Tremulous Forum

General => Feedback => Topic started by: KamikOzzy on October 12, 2009, 05:28:27 am

Title: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on October 12, 2009, 05:28:27 am
We've played enough Saturday games without changing the balance that I feel confident about needing to change a few more things:

I think I've played more hours of trem than anyone; I really do. And I think every single change in 1.2 is bs. It's a bunch of crazy ass changes to qvm values. 1.2 is like the X server with Timbo's stamp on it. We need more people trying to keep Tremulous the same. We don't need retarded changes to values. Upgrade the game in ways that fix glitches, add new features, maybe a new class, update things graphically...all that is fine and dandy, but leave the values the fuck alone. If we wanted them changed, we woulda changed them in our Tremulous.h file a long ass time ago.

Save me the time of having to go through the qvm when 1.2 comes out and changing alllll the values the fuck back before continuing to host my server that is famous for not screwing up the qvm.

P.S.
cl_allowdownload needs to be set to 1 this time around. None of that prompting shit either. If it isnt 1, we are stuck with another ten years of ATCS.
Title: Re: 1.2 Gameplay Changes
Post by: Winnie the Pooh on October 12, 2009, 06:12:50 am
Oh, I see. You've obviously looked at all the testing and games and balance data and decided that things should just stay the same because, by golly, they're perfect!

...right.

Try being specific and saying why you don't like something or what you don't like and why.
Title: Re: 1.2 Gameplay Changes
Post by: KamikOzzy on October 12, 2009, 06:39:50 am
Interesting that someone with a free bacon sig wants to have a debate. What I don't like is people making changes to ANY values for damages, speeds, ranges, etc in the qvm. Pretty sure I said that. I have played enough games to know the things they are fixing do not need fixing, yes.

This is why I do not make myself present for your bullshit testing sessions, because you insist "I haven't played enough to know" when I've played more than anyone. I'm not going to waste my time playing specifically on the dev server any more than you want to waste your time playing on X. Though I have not seen any X data, I know enough to say: Yep, it's misguided, and the coders are stubborn as hell.
Title: Re: 1.2 Gameplay Changes
Post by: Winnie the Pooh on October 12, 2009, 06:43:32 am
I leave it on for the novelty and because I'm too lazy to really do anything with it.

So, you're saying that EVERY SINGLE CHANGE is unneeded and silly?

Come on, now, you'd have to admit that some of them will improve gameplay.
You at least have to admit that there are things that you would change yourself in 1.1.

Edit:
Yeah, we know the devs are stubborn, but I personally just try to accept the fact that maybe THEIR suggestion is better than mine because I have not led this project nor changed settings and recorded any game data (and also because I don't know everything in the world).

Also, have you played "more than anyone" on the dev server? No? Then what are you talking about??
Title: Re: 1.2 Gameplay Changes
Post by: KamikOzzy on October 12, 2009, 06:53:40 am
I personally just try to accept the fact that maybe THEIR suggestion is better than mine
This is where we differ. And I don't mean better than mine personally, I mean better than the general populations.

Yeah, maybe I find tyrants over-powered, but noobs have a way to kill with them, so it keeps people playing. Whatever the settings are, they're working, and keeping my server full at least. The only thing that's not working is cl_allowdownload, which I addressed already.


I answered your EDIT'd part in my last post.

My own EDIT:

Come on, now, you'd have to admit that some of them will improve gameplay.
No I do not have to admit that at all. Change gameplay, maybe. Improve, no.
Title: Re: 1.2 Gameplay Changes
Post by: Winnie the Pooh on October 12, 2009, 07:11:17 am
Well, I'll just agree to disagree, then. Haha, I can see there's no changing your mind about it but if it keeps your server full, more power to j00.

...call me stupid but...   

..what's your server's name?
Title: Re: 1.2 Gameplay Changes
Post by: KamikOzzy on October 12, 2009, 07:12:46 am
AA
Title: Re: 1.2 Gameplay Changes
Post by: Winnie the Pooh on October 12, 2009, 07:15:21 am
(http://farm4.static.flickr.com/3131/2313356652_f2b27826c4.jpg)

Sry, gg.

Love your server btw.
Title: Re: 1.2 Gameplay Changes
Post by: temple on October 12, 2009, 11:24:29 am
I have to agree with Ozzy's sentiment.

The reason for a lot of these changes is that there are somethings in 1.1 that are just weak.  Marauders, basilisks, hives, telsas, and barricades are just a few.  There needed to be some tweaks.  

The problem I have and I think Ozzy is recognizing is the feature creep.  There are way too many changes that make zero sense if you have experience with tremulous.  Painsaw range, dretch damage, flamer self damage, luci speed, the over nerf of alien regen, turrets, and more are going far and beyond a fix.  The changes to those things are attempting to fix something that isn't broke and re-balancing the game.  Re-balance is bad when the game is pretty much balanced to start.  Why?  Cause you have to balance the re-balance.

The major problems of 1.1 that everyone can agree on wereMaybe you could say that aliens rely on dretches and dragoons too much but even that would be fixed if you just buffed up basilisks and marauders.

The problem is that 1.2 doesn't really solve 1.1 problems.  Tyrants are barely any different.  Camping isn't addressed in any meaningful way.  There are some mild changes to how bases work but nothing that penalizes staying in a base.  Spamming....well that will never get addressed.

But one 1.1 problem was addressed.  Aliens got a nerf to their regeneration, so it is far riskier for them to camp outside a human base.  Its fair but I find it funny how the devs directly solved alien camping but will handwave away criticism about humans camping.  It was so easy to fix an alien imbalance but fixing humans.....impossible.

1.2 has some changes that have absolutely no justification.  The reduction of head damage to 1.5 from 2.0 is mind boggling considering aliens don't deal any new damage.  How can anyone seriously defend that? I wish the devs would come out and say 'We think humans sucked in 1.1' because humans have received very generous buffs that I can't imagine playing against.

