but I'll consider it. Maybe this function could cost cells :P

You're the first one who's proposing a constructive alternative to the current secondary (which is fine, I think, but this idea of yours is fine too).
1. Open Notepad
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