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

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Postby divVerent » Tue Sep 22, 2009 3:07 pm

Flying Steel wrote:
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.


That's my opinion too, but LordHavoc really insists on >=2000 (currently 2200), so I'm not going to change that until after 2.6 is out with these settings. Even though I don't know any other game with THAT fast rockets...
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 divVerent » Tue Sep 22, 2009 3:09 pm

vomit wrote:Is there a way to disable ghost items?


Cannot be done, sorry. Well, could be made a server option, but certainly no client option.

(Just making it a serverside option... will be called g_ghost_items)
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 3:45 pm

I tested the new ghost settings and it seems fine. Naturally, fullbright, health and armour (big as well as small) will be more visible than the weapons and ammo. But I think it is ok right now. It might turn out that other people will think it's too transparent (based on darker maps), but we just have to wait and see if they say anything about it.
Personally, I can live with this.
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Postby FraNcoTirAdoR » Tue Sep 22, 2009 4:33 pm

After some days ghost items arent too distracting for me either, the first times it was just horrible, but i got used to it. However plz plz plz just turn the opacity down more, the problem is that when you are fighting you can see items rolling constantly in the edge of your eye that are not even there, or make opacity a LITTLE range dependant (like further items has half of the opacity). Anyhow, this value is really too high in my opinon, I wonder if its only my taste or others found it a little distracting too.

I also have an idea for the crylink too: it can be more unique if the balls would bounce more, like 4-5 times, so this way on small rooms it could be very usable even with the havoc mode refire speed. Also after each bounce it could loose like 20% of its power so it wont be overpowered.

About camping rifle heatsensor, the way wallhacking-function could be set to display enemies who are further from the wall much less opaque and on long distance they should be invisible. Also camping rifle could have a separated "ammo", just like jetpact had originally, so when you watch through wall the weapon is loosing this "ammo". (i mean not a pickable, its like energy, it regenerates, but takes LONG. to to fill up. Like you can watch through wall for 2 secs but then it takes 10 sec to regenerate) Or maybe even better, the weapon could heat up, and after a few seconds it could start damaging the player because its so hot. This way the special vision cannot be used forever.

About nex: I also sent this recommendation earlier, please tell what do you think about it! Right now Nex and Camping rifle are way too similar, camping rifle was made to replace nex on long range, and with proper bullet antilag it might be good in the future. But my recommendation is to set Nex a range dependant damage and push, because its an energy beam, and energy discipates after long range in the air, am I right? So this way camping rifle could FINALLY replace nex on long range.
Last edited by FraNcoTirAdoR on Tue Sep 22, 2009 5:14 pm, edited 1 time in total.
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Postby Flying Steel » Tue Sep 22, 2009 5:50 pm

FraNcoTirAdoR wrote:Like you can watch through wall for 2 secs but then it takes 10 sec to regenerate) Or maybe even better, the weapon could heat up, and after a few seconds it could start damaging the player because its so hot. This way the special vision cannot be used forever.


That is a good idea, and there is even kind of an explanation for it- it uses short wave length radiation like x-rays to see through walls, but the excess radiation so close to the user will kill him after about a minute of continued use. :D

More importantly though, it doesn't require two forms of ammunition, which would have been too complex, IMO.

But my recommendation is to set Nex a range dependant damage and push, because its an energy beam, and energy discipates after long range in the air, am I right?


Replace "energy" with "ion" and that statement is both true and fits the visuals of the Nex "beam". And its even true in a vacuum, the charged particles push away from each other, dispersing and getting less dangerous over time (which basically means range/distance).
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Postby ai » Tue Sep 22, 2009 5:58 pm

The Nex is supposed to get stronger over distance. So the further the enemy, the bigger the damage dealt. This will make the Nex less valuable in close combat (which has been a problem in earlier versions).

If you really want an explanation of why it gets stronger over distance (even though it's not necessary as nothing up till now really has an explanation, so why start now), then see it like this; The beam collects energy from the air (whatever particles suits you, protons, electrons whatever) thus it gets stronger and more dangerous. When it hits solid matter it either dissipates (everything is released into the solid matter without much damage) or makes a little explosion.

This idea to making the Nex stronger over distance has been brought up before and it's a good one. As it won't be as effective in close combat.
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Postby FraNcoTirAdoR » Tue Sep 22, 2009 6:09 pm

ai wrote:The Nex is supposed to get stronger over distance. So the further the enemy, the bigger the damage dealt. This will make the Nex less valuable in close combat (which has been a problem in earlier versions).