I guess it is just really confusing seeing how I love 1.1 and 1.2 moving farther and farther way from it.  Same game, same gameplay but the balance is going to be very different.  I've played on the dev server and humans owned before a lot of these changes.  Unlagged alone is a huge buff to humans.  Slow alien regen is a huge nerf.  I understand why changes are happening, I just don't get some of those change slipped in long enough to be seriously in the beta.  Its like an April fool's joke.
Title: Re: 1.2 Gameplay Changes
Post by: rotacak on October 12, 2009, 12:20:22 pm
We need new version. I am sure that there will appear back-to-1.1-balance.patch after 1.2 release. But we need new version, new protocol, we need be compatible with repository. Or you still want to stuck on revision 966, backporting game, cgame, ui and using this mess? Not me.

Weapon spamm is not problem. I have allowed it on my server and I saw only one problem in mission one map, where humans jetcamped in base with one door and spammed with luci. But that is map problem, not tremulous problem.

Tyrants are overpowered only when there is few humans. If they will attack together - tyrant can die without humans loss.
Title: Re: 1.2 Gameplay Changes
Post by: David on October 12, 2009, 02:07:10 pm
P.S.
cl_allowdownload needs to be set to 1 this time around. None of that prompting shit either. If it isnt 1, we are stuck with another ten years of ATCS.

Download are enabled by default.
What's wrong with the prompt?  Over here in the UK running code on someone's computer without there permission is illegal.  Would you prefer a 50-page EULA to sign away all the rights to your computer just to play?

EDIT:  It'd probably be the server owner going to jail not the devs... fundamentally it's the same thing as drive-by-downloads on malware sites.
Title: Re: 1.2 Gameplay Changes
Post by: KamikOzzy on October 12, 2009, 06:13:55 pm
What's wrong with the prompt?  Over here in the UK running code on someone's computer without there permission is illegal.  Would you prefer a 50-page EULA to sign away all the rights to your computer just to play?

Point taken.
Title: Re: 1.2 Gameplay Changes
Post by: Bissig on October 12, 2009, 09:36:34 pm
Humans DO actually camp less in 1.2 due to the adv goon being available at stage2. If you camp your base is getting splash sniped away in no time.
Title: Re: 1.2 Gameplay Changes
Post by: amz181 on October 13, 2009, 11:18:59 am
yay some other people who share my views. I agree with ozzy that youve changed things too much. With a few tweaks you could have sorted everything, but you have literally totally changed trem.

Its less accesible to newbies, i, who think myself to be an average trem player (pro rly) find it extremely hard to get a kill with the new dretch. Your main reason for changing the whole dretch is that you can easily get tked by an ally as a human after one headbite. Instead if changing the whole dretch you could have easily minimised the ally-rifle damage. It would stop the tking and also not impact the balance. Then if you say its too easy to get a kill as a dretch against a naked hummie, well i think thats a little unfounded. I think most trem players would agree that S1 and S2 are balanced, it is only s3 that was unbalanced.

I think the imbalance would be righted if you went ahead with the current rant (but having the regen by an egg or boosted, at 1.1 norm regen).

What im trying to get across, is that  minor changes could have been made, and it would be balanced. Instead it seems  youve completely changed the gameplay.

Also, the luci. I have said this many times, and it is wayyy to overpowered. What was the reasoning behind increasing the speed? I can 9times out of 10 make my credz back, and now youve just made it crazily overpowered.

Title: Re: 1.2 Gameplay Changes
Post by: kevlarman on October 13, 2009, 07:07:15 pm
the headshot change was made with friendly fire off.
Title: Re: 1.2 Gameplay Changes
Post by: Blade on October 14, 2009, 08:11:37 pm
I am going to play 1.1 equivalents almost exclusively in the future just as I have in the past. Please keep this in mind when reading my bullshit.

The list contains too many changes for 1.2 to be considered a simple update, and too few changes to call it Tremulous 2. It looks like changes fall into two categories: Legitimate updates and what I will call Norfenstein's Mod.

The first question we have to ask about 1.2 is why it should happen at all.

The game looks imbalanced. Aliens appear to win consistently better than humans.
The stats are frankly full of bullshit games between retarded public players. Critically, balance also depends on maps/layouts and team size/composition, not just the weapons and classes (which we know can never be perfect because they can never mirror each other in an interracial team FPS).

There's a bunch of bugs and not enough !commands and-
We've fixed those already. However, we'll say it is more convenient to have a universal developer-sanctioned update. But how about anti-cheat security, a balanced mappack, or something useful?

Norfenstein can't dodge.
Nerf dragoons and add a ridiculous dodge mechanic.

But if Norfenstein and humans are losing more than aliens, they won't be having fun.
What do you want, 50/50 balance without putting any effort into balancing maps? A lot of us love gameplay as it is. If you want to make a tennis court to play basketball on, call it Norfenstein's Mod.

I am all for legitimate updates. Make the graphics look better, fix remaining bugs. As Ozzy said, maybe add one class and weapon here or there inside the already proven and established framework. However, the gameplay shift from 1.1 to 1.2 as it is right now is absolutely too great. I don't say this as someone who is incapable of adapting to all the new ranges, speeds, damage values, and modifiers. I just don't care about developers' whims. All the balances changes are frankly bullshit. There are too many changes here for me to take them seriously.

I will say that a couple of the changes are actually helpful. For instance, it is important that stamina returns when you're flying with a jetpack. It's also nice for boost time to reset when you're already boosted. Everything else is horse shit. It really is the ridiculous quantity of nonsense changes that makes it unappealing.

