Balancing changes, Guided missiles, Weapon balance tests

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Postby ai » Tue Sep 15, 2009 12:24 am

Flying Steel wrote:Not at all, they have this in RTS games on the mini-map, just do the same. There's no reason why this'd be a problem if it was made subtle enough to not be a distraction in a larger battle.

This is an FPS, not an RTS. It's two totally different game types, just because it works in RTS doesn't mean it automatically works in FPS.
Even if subtle, in larger battles it will get distracting. The only way to make it fitting would be to display it only in the minimap. However, minimaps are not even on by default and not all maps have those. Even if maps have those, maps with several levels would make it confusing.
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Postby Flying Steel » Tue Sep 15, 2009 4:34 am

ai wrote:
Flying Steel wrote:Not at all, they have this in RTS games on the mini-map, just do the same. There's no reason why this'd be a problem if it was made subtle enough to not be a distraction in a larger battle.

This is an FPS, not an RTS.


Really? I thought it was an RPG.

The only way to make it fitting would be to display it only in the minimap.


Hey that's a great idea, I wish I had thought of it.

However, minimaps are not even on by default and not all maps have those. Even if maps have those, maps with several levels would make it confusing.


How seeing one of the red circles blink every now and then when it takes damage is more confusing than the circles always being solid is beyond me. How maps with more than one level are relevant to such a GUI feature you will also have to clarify for me.

Minimaps were on by default, I'm not sure why that was changed, turning them off doesn't help the teamplay issues, since then it is harder to tell where the rest of the team is.
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Postby FraNcoTirAdoR » Tue Sep 15, 2009 8:51 am

Mapposition-dependant status is a NO vote for me too, because you are NOT defending when you are preparing for the attack on your base. You are not trying to control the midfield when you go to a weapon in the middle of the map that helps defending. This creates fake roles for some seconds while people cant do what they chose to be their role all the time. When I see a player "attacking" in our base i know he is prepering, but when i see him with "def" mark and he is running up and down i cant tell for sure wtf is he doing. Also it would need to remake every single CTF map to work, at least the way i think...
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Postby ai » Tue Sep 15, 2009 10:18 am

@Flying Steel:
You're just being spiteful. This kind of attitude is not going to fly. Just because I sincerely disagree with some of your ideas does not mean I do it just for the heck of it or that I dislike you.
Don't make it personal.

Case closed.
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Postby Flying Steel » Tue Sep 15, 2009 1:56 pm

FraNcoTirAdoR wrote:Mapposition-dependant status is a NO vote for me too, because you are NOT defending when you are preparing for the attack on your base. You are not trying to control the midfield when you go to a weapon in the middle of the map that helps defending. This creates fake roles for some seconds while people cant do what they chose to be their role all the time. When I see a player "attacking" in our base i know he is prepering, but when i see him with "def" mark and he is running up and down i cant tell for sure wtf is he doing.


Well I don't think people would spend that much time doing those things, but I see what you are saying. Maybe just knowing the position of where your team is between the bases would be better without it marking roles.

But the problem I have with the assignment system is I don't think many players will notice or use it, outside of maybe clan CTF. I think part of this will be because there isn't alot of time for communication since things unfold fast, so passive communication can be important.

Also it would need to remake every single CTF map to work, at least the way i think...


I don't think so, it'd just look at the relative distance of a player between his base and the enemy base. A CTF map would have to be a really wild maze to make that not work.


ai wrote:@Flying Steel:
You're just being spiteful. This kind of attitude is not going to fly. Just because I sincerely disagree with some of your ideas does not mean I do it just for the heck of it or that I dislike you. Don't make it personal.


No, I'm just starting to get annoyed, and I was highlighting things you have been doing since somewhat recently that are annoying. It seems like every other time you post it's just a short condescending response to a suggestion I brought up somewhere, which also takes things off topic.

No, I don't want to play Call of Duty.
No, I don't want to start another Darkplaces project.
No, I don't think Nexuiz is an RTS.
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Postby parasti » Tue Sep 15, 2009 2:49 pm

I guess rocket launcher these days is more properly called a long-range high-speed guideable minigrenade launcher. Why is rocket launcher made into a bad joke of a weapon while weapons such as electro and fireball are becoming more and more rocket launcher-like? You evidently want a rocket launcher in the game but for some reason you don't want to call it a rocket launcher? What is going on?
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Postby FraNcoTirAdoR » Tue Sep 15, 2009 6:29 pm

Flying Steel wrote:I don't think so, it'd just look at the relative distance of a player between his base and the enemy base. A CTF map would have to be a really wild maze to make that not work.


Thats not working on TONS of the maps, like the very good mikectf3 (iirc that is the one where the flags are near eachother and you need to get around the whole base because they are separated by wall or gate).

I would join to parastis' statement, electro is more like a rocketlauncher than the rocketlauncher itself with the current settings. Also crylink lost its "around corner" ability because of the superslow reload you cant spam blind around corners where you expect the enemy is.
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Postby Flying Steel » Tue Sep 15, 2009 8:40 pm

FraNcoTirAdoR wrote:
Flying Steel wrote:I don't think so, it'd just look at the relative distance of a player between his base and the enemy base. A CTF map would have to be a really wild maze to make that not work.


Thats not working on TONS of the maps, like the very good mikectf3 (iirc that is the one where the flags are near eachother and you need to get around the whole base because they are separated by wall or gate).


Hmm, well then maybe it could tap into the bot waypoint system to determine your practical distance from one base and another.

I would join to parastis' statement, electro is more like a rocketlauncher than the rocketlauncher itself with the current settings. Also crylink lost its "around corner" ability because of the superslow reload you cant spam blind around corners where you expect the enemy is.


Yeah, how about setting rocket launcher speed at 1500 instead of 2000 for the test server?
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Postby ai » Tue Sep 15, 2009 9:43 pm

Flying Steel wrote:Hmm, well then maybe it could tap into the bot waypoint system to determine your practical distance from one base and another.

Not all maps have waypoints, so that wouldn't be possible.
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Postby Flying Steel » Tue Sep 15, 2009 11:33 pm

ai wrote:Not all maps have waypoints, so that wouldn't be possible.


Not all maps have mini-maps either though, but mini-maps are both possible and implemented. And this wouldn't require something maps shouldn't already include. Plus, if there are no waypoints, it could default to raw distances between bases. So it'd only not work on maps with an unusual design plus no waypoints.

Anyway it sounds like the assignment system might already be under early development, so I guess we'll see if it useful and used 'in the field' when it's ready for testing.
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