Moderators: Nexuiz Moderators, Moderators
[-z-] wrote:... players that are challenging themselves will lose interest if you clip their wings. ...
divVerent wrote:... It's been tried out and met too much resistance. And we certainly won't do such a change against most of the current players. ...
[-z-] wrote:Yeah awesome, lets get more fans by discouraging the hardcore guys, they can just go play other games instead. They are ~TOO GOOD FOR NEXUIZ~.
I think a feasible alternative is that you stop believing everyone thinks like you and listen to the statistics that have been repeated to you. People don't like the flag carrier reduction.
For good reasons too! One's that I don't care to repeat. However, I will re-emphasize the fact that we need to change mindsets.
The current solutions that exists are websites, specing, playing the bots and getting your ass kicked on public servers. Website aided (videos, demos, literature) and spectating education is a "pull method", meaning the user must seek to learn beyond regular game play. Leaving only playing bots and public servers.
Bots are not a good way to learn movement. Bots don't bunny hop, bots don't laser themselves, bots run awkward and they have annoyingly good knowledge (beyond awareness) and aim. They are not a very good teacher beyond the basics and target practice.
Play on public servers are thus to best method to advance in learning beyond the basics. The 2.4.2 flag scoring system gives the player 1 points for picking up the flag and does not punish them for dropping it. This translates to some as reaching a goal and doing something positive for the team, when in reality they are hurting their team. This is where the negative pickup acting as a deposit comes into play.
The deposit non-verbally asserts value to this object and much like children learn not to do bad things or they will get spanked, the negative value alerts the player that their "contribution" to the team wasn't really all that much. This forces them to understand beyond the literal translation of the title and into the depths of this game type.
And you're suggesting slowing down the flag carrier... so then new players will just die sooner walking back to base with the flag, even after some of the most respected players in the community have given their opinions against it?
Furthermore, you've fabricated information above that you were unable to defend with a proper citation. If you need to lie to defend your point, I think you already know your solution's whack.
[-z-] wrote:... This translates to some as reaching a goal and doing something positive for the team, when in reality they are hurting their team. ...
[-z-] wrote:And you're suggesting slowing down the flag carrier... so then new players will just die sooner walking back to base with the flag ...
[-z-] wrote:... Furthermore, you've fabricated information above that you were unable to defend with a proper citation. .
kenji wrote:I kinda like the concept of using a projectile weapon for jumping. It puts a new dynamic onto health, like health becomes fuel. If you want to rocket jump, it will cost you X amount of "fuel"
[-z-] wrote:... However, I will re-emphasize the fact that we need to change mindsets. ...
[-z-] wrote:... 200 health can translate into 2 rocket jumps that'll get you closer than the target. ...
TVR wrote:Rocket-jumping is required to only MATCH a rocket jumpers' velocity, however much more must be done by the pursuer when contrasted to the pursued.
The pursuer must deal damage with a weapon at an high velocity, while at the same time, using another weapon to boost velocity to match the escapee.
The pursued receives first preference of pickups, an advantage with weapons [as the attacker will have to run directly through a rocket's impact location, losing health & velocity, or directly through a field of electro balls in order to maintain distance with the pursued], and while pursuer loses velocity when fired upon, the pursued gains additional velocity from directed weapon fire.
[-z-] wrote:... Okay, well if the flag carrier has more health than you ...
[-z-] wrote:... If I'm chasing the flag carrier and we run by a 100 armor but it's in a nook, if he's dumb enough to grab it, he'll be eating my 3 rocket sandwich. ...
divVerent wrote:One point has been missed. ... a rocket the pursued fires to shoot at his pursuer reaches him FASTER than a rocket the pursuer fires at the flag carrier he's pursuing! ...
[-z-] wrote:... I know plenty of people that can catch a flag carrier, pavlvs, nifrek, gunha, kenji, red dragon, myself and many many more. ...
TVR wrote:An important factor is that the pursuer-pursued relation is reversed, intercepting a flag carrier requires more skill than it is to escape with the flag, simply because pursuit requires more work & effort in Nexuiz. To pursue one that is using a weapon to boost their velocity, one must match the target's velocity by boosting, as well as maintaining a steady aim and satisfactory damage to negate any health related pick-ups while continuing to whittle down their health at a sufficient rate, and optimally, not boosting their velocity far further.
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