Mark deconstruction, BP queueing, some shit moves faster, some shit moves slower, basi always has silent foosteps, humans get armor buffs, change a bunch of view heights, adjust a bunch of boxes, slow everyone's regen, give basi a healing aura, basi gas doesn't poison, dragoon pounce range nerfed, dragoon chomp range nerfed, dragoon can't chomp while pouncing, dragoon barbs do splash damage, nerf alien hit points, no buildings give credits anymore, dretches can't fight turrets, basis can't grab turrets, turrets are lethal, can't cancel luci charges with secondary fire, armory has 150% hit points, increase painsaw range, decrease shotgun pellet damage but increase the number of pellets so that the max damage is still 56 (my favorite, so useless), hives rock, tyrants can sit on you, got rid of superfluous advanced ckit, but kept advanced granger and nerfed it (?!), took out hovel so the shitty adv granger has nowhere to hide, nerf tesla, flamethrower gets buffs and is overpowered in vents, mass driver and blaster do a little bit more damage. Who thought this was a good idea?

There aren't too many balance changes. If you take them together, the gameplay is balanced.
Norfenstein's Mod. Obviously Norfenstein cares about what he is doing, and this took a lot of time to make, but it's a disaster. Did this catastrophe really take 3 years to get this far? It's only slightly more appealing than TremX.

It's true I hardly ever spend time in the dev servers. This is because I'd rather be working to be perfect at real Tremulous than balancing your problem child (and as I have stated before, real players should devmap on the dev server to provide input - your Saturday games are a waste). The devs are great, but this isn't a deer hunting game. It shouldn't be treated as some deformed child. 1.1 is better than you know. You don't have to run away from it like it's an unexpectedly gay son (although you have been in all the hurry of a pederast). Okay, please excuse the bullshit.
Title: Re: 1.2 Gameplay Changes
Post by: David on October 14, 2009, 08:42:33 pm
The stats are frankly full of bullshit games between retarded public players.

Those players you so blithely diagnose as retarded are the vast majority of players.  I'd hazard a guess that over 99.9% of games are "public" games.
Do you honestly believe that your metathesiophobia should prevent updates which the vast majority of players have agreed are good?  Is your ego really that large or are you just trolling?

You opened your post by stating that you have an irrational dislike of the new changes, and closed by saying you have no first hand knowledge of the topic you speak about.  You obviously have a personal dislike for Norfenstein.
So tell me why any of us should bother to listen to a word you say?

EDIT:  I'd also be interested to know why you posted.  Was it just to let off steam or were you hoping to achieve something?
Title: Re: 1.2 Gameplay Changes
Post by: Norfenstein on October 14, 2009, 08:51:20 pm
I just don't care about developers' whims.
Whose whims do you think produced 1.1? The exact same process used to make 1.1 is being used to make 1.2, and by pretty much the exact same people. The only difference is now the sausage-making has an audience.
Title: Re: 1.2 Gameplay Changes
Post by: Blade on October 14, 2009, 09:17:57 pm
Quote mining and straw men are counterproductive.

David, I did not say I had an irrational dislike of the new changes. I said that I play what I enjoy. Do you have a problem with that? I did not say anything about Norf. I said, "The devs are great." If you had read, not just skimmed, you would have picked up on my stoic indifference. Please don't skim.
The stats are frankly full of bullshit games between retarded public players.

Those players you so blithely diagnose as retarded are the vast majority of players.

Yes. I don't think the vast majority of players are intelligent enough to know what the fuck is going on (just as most people aren't). It would be something of a miracle if Trem players were that competent.

I just don't care about developers' whims.
Whose whims do you think produced 1.1? The exact same process used to make 1.1 is being used to make 1.2, and by pretty much the exact same people. The only difference is now the sausage-making has an audience.

I do not accept the developers' clearly well thought-out process as unquestionable. Please don't be personally offended. The fact is Quake derivatives are a dime a dozen, and it's just chance that we're here with Trem 1.1 rather than the skeleton of some other, failed Q3 mod whose fate Tremulous managed to avoid.

When you are fixing things, you have an update - when you are changing things, you have a mod. I have very simply contended that you can't justify putting a Hershey bar in a Snickers wrapper. We don't want to buy it.

So where are the useful things? Where is the balanced, tested mappack? Anti-hack features? I am being repetitive because you tried to dismiss my main post without having actually read it.
Title: Re: 1.2 Gameplay Changes
Post by: KamikOzzy on October 14, 2009, 10:25:28 pm
1. Those players you so blithely diagnose as retarded are the vast majority of players.

2. Do you honestly believe that your metathesiophobia should prevent updates which the vast majority of players have agreed are good?

1. That's definitely true. The vast majority of players are incompetent. But if I had logged on Trem the first time and noticed all the players being able to play at the same level I would not have desired to dive so deeply into it. It was the fact that some players could become nearly unbeatable that made me want to stick with the game.

You wouldn't go changing the rules of chess so that I myself could stand to play a round against Deep Blue. The fact that practicing and practicing makes you far better is a GOOD thing, as this is true in any complete game or sport.

We should not be making it so that everyone has a chance to dodge a goon. We should keep it as is: if you want to dodge a good goon, you better get damn good.


2. Who is this vast majority that are agreeing? MG? I bring up the issue of 1.2 about every day in game (where the real players are, not on the forums) and an OVERWHELMING majority of people agree that this multitude of balance changes is ridiculous.

Yes, I'm scared as fuck when it comes to change. That's because there are tons of mods released all the time and almost all of them totally suck ass. We found one that turned out to be fricking awesome, and I don't trust Norfenstein to keep it that way any more than I trust mappers to "remake ATCS to be better balanced." We've seen how that's turned out, many times now.

Another problem is control. In an experiment you change one variable at a time, slightly, and test the difference it makes. We have too many damn variables changed at this point to draw conclusions about the effects of even the simplest changes.



