Speed!

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Wed Apr 01, 2009 9:55 am

  • I wonder if I am he only one out here that thinks this.. But maybe Nexuiz would be a better game.. if it were slower, just the player speed maybe. Or even if you made one server or something that did have slower players. That would make my experience with this game a lot nicer, and maybe it would to you too! I'm just saying, give it a try, even though it is faced paced and known for it. Consider it please!!!
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    lovelybr
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Wed Apr 01, 2009 10:21 am

  • This is exactly what the "Havoc" mode is for.

    It focues on less player speed, and more teamplay. Also has largely changed weapon behaviour, to match that gameplay better.

    In 2.5, you will be able to easily try out that mode. It may later become the default, depending on reactions towards it.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Wed Apr 01, 2009 9:36 pm

  • Players are too slow for good nexers but this is almost irrelevant to first time players.
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Thu Apr 02, 2009 9:58 pm

  • Oh no.

    I hope the majority disagrees with Havoc mode then. I really do not want slower movement as the default physics.

    I would like faster movement actually. :D I know others don't, and I like the current (2.4.2) physics. I haven't tried 2.5, but I just hope the default doesn't get too much slower.
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Fri Apr 03, 2009 6:20 am

  • Well, it did get about 5% to 10% slower, but in exchange, I bet the jetpack mutator will get popular.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Sat Apr 04, 2009 2:33 am

  • Komier wrote:Oh no.

    I hope the majority disagrees with Havoc mode then. I really do not want slower movement as the default physics.


    I agree, I like regular nexuiz best. Keep havoc as an option. Havok also changes what weapons are spawned: if I put an uzi on a map or a nex it spawns... a camping rifle :D That's good for havok mode ofcourse, but for default mode It's best to keep things as the mapper intended. Perhaps other modes will be created aswell?
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Fri Apr 10, 2009 6:19 am

  • @lovelybr

    i dont know if you have tried increasing your field of view yet. If not, doing so will give you the impression that you are going faster, it will also make you see the other players for a longer time when they pass in front of you, giving you more time to aim at them.

    By playing more and more, you will also start to increase your average speed a lot , by a factor of two easily and even more by lasering on walls and bunnyhoping.
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    liolak
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Fri Apr 10, 2009 2:02 pm

  • I don't have a problem with the default game speed but I would like to see map-defined speed settings as an option. Disabled or speed-limited laser jumps and slightly slowed down character movement could result in more tactical, team-based approaches on large and open CTF maps like GreatWall or DesertCastles. It would also likely benefit more strategical game modes like ONS or future Assault and make map remakes in the style of GreatWall Reloaded or F4cing World much more distinctive.
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Fri Apr 10, 2009 4:01 pm

  • Too many per-map settings just make the coding more complicated and also confusing to the players! Really people that think 2.5 nexuiz is too fast should try the havoc mode. I'm not sure though if people beside me host a online server ..
    But feel free to tell us what you think about it.
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Fri Apr 10, 2009 5:19 pm

  • esteel wrote:Too many per-map settings just make the coding more complicated and also confusing to the players! Really people that think 2.5 nexuiz is too fast should try the havoc mode. I'm not sure though if people beside me host a online server ..
    But feel free to tell us what you think about it.

    Well, it's just an idea I haven't explored in detail yet, but I would guess that it would all come down to checking for the map for an included overriding configuration file first. If any of the relevant variables are there, use them instead of the default values. If there is a problem (no cfg, spelling errors, improper variable ranges, and so forth), just disregard and skip to standard defaultNexuiz.cfg, physics.cfg, etc. At the most basic level, this should be about it. I fail to notice the any complications with this approach, as it seems both harmless and easily implementable.*

    As for the current speed, again, I don't consider it an issue. What I'm trying to say is that I think that allowing individual maps to make certain adjustments to default speed and physics settings would unquestionably add more variety to the core gameplay and could help to make team-based modes more tactical and reliant on player communications - a goal we both are interested in.


    esteel wrote:Having played quite a lot CTF lately i noticed almost no one uses team communication.

    *EDIT: Unless the physics initialization happens at the very beginning of the game, in which case it would indeed require more complicated code changes. I would like to hear your opinion and I'll try to take a look at the code myself later this week.
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Fri Apr 10, 2009 5:34 pm

  • Sure it would add more variety but imo TOO much of it. You will get a lot of player angry if every map has different physics then the next map. Just try to readup on the little uproar from the slight changes to the physics in 2.5 alone. Basicly a lot of people will hate you/your idea..


