To be perfectly clear, I have been pushing for significant changes in Nexuiz balance for some time, these were all deflected by most of the dev team as dangerous changes, and put into my Havoc mode (formerly known as "pro", a somewhat incorrect title).
Consequently Havoc mode kept being an experimental mod in serious need of balancing, and my invitations for balance testing and serious discussion went unanswered, I had to take drastic steps to spark real discussion of a rebalance and revive the core of the game itself.
Contrary to claims that have been floating around, I have never suggested putting Havoc physics into base Nexuiz as I see that as a major point of community debate, I believe fast movement is hostile to teamplay and Havoc has always been teamplay focused, but Nexuiz has always been more of a FFA and CTF game and I do not want to "ruin" the heart of Nexuiz as we know it.
However some other aspects of Havoc are under constant balance testing leading toward an eventual release in Nexuiz 2.6 (2.5.2 will not have these balance changes), chief among these is the health/armor limits which ensure it is always possible to kill a dominant player with enough skill, running items will never get you over 200/200 health/armor, limiting map control somewhat, additionally player start health has been lowered and an invulnerability period added.
With the health/armor changes and changes in responsiveness come significant weapon changes which are nowhere near final at this time and being driven primarily by server statistics analysis.
Ultimately I want the game to be easier to pick up for newbies but still hold potential for skilled players who have learned all the tricks and tactics of the game, a rebalance is necessary for this goal.
At the same time, I have been following Nexuiz download statistics vs player counts since the original release, and the numbers are not merely disappointing but depressing to me as the lead game designer, the retention rate is abysmal, Nexuiz has millions of downloads (across the various versions) and only several hundred players, no amount of publicity will make up for a game that does not hold onto the players who try it.
Some claim that I am trying to clone QuakeLive in Nexuiz, this is not true and has never been the intent, my goal is to identify what is driving away so many players and correct the problems, unfortunately these players are not as vocal on the forums as the active Nexuiz community, and there is a significant danger of ending up like QuakeWorld where newbies are destroyed repeatedly until they give up on playing online simply because it is not fun to lose all the time. (A point that QuakeLive has tried hard to fix, with limited success)
On the technical side, I think there are a few issues:
- Unresponsive controls - Traditionally Nexuiz has used 20fps gameplay and movement, which adds a hidden 50ms latency to everything you do and subconsciously feels "bad", we're changing this in the future to 16.667ms (60fps) to improve projectile weapons and allow finer timing of shots and movement.
The specific settings are: cl_netfps 60;sys_ticrate 0.0166667
For comparison Nexuiz used 20 and 0.05, QuakeLive uses something closer to 120 and 0.05 - Servers offering many poor-quality maps in their rotation - it makes a very poor impression when 90% of the maps played online are worse than the official maps.
- Network issues - whether it's the netcode or the server, there have been many user-visible issues with networking in every version of Nexuiz, we need to identify and fix these where possible.
I do believe there is a significant community who play Nexuiz singleplayer only (which avoids most of the technical issues in the game), and are not particularly vocal on the forums here, but I am not sure how many.
Note: In the interests of full-disclosure I should note that I am an id contractor working on QuakeLive.