And camping isn't something that can be fixed. Players camp when they are new. They don't know the map, they don't want to fuck things up, they are tired of being called feeders, it makes sense to stay near a heavily fortified area if you don't know what you're doing, they die less meaning they play longer and maybe accumulate some credits. The good players don't camp. You don't need to change the game to stop camping, because the players who will be motivated to not camp by your changes are the ones already not camping. New players aren't going to understand that they need to leave base or they will get splash'd upon.


Yeah, I'm totally raging out, but it's because I've got a hell of a history with this game, and I don't like TremX, I don't like KoR servers, I don't like any fucking mod that's ever come out, so why am I going to like Norfenstein's Mod (thanks Blade for this term)? I'm fine with people making mods, but when it becomes an official release, and when it becomes the thing everyone will download their first time to this site, then it matters to me. It also matters to players IN GAME. Come in game and ask people why 1.2 is retarded and they will give you their own speech. Duh these forums are pro-devteam and pro-MG, and so is IRC, and the Dev Server. Vast majority of people agree...my ass.
Title: Re: 1.2 Gameplay Changes
Post by: David on October 14, 2009, 10:26:38 pm
David, I did not say I had an irrational dislike of the new changes. I said that I play what I enjoy. Do you have a problem with that? I did not say anything about Norf. I said, "The devs are great." If you had read, not just skimmed, you would have picked up on my stoic indifference. Please don't skim.
I am going to play 1.1 equivalents almost exclusively in the future just as I have in the past. Please keep this in mind when reading my bullshit.
A refusal to consider the other side generally sits as irrational in my book.
"Norf can't dodge", "Norf keeps losing" and your continued bashing of Norfenstein's Mod all read to me as not-so-subtle accusations that norf sucks and therefore his changes suck.

Yes. I don't think the vast majority of players are intelligent enough to know what the fuck is going on (just as most people aren't). It would be something of a miracle if Trem players were that competent.
So you're picking the arrogant option then?

When you are fixing things, you have an update - when you are changing things, you have a mod. I have very simply contended that you can't justify putting a Hershey bar in a Snickers wrapper. We don't want to buy it.
And you could argue that nothing has been changed, simply fixed to be closer to how it was originally intended.  And you yourself advocated added classes and weapons as being an "update".

So where are the useful things? Where is the balanced, tested mappack? Anti-hack features? I am being repetitive because you tried to dismiss my main post without having actually read it.
I ignored those in your original post as I assumed it was common knowledge that there will be different maps in 1.2.  There's also the official map repo and www-downloads default enabled, so playing and finding good custom maps should be a lot easier.  The anti-hack thing has been suggested and shot-down many times.  I won't bother rehashing all the reasons why it doesn't work here.


Please continue to play what you like.
The master will continue to serve protocol 69 clients and I'm sure someone will make a 1.1 mod (or 1.1 with a ton of 1.2 features backported, as we currently play.  Nobody wants to play 1.1)
Title: Re: 1.2 Gameplay Changes
Post by: KamikOzzy on October 14, 2009, 10:47:26 pm
Nobody wants to play 1.1)

Very, very wrong.
Title: Re: 1.2 Gameplay Changes
Post by: Thorn on October 14, 2009, 10:48:31 pm
Do you honestly believe that your metathesiophobia should prevent updates which the vast majority of players have agreed are good?  Is your ego really that large or are you just trolling?


Where is this vast majority you speak of? Hiding in your closet? From my point of view, very few people approve 1.2's 'progress' on the balance front. It took you 3 years to get here, some desperate reach for exact 50/50 balance. If you want such a perfect balance, why don't you play alone and swap teams every game? Tell me, were the nazis this desperate for the better blood? The borg so desperate for perfection? What you are doing is annihilating all traces of fun from the game.

So tell me why any of us should bother to listen to a word you say?

That's your attitude as developers? Claim that the general concensus is good on 1.2 then blatently admit to ignoring the community? Wow, you must have those guys in your closet tied up pretty tight.

Title: Re: 1.2 Gameplay Changes
Post by: Flux on October 14, 2009, 10:56:28 pm
Nobody wants to play 1.1)
I do!

Imo, 1.1 isn't unbalanced and 1.2 has too many radical changes. Can't we just fix and add on to 1.1 rather than completely changing it?

P.S. I hope 1.2 never comes out. >:(
Title: Re: 1.2 Gameplay Changes
Post by: Blade on October 14, 2009, 11:15:27 pm
"Norf can't dodge" and "Norf keeps losing" were my attempts to identify the motivations behind the specific set of changes in this topic's list (the other two lines in italics that don't mention Norf's name were also supposed causes I identified - they are answers to the question "why 1.2?" - please thoroughly reread my first post before you come to me with further misunderstandings). I used Norf's name because this is his topic, he's actively posting, and I think he's important. I am telling you I don't have a problem with Norfenstein (whom I don't know). Please leave it at that.

I call it Norfenstein's Mod because although I think the balance changes are unsuitable for a 1.2 release, the work should not be put to waste ( -> Norfenstein's Mod). It's also pejorative because Norf's Mod is indistinguishable from things like TremX except in that Norfenstein's Mod doesn't even have any new classes or weapons. It's just a bunch of perversely bastardized QVM values and a few intolerable new mechanics.
When you are fixing things, you have an update - when you are changing things, you have a mod. I have very simply contended that you can't justify putting a Hershey bar in a Snickers wrapper. We don't want to buy it.
And you could argue that nothing has been changed, simply fixed to be closer to how it was originally intended.  And you yourself advocated added classes and weapons as being an "update".

Your ability to misquote is astounding. I said that like Ozzy I supported the addition of perhaps one weapon and class within the proven and established framework of 1.1, not in the new mess of 1.2 modifications (and so far there are no new classes or weapons anyhow). Please refer to my first post.