    On the other idea you CAN already that that with the settemp command in the mapinfo file.
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    esteel
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Fri Apr 10, 2009 5:35 pm

  • Changes to the physics takes me a good amount of time to adjust to it. Like when the new 2.5 physics were implemented in 2.4 svn, I avoided svn server for a week or two because it was messing my movements a lot. Now that they are on the majority of the servers, I got used to them and i like them a lot, but i avoid playing on the remaining 2.4.2 servers for that same reason. I can only imagine how disorienting and frustrating it wil be to have physics changing from map to map.

    as for the lack of teamplay on the public servers, I dont expect teamplay to happen there. Clan games or at least organised games with fixed teams is where the team play is. When that kind of games occur, the level of teamplay and team strategies by using team_chat binds or voice is at its peak and very exemplar.
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    liolak
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Fri Apr 10, 2009 7:30 pm

  • esteel wrote:Sure it would add more variety but imo TOO much of it. You will get a lot of player angry if every map has different physics then the next map. Just try to readup on the little uproar from the slight changes to the physics in 2.5 alone. Basicly a lot of people will hate you/your idea..
    These are valid objections, but I don't think they would actually be of much concern.

    For one, I wasn't talking about allowing radical adjustments. It would be very easy to set up some reasonably loose limits on the use of the variables. Things like that should be discussed properly and they can be tested and tweaked in a manner of minutes.

    Secondly, no decent server would put a map with irritatingly unplayable physics into rotation. Whatever map quality control we have in place today will also have to take the map's physics into consideration—seems like a very minor complication to me. If someone came up with a much slowed version of MentalSpaced, do you really think many admins would put it on their servers? You only need to take a look at already existing unsuccessful maps to see that it will not likely to become a big issue.

    Then, let's take some sort of a theoretical "do-what-you-want" scenario where someone decided to simulate some kind of weightless space station combat by removing the gravitational pull, setting player own movement speed to zero, and only allowing acceleration from jet packs, weapon recoil, player collision and such. Changes like that would undoubtedly confuse new players, do you really think they would stay confused for very long? How difficult would it be for one to grasp the idea of weightlessness and get hold of their movement, particularly on a map that is obviously set in a low gravity environment? Say, it's a fun, fully playable map with original gameplay and rather unique strategies. Would creative changes like that really anger that many people? And if they would, or it would not really be that fun, or way too many people would find it disorienting, it's not like anyone has an obligation to rotate it on their server and include it into official releases, is it? Again, I may be mistaken, but it just doesn't seem like a matter of concern to me.

    Finally, maps that don't want any changes will not make any changes. It's difficult to predict such things, but I would think that most mappers would avoid making any noticeable speed changes altogether and choose to use the default settings instead. I guess the changes I'm talking about would mainly be interesting to these three categories of people: those who want to slow things down to create more tactical environments, those who want to speed things up just for the fun of it, and those who just like to experiment and try to come up with more original ideas like that zero gravity example from above. If any of their ideas don't succeed, removing the overriding string values from their maps would only be, once again, a mere manner of minutes.

    liolak wrote:as for the lack of teamplay on the public servers, I dont expect teamplay to happen there.
    I disagree. I played enough UT and BF2 to know that public games can produce much higher levels of team cooperation than this. Capture the Flag, Onslaught and Assault are supposed to be team-based modes that put much of their emphasis on player cooperation, so I think most players would only welcome the improvements in that area.
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Sat Apr 11, 2009 12:17 am

  • ok i must admit that the no-gravity example that you just described sounds fun to me. I would definitly want to try it if it gets done. But that kind of changes i think would be better based on a game mutator like minstagib is or ctf+hook rather than being specific to a certain map. Im not against new mutator or new game mode, but for some reason map specific physics that would only be just a little different sounds like not the good aproach to me. I might be wrong on that though. And I am willing to give it a try before saying its my final opinion.

    for my previous comment about teamplay on pub server, i realise the way i said it was not appropriate and not reflecting my tought properly. what i mean is that when half the people that are playing on the server dont play by what is advantageous for the team but more by what they feel like doing, i am not surprised and I am not deceived by that. When i want to have a real team-strategy based ctf game, i will not be looking on the pub server, because i know that an important proportion of the people that are there are not looking for this. they are people that maybe have just a few minutes to play or got on that server because thats the only server with a lot of players. If teamplay is what im feeling for , i will get on irc and try to contact other players wich I know that they also enjoy that kind of ctf, for setting up a game.
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    liolak
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Tue Apr 14, 2009 9:28 pm

  • I am new to Nexuiz and I think that the speed is one of the elements I like most about it and I don't want that to change.
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