maybe some people need to re think their mind set about all this. maybe we will get a lot more done that way
and that's all I'm going to say.
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tundramagi wrote:Yoda almighty wrote:there is so much anger on this forum
maybe some people need to re think their mind set about all this. maybe we will get a lot more done that way
and that's all I'm going to say.
Some people want to remove things that developers added to the game, those people themselves choose not to be developers themselves (and continually choose that non-path over long periods of time), they are unhappy that the developers do not remove those things that the developers decided to add to the game: they are unhappy that the developers do not obey them.
This is about obedience, the developers are not obeying the pro-gamers, some of the pro-gamers find this gross-insolence disgusting.
If the pro-gamers stopped pestering the developers about removing features that the devs added, there might be less stress on the devs, and yes faster development... but the "pros" don't want development... they want things removed.
So yes, you are most definitly correct: less stress from the demands of the "pros" (sometimes called "the community"), happier people that actually do things, less fear from other people that might want to become developers that their contribution could be ripped out and thrown away at the behest of the "community"/"pro-gamers"/"reasonable people who everyone should listen to and obey".

TVR wrote:Flying Steel wrote:... I find it kind of useful for shooting around corners ...
The only issue with the current Hagar secondary is it requires absolutely perpendicular surfaces; it is the only weapon that is affected by wall details.
Flying Steel wrote:... It also needs to use ballistic ammo, not have its own ammo type to itself ...
Which would result in a lost in intuitiveness, unsimplified fractions of ammo consumption, such as 10/120 bullets per rifle shot, are confounding.
Flying Steel wrote:... The explosives ammo type already does this to an extreme degree ...
Each rocket amounts to ~35 damage per unit, consistent across the three existing weapons.
Samual wrote:The unfortunate part is that.. I found out a good portion of the competitive community are lazy.. They don't want to do any work, at all.... This can clearly be seen with my "Design Your Own Nexuiz" thread, where I asked the community to make their own balance.
(By the way, almost everyone I have shown this new balance to hates it.. And claims they will leave the game if it is added -- I myself will probably help fork, or leave.. if it comes to it.)
Now, personally I see there to be no reason to add the fireball gun. Sure we removed the tag, but that doesn't mean we need to add anything. To be honest, the fireball is a sad attempt at a gun. It does take no skill, and the balance of it (Although I realize it's still subject to change) is less than fun. Everyone I have talked to doesn't like the implementation of it, although they do like the idea. I think adding this gun would put a wedge into the community even more, and i'm sure it's eventually going to split.
Dokujisan wrote:While it's often true that people tend to resist change as a rule (human nature), I don't think that is the case here, not when so many people are giving common complaints. I mean I have not heard from one person (outside of this thread) that does NOT think that the HLAC is overpowered. I think that is a pretty universal opinion, or at least a very popular one. Same as when the crylink was overpowered in many 2.4.2SVN revisions. When we brought up the complaint back then, we got the same response ... "oh, only a few people are really complaining".
Very recently, antilag was "fixed" and that caused the shotgun to be very powerful. That is the most recent complaint within the past week or so.
A game like Nexuiz really needs to evolve over time, absolutely. Change can be a really good thing, but only if it is well thought out. All of the weapon changes over the past year seem to be a bit random and just not very focused on improving the fundamentals of Nexuiz gameplay, or in focusing the style on something more futuristic.
Dokujisan wrote:I'm not trying to be rude. I really don't think div attempts to be nice. He just tries to be the best developer he can be. The communication aspect is not really his area of focus. Programming is his focus. He would probably be happier if he only had 1-2 other developers to chat with.
Unfortunately, that isn't healthy for the project if he is the main person to speak with about changes in nexuiz.
Yoda almighty wrote:there is so much anger on this forum
maybe some people need to re think their mind set about all this. maybe we will get a lot more done that way
and that's all I'm going to say.
Samual wrote:But some changes are genuinely bad for the game. You see, one major problem with the 2.6 balance is that it is designed from a BAD PLAYERS point of view (No offense LordHavoc.. But when I asked, you didn't even know what strafing is...)..
Balance should be designed by the community for the community (hah), with small moderations as to avoid making the game elitist.
Now, personally I see there to be no reason to add the fireball gun. Sure we removed the tag, but that doesn't mean we need to add anything. To be honest, the fireball is a sad attempt at a gun. It does take no skill, and the balance of it (Although I realize it's still subject to change) is less than fun. Everyone I have talked to doesn't like the implementation of it, although they do like the idea. I think adding this gun would put a wedge into the community even more, and i'm sure it's eventually going to split.
ai wrote:Oh, now that you brought it up (haven't read through all the posts), I think the ghost items are a bit too visible. I have never mentioned it before because I wanted to try it out some more and see if I could get used to it. I still haven't tried it fully, but my initial reaction was that certain items looked like they had popped but in fact they hadn't. The biggest issue here was the armour. It looked to me as it has spawned, but then I realized it had yet to do that.
After this I took a closer look on the other items and did see that they were a bit too visible, perhaps making them a tad more transparent.
But generally, I like the ghost items and I don't want them to go.

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.
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.
The time of "by the community" is long over ever since people started to "offer" destructive critics only. Remove this, revert that, never touch anything, release 2.6 as an identical copy of 2.4.2... that can't be it. To get more say in these things, "the community" should become more constructive and actively help - and not complain louder, which is what currently appears to be done.
ai wrote:Btw, it's 'ai' with lowercase letters, not uppercase.
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.
vomit wrote:Is there a way to disable ghost items?
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.
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?
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.
ai wrote:The Nex is supposed to get stronger over distance.
divVerent wrote:All I do is obviously wrong, as you say.
divVerent wrote:But try actually DOING something for the project
divVerent wrote:And if you get feedback from your server - why don't you share it?
divVerent wrote:HLAC is 1. not overpowered (or it would be #1 in the weapon stats)
divVerent wrote:pro-gamers hate ANY sort of change
divVerent wrote:They never help other people in a game, as all they care for is winning.
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.
FraNcoTirAdoR wrote:Still much better than "francinator" LOL, just had my shock of the day
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