I haven't refused to consider the other side, David. I considered it, rejected it, and am offering my rationale while trying to explain this shit to you. Your ad hominem nonsense is getting tiring, though. It's a little worrisome to me that you have to try to be king of your castle like this, David.

Finding good custom maps is not my concern. My concern is that the developers take a responsibility not just to tailor QVM values to their own playing styles, but also to compile balanced maps so that everybody in the community gets a set of standard, balanced maps. It's not just a matter of "durr ofc we will put diff maps in 1.2."

Yes. I don't think the vast majority of players are intelligent enough to know what the fuck is going on (just as most people aren't). It would be something of a miracle if Trem players were that competent.
So you're picking the arrogant option then?

I am picking the rationalist and realist opinion. You are picking the pedantic, irrational, debasing troll opinion (you shouldn't be hung up on the idea that given a group of people, half of them are below average).
Title: Re: 1.2 Gameplay Changes
Post by: David on October 14, 2009, 11:44:07 pm
When you are fixing things, you have an update - when you are changing things, you have a mod. I have very simply contended that you can't justify putting a Hershey bar in a Snickers wrapper. We don't want to buy it.
And you could argue that nothing has been changed, simply fixed to be closer to how it was originally intended.  And you yourself advocated added classes and weapons as being an "update".
Your ability to misquote is astounding. I said that like Ozzy I supported the addition of perhaps one weapon and class within the proven and established framework of 1.1, not in the new mess of 1.2 modifications (and so far there are no new classes or weapons anyhow). Please refer to my first post.

You said (twice now) that adding new classes would be "an update".  You also said that "changing things" is a mod.  Adding classes is very much "changing things".  Maybe you should take your own advice and read things.


And no, nobody wants to play 1.1.  What you all want to play is what all the server currently run, modified 1.1 gameplay with a million bug fixes.

1.1 has no admins, lots of bugs, and as I recall poison and goon pounce have been changed, and probably other things that all servers have.


Thorn:  You know I'm not a developer, and am totally unaffiliated with the developers.  Pull you head out of your fucking arse and thing before you type.


I'm going to bed now, I'll respond to other stuff in the morning once I am awake.
Title: Re: 1.2 Gameplay Changes
Post by: Thorn on October 14, 2009, 11:57:09 pm
Quote
You said (twice now) that adding new classes would be "an update".  You also said that "changing things" is a mod.  Adding classes is very much "changing things".  Maybe you should take your own advice and read things.

Self ownage entirely. What a complete twit, we've finally got to the point where it's *beyond* rediculous.
Adding classes, is by definition, adding, not modifying what is already there. Changing things, hence modifying, would, by abbreviation be a mod. Now why don't you take some new advice and try to get a grip on the language you attempt to speak. On the other hand, maybe you should just continue making a complete ass of yourself and claiming that the general concensus as it stands agrees with your opinions.

Quote
Thorn:  You know I'm not a developer, and am totally unaffiliated with the developers.  Pull you head out of your fucking arse and thing before you type.


First of all, you did put work into a development related project (no matter be it website based) with the main map repository. This makes your entire point on the same level as the rest of what you speak. Surprise!

Judging by the way you so desperately seem to protect this project which you are clearly passionate about, yet claim to be entirely unaffiliated with the developers and also claim to have the community backing I think it's you who needs to pull the head out and finally look at your surroundings. Not so cosy? pull the quilt back over, maybe it will help you in those sweet dreams.
Title: Re: 1.2 Gameplay Changes
Post by: kevlarman on October 15, 2009, 12:05:15 am
"Norf can't dodge" and "Norf keeps losing" were my attempts to identify the motivations behind the specific set of changes in this topic's list (the other two lines in italics that don't mention Norf's name were also supposed causes I identified - they are answers to the question "why 1.2?" - please thoroughly reread my first post before you come to me with further misunderstandings). I used Norf's name because this is his topic, he's actively posting, and I think he's important. I am telling you I don't have a problem with Norfenstein (whom I don't know). Please leave it at that.
you've never actually tried these changes, yet you seem to think you know better than someone who has been playing trem pretty much since it existed. "blade can't aim" and "blade keeps losing" are probably at least as valid as the arguments you're making.
Title: Re: 1.2 Gameplay Changes
Post by: KamikOzzy on October 15, 2009, 12:10:37 am
Guaranteed he's played enough to hold an opinion. Having the game longer and playing the game longer are completely different.

David you're helping me out bro. YES we want to play 1.1 with UPDATES thats exactly what we're supporting is UPDATES rather than loads of crazy changes. These updates come about when something is found to be broken, not when someone decides its time for a change...and when that's the case, we shun it like it's the X server.

If you think no one wants to play the version of 1.1 we have no without going 1.2, and really believe that, please come chat with people on AA, or ><, or $, or any server that isn't heavily modded or affiliated with MGDev
Title: Re: 1.2 Gameplay Changes
Post by: Redsky on October 15, 2009, 12:12:22 am
Now why don't you take some new advice and try to get a grip on the language you attempt to speak. On the other hand, maybe you should just continue making a complete ass of yourself and claiming that the general concensus as it stands agrees with your opinions.

You should blame yourself, David, you have awoken beast noone is able to stop
Thorn:  You know I'm not a developer, and am totally unaffiliated with the developers.  Pull you head out of your fucking arse and thing before you type.

Before Thorn's statements were (surprisingly ;)) making sense - now he will just try to end you.
Title: Re: 1.2 Gameplay Changes
Post by: your face on October 15, 2009, 12:14:44 am
Before Thorn's statements were making sense - now he will just try to end you.
Title: Re: 1.2 Gameplay Changes
Post by: Blade on October 15, 2009, 12:20:49 am
Norfenstein can't dodge.
Nerf dragoons and add a ridiculous dodge mechanic.

