unfair advantages

Discuss Nexuiz gameplay here.

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Postby esteel » Sat Feb 17, 2007 12:21 am

http://forums.alientrap.local/viewtopic.php?t=1344
Please comment.. i'll make it look better though soon :)

Just to let people see what i'm up to and that i really think we try to help people and not keep our 'unfair advantages' to our selfs. Which i still think are not unfair, its just more knowledge like sportsman have better equipment, better training and YES better and more knowledge.
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Postby GunHammer » Sat Feb 17, 2007 1:24 am

Thanks for the link, cyberfreak. I'd been wanting an etiquette guide. And your FAQ is equally usefull, esteel.
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Postby tZork » Sat Feb 17, 2007 2:48 am

Just as learning maps is a part of getting better learning weapon combos and tricks etc is too, i rather like this since it makes it more interesting when theres room for improvement in many areas.

The thing that would need to be more clear is the basic stuff like weapon secondarys and basic environment stuff like the splash-though-walls. and laser jumps.

The noobmaps project is on ice, and its not looking like it will be revived anytime soon. It sounds like a nice idea, but the amount of work involved and the benefits from it seem not worth it. Some nicely formated quickstart guide in html of some other general displayformant would be mutch faster to produce and easier to maintain.

Overall more and better maintaind documentation are imo realy needed for Nexuiz, bot on the player and developer side.
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Postby Dokujisan » Sat Feb 17, 2007 2:52 am

Just found another example a few minutes ago
I was playing on the RBI server on the map Blood Prison CTF

Xeno is evidently known for hiding in a certain part of the map that I guess is difficult to get to. Well, TVR happens to know that spot, so he hid in that spot with the flag. No offense to either of those two, but it completely stunts gameplay to have things like that in CTF. I had the flag and in order for me to find out where he is, I would have to leave the game and spectate him.

I know that it is a flaw in the map design and not necessarily a flaw in Nexuiz, but it just gives another example of how gameplay in Nexuiz can be create unfair advantages like that and negatively affect gameplay.
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Postby Vendor » Sat Feb 17, 2007 12:30 pm

ALL games have an imbalance between established and new players, to a greater or lesser extent. By design Nexuiz has a large imbalance, and that is just the way it is - it's neither "fair" nor "unfair".

The developers put in a huge amount of their own time for no reward, so they are free to develop the game in the direction they want. Dokujisan, your comments would make sense if you were talking about a commercial game - clearly commercial developers want a level playing field (so players don't feel ripped off) and they want to build a big playerbase (more money). Neither of these pressures exist in Nexuiz, which means that we have the opportunity to play a game that wouldn't be possible in the commercial arena.
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Postby ai » Sat Feb 17, 2007 2:20 pm

One thing that comes to mind is that there could be done some kind of "Tutorial" like in UT2004. Where they bring up the movement (double clicking in one direction would make you dodge) and weapon combinations. And then put this tutorial with the menu options. Or alternatively make a demo named tutorial which new players could watch and grab a perspective on.
Though what esteel is writing is a good thing but some just hates to read (which is their loss sure) :) Like me, I won't even bother :P and I think watching something or trying it out for yourself is much more fun.
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Postby C.Brutail » Sat Feb 17, 2007 4:28 pm

ai wrote:One thing that comes to mind is that there could be done some kind of "Tutorial" like in UT2004.


Once tZork and me started to map some tutorial maps, but the project grew over us, and soon we lost interest too :( It was the Noobmaps project, you still can find it's thread somewhere here on the forum. Maybe one days we should finish it, but two people is simply not enough for mapping those tutorials :(
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Postby Dokujisan » Sat Feb 17, 2007 6:41 pm

Vendor wrote:Dokujisan, your comments would make sense if you were talking about a commercial game - clearly commercial developers want a level playing field (so players don't feel ripped off) and they want to build a big playerbase (more money). Neither of these pressures exist in Nexuiz, which means that we have the opportunity to play a game that wouldn't be possible in the commercial arena.


This has nothing to do with money. It has to do with making the game more enjoyable. That applies to commercial or open source. You can have that as your goal without making it an issue of money. I'm sure the developers of Nexuiz want the game to be as good as they can make it, regardless of whether they are getting paid or they are volunteering their time.
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Postby Dokujisan » Sat Feb 17, 2007 6:42 pm

ai wrote:Or alternatively make a demo named tutorial which new players could watch and grab a perspective on.


That sounds like a great idea. That is why I was thinking of the idea of a demo displaying button presses, for that very reason.
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Postby Shoe » Sat Feb 17, 2007 8:12 pm

C.Brutail wrote:
ai wrote:One thing that comes to mind is that there could be done some kind of "Tutorial" like in UT2004.


Once tZork and me started to map some tutorial maps, but the project grew over us, and soon we lost interest too :( It was the Noobmaps project, you still can find it's thread somewhere here on the forum. Maybe one days we should finish it, but two people is simply not enough for mapping those tutorials :(

Maybe the primary dev team should take a look at trying to integrate what you had done into the project and add on what was left for a major release version. It really would help with new people.
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