If you really want an explanation of why it gets stronger over distance (even though it's not necessary as nothing up till now really has an explanation, so why start now), then see it like this; The beam collects energy from the air (whatever particles suits you, protons, electrons whatever) thus it gets stronger and more dangerous. When it hits solid matter it either dissipates (everything is released into the solid matter without much damage) or makes a little explosion.

This idea to making the Nex stronger over distance has been brought up before and it's a good one. As it won't be as effective in close combat.


But then whats the point of camping rifle and its wall penetration bullets? Also my idea is this because of the game's title, NEXuiz, so its means nex should be a strong weapon, but if it gets too weak in close range (and dont forget ALL the stock maps the game comes with are small/small-medium ranged ones), then people wouldnt be able to fight with nex effectively on stock maps, its importance would reduce way too much. The current problem is that nex is way too universal in ranges, unlike ANY other weapons (execpt MG, but its fine i think)
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Postby Flying Steel » Tue Sep 22, 2009 6:37 pm

ai wrote:The Nex is supposed to get stronger over distance.


Well then it at least seems like either you or the dev tracker has it backwards:

"The values used above give a Nex that is very powerful near the player (it does a lot of damage and gives a big push), however at a great distance it does minimal damage and no push."
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Postby Dokujisan » Tue Sep 22, 2009 7:43 pm

divVerent wrote:All I do is obviously wrong, as you say.


That is not what I said.

divVerent wrote:But try actually DOING something for the project


The one thing that I can not be accused of is NOT doing something for the project. I've poured countless hours into doing the things for Nexuiz that should be done by the alientrap team. I've put countless hours into conversations with people and helped manage or spearhead lots of Nexuiz projects. What helps is that I actually get along with most everybody in the community.

Among community members who are not developers, I've probably put more hours into improving Nexuiz than anyone.

divVerent wrote:And if you get feedback from your server - why don't you share it?


Pfft.. I thought I already explained that. Who are we going to share this information with? You? Nobody enjoys talking with you. You are not pleasant to converse with, and you have a tendency to disregard things anyway.

divVerent wrote:HLAC is 1. not overpowered (or it would be #1 in the weapon stats)


This is a good example, you have always referred to statistics a lot in your arguments about weapon balance, but there is a flaw to relying so much on statistics. They don't account for human behavior. To really understand the issue, you have to observe human behavior and figure out how that might affect any statistics that you are reading. For example, I never use the HLAC because it feels like a lame weapon. It's not fun to use. Other advanced players have said the same thing. I feel like a dirty whore when I use the HLAC, like I committed a sin against the gods of nexuiz. I felt the same way about the crylink and machinegun, when those weapons were previously overpowered. Weapons are not fun (for advanced players) when they can obliterate people in seconds by simply holding down a button, and without requiring much skill.

(note: this is also why the fireball weapon is a bad idea, in theory)

divVerent wrote:pro-gamers hate ANY sort of change


This is not always the case. That is an oversimplification. The truth is that you don't relate to, and you don't understand, pro-gamers, so you make these wild generalizations about them....like this one...

divVerent wrote:They never help other people in a game, as all they care for is winning.


This is pure crap. There are a number of us advanced players who have spent countless hours training people and improving their skills. That is largely what the batcave servers were for. Many of us worked on a Nexuiz bootcamp project specifically for this purpose. Admit it, you really don't know anything about advanced players. From here on out, you should stop talking about advanced players as if you know them, because you clearly do not know them.

divVerent wrote:And indeed, most changes in the last time were made in favor of the regular players, and against the pro-gamers, in order to let "new" players have more fun in the game.


This is a flawed approach. I explained this pretty well in IRC yesterday in the dev channel. The reason why this is a flawed approach is that the goal should be to have EVERY player become an advanced player (someday). However, if the game is not setup with very much depth of gameplay, then there is nothing of interest for advanced players. So the theory of lowering the ceiling to make it fun for new players will eventually result in those people being disinterested in the game over the longterm (much like a lot of Nexuiz regulars have started to become recently).

Instead, the goal should to properly develop the gameplay so it does have depth to it, but also work on ways to more quickly bring new players up to intermediate skill level so they can actually enjoy the game for its depth.

The game should always evolve, but it should evolve properly.
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Postby Dokujisan » Tue Sep 22, 2009 7:50 pm

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


haha. sorry. I couldn't think of your exact name at the time. :-D
If it is any consolation, mikeeusa called me "doujuk". o_O
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