But if Norfenstein and humans are losing more than aliens, they won't be having fun.
What do you want, 50/50 balance without putting any effort into balancing maps? A lot of us love gameplay as it is. If you want to make a tennis court to play basketball on, call it Norfenstein's Mod.

Kevlarman, this is the original quote. The argument was not as fucked up as it is after having passed through the anuses of David and Blade. I was using them to identify where the changes came from, particularly the dodge mechanic and the general buff human/nerf alien trend. I thought it would be easier to read if I used Norfenstein. I don't see any reason for things like BP queues, mark decon (although as cvars these things are fine options to have), or the dodge mechanic and the splitting of dodge/sprint. As far as I can tell, it's because someone upstairs (i.e. Norfenstein) thinks dodging as a human is too difficult.

You said (twice now) that adding new classes would be "an update".  You also said that "changing things" is a mod.  Adding classes is very much "changing things".  Maybe you should take your own advice and read things.

changing things means taking a set of things and making the things in that set different than they originally were. In principle, this is not the same as adding things, which is taking a set of things and putting more things into that set. It's also possible to change things, then add to them. What is the point of this semantic bullshit, David?

I have said that adding maybe one new weapon and class would be one part of an update from Tremulous 1.1 to Tremulous 1.2 that would be acceptable to me. (Adding too much new crap results in badly done mods like TremX, though.) Verbatim: "The list contains too many changes for 1.2 to be considered a simple update, and too few changes to call it Tremulous 2." The middle ground is a mod, not because the list of changes has changes in it (this is your reading), but because of what the specific changes do.

And no, nobody wants to play 1.1.  What you all want to play is what all the server currently run, modified 1.1 gameplay with a million bug fixes.

1.1 has no admins, lots of bugs, and as I recall poison and goon pounce have been changed, and probably other things that all servers have.

We know where our QVMs come from, Captain Smug. We call it 1.1 because it's 1.1 gameplay. This is to distinguish it from 1.2 gameplay, which is different and should have a different name. Does that make sense to you?
Title: Re: 1.2 Gameplay Changes
Post by: Bissig on October 15, 2009, 12:28:52 am
Norfenstein rules anyone on BOTH teams - the speech you are giving us is utter crap, Blade.
Title: Re: 1.2 Gameplay Changes
Post by: KamikOzzy on October 15, 2009, 12:34:03 am
Norfenstein rules anyone on BOTH teams - the speech you are giving us is utter crap, Blade.

Where? On a normal 1.1 server?

I don't see any reason for this to turn into a "who's better at trem" contest, but I'm not scared of anyone in this part of the forums... except maybe Blade.
Title: Re: 1.2 Gameplay Changes
Post by: n.o.s.brain on October 15, 2009, 12:43:31 am
this should be settled ingame: The Devs vs. The Players!
Title: Re: 1.2 Gameplay Changes
Post by: Thorn on October 15, 2009, 12:46:08 am
And the thread is derailed into nothingness. Any meaning behind this argument gets lost, and the entire subject repeats itself in a few months time.
Come on guys, keep to the point here. Let's wait for what Norf has to say about this.
Title: Re: 1.2 Gameplay Changes
Post by: KamikOzzy on October 15, 2009, 12:52:30 am
I would except that I posted a ton of shit and he responded to everyone *but* me.
Title: Re: 1.2 Gameplay Changes
Post by: your face on October 15, 2009, 01:04:01 am
I guess if you can't fight it, ignore it
Title: 1.2 Gameplay Changes going off topic :)
Post by: tuple on October 15, 2009, 03:11:00 am
I'm somewhat confused.  So many belittle the work of Norf in deference to, uh, Norf's work.  I really don't get it.  Everyone claims to be a gameplay expert on a game that he played a large part in forming.  Really, you should check his early posts.  Many of the treasured aspects of tremulous were originally his ideas, or at least heavily influenced by him.  Some of the earliest mentions of alien names come from his posts, as well as structure's functions and whatnot.  I can't help but wonder if many of the people critical of this work would have been critical of the early work as well, had they been around.

I really don't understand how people can compare it to X server, or tremx.  As mods go, tremx is very cool and I really hope it sticks around, though I don't think I can ever have as much fun as with trem when I can die out of nowhere due to an invisible, uh, something.  Perhaps people don't remember the history of tremx, I think they should ask Forque why he originally made it, though in truth its come a very long way since its origin.

I hate to be so rude, but X is just, uh, how do I say this politely, retarded.  I love dretching.  It's one of the main things that attracted me to trem.  Wall walking is the best thing ever and frankly, I've been playing FPS's for longer than many you have been alive (yes, I really am old) and very few FPSs over the years have the ability to throw the 3d aspects all to hell by making everything "down".  There was a spaceship game years back that it reminds me of built on a doom engine I think, I forget the name of it though.  Anyways, back to dretchin on X.  Its just not possible to have fun with it for me.  I get bounced around to where I can't get to the H base, much less try for a kill, and one shot blaster kills seems silly overall.

People who think that players are retarded don't realize that they are too, as am I :)  I think people would benefit from studying epistemology, they may find that being incredibly brilliant while simultaneously being fucking stupid is not only possible, but likely in each of us.  Perhaps it would temper the belief that being intelligent in something does not mean that they cannot also be completely wrong.  I find that the more convinced I am of being right about something, the more likely that my decision is based in part on something that is not reasonable.  But thats just me :)

A trem 1.1 mod for 1.2, AWESOME!  I'd love it!  Great place for us fogies to play and have fun as we always have.  Also a great place for new players to check out the trem we all love and to find that players who have been playing trem for a long time.  I don't doubt that I will greatly enjoy 1.2 though.  I've already had fun with it in its formative times and its particularly interesting to watch it grow and change.

When I first played tremulous it wasn't the particular details of tyrant HP or basi sounds that kept me around, it was the variety of gameplay possible in a single match added to the particular uniqueness of being able to play as something where everything is down and the 3d world can spin at a frantic rate.  Honestly I hope the flying alien mod comes to fruition, if for nothing else to give more variety and possibilities to an already fun game.

Saying Norf can't play is just silly.  I've watched more great players than I can think of.  Norf is quite good.  I don't know if he can dodge though, I usually see him taking out bases.  That is what the games about after all.

Someone wants balanced maps?  Crank it up.  Not to be rude, but I personally have little tolerance for people complaining about something that they then do little about.  I ran an all "beta" maps server for quite a few months that did very well for what it was.  Had people playing games of 4-12 people for many hours every day.  I have also run servers that ran beta maps every night between certain hours like PT and the }MG{ server did for a while.  I built and distributed map packs to get people playing non-default maps and to help servers be able to play them (with much help from }MG{ :) ), since people would then have the maps and wouldn't need to download them (which was quite slow at the time).  Balance maps don't come from theory and discussion, they come from experienced map makers who then test their maps for balance.  Something that can't happen if people won't play them.

I've worked on a lot of large software projects/environments and I can tell you from experience that decisions by true democracy is an outstanding way to create a big pile of shit.  Someone has to say yes or no.  I think the 1.1 devs did an outstanding job on tremulous, and I am content leaving those decisions with them since they have clearly shown their capabilities.  I have found the newer devs to be imminently reasonable and intelligent, and as they are doing much work and have contributed so much to trem that we find so valueable, I am content leaving final decisions to them as well.  I have personally seen discussions of complaints and ideas on the forums to know that players are not ignored.  But once again, someone has to have the final say.  Seems to me that the people who have clearly shown to produce a good game and are doing the work can have that pita :P

If I had a real complaint, it would be the serverlist screen.  I wish the text was smaller and it could have viewable sections for mods, clan servers, etc.  I'm not making it though, so take that fwiw  :angel:

If you have gotten to this point having actually read my wall of text, I would like to encourage you to go out and continue with your life. ;) Myself included.

I'd like to thank the devs for trem, its fun, its unique, its accessible to anyone who wants to play it.  All I can say is great job!
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Plague Bringer on October 15, 2009, 03:19:21 am
In my defense, it's 11:19 at night, cold as hell out, and I've got nothing better to do.

While the developers have shown their competence in creating 1.1, there is certainly nothing that states that their competence, reason, logic, or ability will stay with them through the development of 1.2.
Hitler fought for animal rights, y'know. Does that one thing mean he was good? Not really. Don't get me wrong, I'm not saying Timbo is Hitler, but extreme examples get the point across, right?
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: your face on October 15, 2009, 03:23:12 am
In my defense, I'm a stupid idiot.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: tuple on October 15, 2009, 03:34:55 am
Clearly tuple will never be a successful comedian. >.>

Edited to avoid unintentionally offending people.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: your face on October 15, 2009, 03:36:59 am
naw I was being serious. 

good post :)
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on October 15, 2009, 03:56:21 am
I think it's possible for me to attack the current direction of development while loving the results of the old development.

I love pepsi. I drink near a case of it a day. Pepsi Vanilla came out, and I didn't like it. That's cool because it didn't change Pepsi any. But if they started selling only Pepsi Vanilla so that the supply of regular Pepsi became scarce, I would be pissed. Yeah, it's the same damn people that made the thing I like, but this time they fucked up.

Why do I think the version of tremulous I run is better than what everyone's going to be more or less forced to run?

Tremulous Development server 0/30
Tremulous Development Server2 0/18
AA                            20/32


And it's like this about every time I look unless you're having "planned development games" (except theres usually another 4 players on AA)

If normal players wanted to play on your server, you wouldn't need to schedule games. If your version was better than 1.1, there wouldn't be a need for AA, and I could save myself a lot of money.

I think 1.2 should be released without balance changes. You could change your own qvms with the newer, crappier balance and see if people want to play that way.
 
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: A Spork on October 15, 2009, 04:08:53 am
tuple: Extremely Well put, actually, thats pretty much what I was thinking, but you're obviously much better at putting thoughts to text than me...

Ozzy: Several Questions:
1) Exactly how many dev games have you actually played?
2) as for server popularity, I'd bet a large reason for that is that MGDev requires downloads, and a large percentage of trem players don't have a clue as to how to dl that stuff.
Also, in my experience on your server(Which I'll admit, is quite limited) its was chock full of noobs, and the few players who seemed to have a clue were abusive jerks.
Also, I don't see you doing squat about anything, other than whining and complaining.



I, personally, have loved every minute I've played on the dev server, and cannot wait until 1.2 comes out.

LONG LIVE TREM 1.2!!!!!!!!
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on October 15, 2009, 04:23:34 am
1. Enough to know. About the same number of games I've played on X server. I've also tried to talk things out with the admins there, who promptly tag-team ridiculed me for my "silly" ideas and my "trolls".

2. Yeah. Release the new trem, with all the netcode and HUD/menu/client changes you can throw that don't change gameplay, and then change gameplay as part of your own servers. That's what my ideal situation is. And then you can have everyone who thinks your style is better, and I can have everyone that wants to play my way, and nobody has to download shit.

My server's admins (Tuple) aren't that abusive. You may remember AA from *before* the AA members left it. Otherwise I think you're making shit up. It's not a relevant point you're making anyway. Ad hominem.

What have I done? Not destroyed tremulous.

I've also paid monthly to keep the last populated and un-fucked-up tremulous server alive. I've restrained myself from banning the entire population, I've restrained myself from playing the maps I want to play because newbies dont have allowdownload on, and I've kept myself from nerfing tyrants just cause I feel like it.

Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: kevlarman on October 15, 2009, 04:46:52 am
Tremulous Development server 0/30
Tremulous Development Server2 0/18
AA                            20/32
fixed that for you. the server that norf was testing these changes on before stayed populated long after other servers were removing their name just to get any players.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on October 15, 2009, 04:52:17 am
You have a good point, that's where my newbies are coming from, you're correct. But explain why the veterans are there, too.

I don't understand at this moment what any of the stuff you posted after the fixed sentence means yet, so ima work that out and then edit.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: temple on October 15, 2009, 08:15:16 am
It seems people are blindly defending 1.2 because its 1.2.  

What are the goals of 1.2 and how are they being reached?  I remember in the beginning the primary goal of 1.2 as being 'to make the game fun, then make it balanced'.  I remember saying that's the dumbest thing in the world.  Now we have these changes in the direction of 'fun' and hopefully balanced.

A lot of people thought that 1.1 was fun and mostly balanced.  So, what are we accomplishing here?

3 top issues with 1.1 were tyrants, camping, and spam.  Everyone complains about that all day every day.  People complain about it so much, it is just accepted as a part of Tremulous.  But does 1.2 address those issues?  I think it simply brushes them aside with half gestures that doesn't fix anything.  

But hey, Norf likes it.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: SlackerLinux on October 15, 2009, 08:44:50 am
1.1 isnt all that balanced for reasons everyone knows(tyrants with their huge hp humans that will never leave their turrets, dretches that do 95 or so dmg)
1.2 fixes alot and the games i have played its a far less camp far more fun game.
some of X's changes might be good for some people. i don't play X it doesn't have the game-play that i personally like etc but it does draw alot of people so its doing something right.

i think 1.2 changes are going to be good but still if you like 1.1 so much make it into a mod it wouldn't be hard to do.

now if only i could start convincing people to delete atcs its the most overplayed most unbalanced map there is(Very important BURN ATCS before 1.2 release. BURN it i say BURN!!!!!!!!!!)
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: ShadowNinjaDudeMan on October 15, 2009, 11:16:05 am
I loved the 1.2 changes.

Maybe its just the people that were playing, but there was NO camping, NO baseraping and tyrants could be handled without the whole team going after it.

Not saying it was always killed, but then if it was, it would be pretty shitty if you spent 5 evos on one, only to have it nailed by an unskilled shotgunner, purely through a poor size/health/speed ratio.

And as for the camping, as a human, there was really no need to camp, aside from when the large aliens all amassed and chomped the turrets.
There just felt to be no need to stick around with the turrets.

Base design is now forced to be better, if you were given the task of covering a room from attack, and were given a limited supply of turrets, would you brick up the entrances? I wouldn't, you put them all in harm's way, rather than creating a killzone where any potential attacker would only have time to face and attack one before dying or fleeing.
THey also look far more elegant, IMO.

Overall it was fresh, not exactly Genesis, but it fixed some big errors. I think its worth it.

It will be interesting to see how it stands up to the efforts of illogical people in generally ignoring all of this.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on October 15, 2009, 11:45:30 am
There is no need to camp in 1.1. You'll never see me in base for more time than it takes to grab a helm+shotty. If you feel forced to stay in base, you suck at the game.

Rants can be taken down solo in 1.1. If you can't take a rant down at least a third of the time, you suck at the game.

I see people carefully placing turrets to create a killzone, in 1.1. If you place rets at the door, you suck at the game.

NO camping, NO baseraping

And as for the camping, as a human, there was really no need to camp, aside from when the large aliens all amassed and chomped the turrets.
Illogical people alright.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Plague Bringer on October 15, 2009, 12:39:14 pm
Shadow, to be fair, building's been my thing for the past three years. I pretty much designed the four door base on Niveus. I worked on perfecting the Karith dark staircase room. My turrets rape 'rants on Nexus6, and nothing touches the RC on UTCS. Killzones are my thing. They have always been my thing. Tactical turret placement is something I've always pushed, and I cannot stand turrets that block the door unless we've got excess BP for the moment and it'll help while I fortify the RC/arm/nodes. And to back up what Ozzy said, I'm definitely not the greatest hummie about, hell, I'd say I'm barely mediocre, but I am NEVER in base, and that's because I've got a decent dance (WITHOUT DODGE). I wish assists were worth something, because when you run out of base with a rifle after a goon, someone normally follows you. It's almost hilarious how shitty bigger aliens are under pressure of a naked hummie, sometimes. ESPECIALLY if they just attacked your base. Countless times I've killed rant after rant because our turrets bled them, or goon. Sometimes I'd get a whole pack of them because I'm a slimy little fuck and I slip through in time to watch them bleed each other.

And, hey, are you saying that in 1.2 an unskilled shotgunner can take down a 'rant? I'm all about balance, and all, but newbies with a weapon that should be mastered shouldn't be fucking taking down the biggest, baddest, scariest alien in the game. That's just purely revolting.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: tuple on October 15, 2009, 01:43:35 pm
As far as the ATCS haters (certainly not saying I blame them  :angel: ) I had a map idea that I've never brought up and frankly don't know if it would be allowed under the licenses for maps and their textures.  I also don't think that mappers would go for it, an important consideration.

The idea was that 1.2 be distributed with a large texture pak containing everything needed for all default maps except the map (qvm? I fergit).  Then servers could have the option of removing default maps from being even a voting option.  As a result, server owners could remove any overplayed maps (atcs in this example >.> ) without damaging the integrity of maps that use its textures.

Except uncreation which should be hardcoded into the rotation of every server whether they like it or not :P

TBO, I can't imagine mappers would go for it and as I say, the texture licenses may complicate it as well.  However, a large texture pack may may may stop new mappers from making everything with atcs textures >.>

Frankly I've had a whole lotta fun on atcs, but I sometimes wonder if its become the equivalent of a tic to new players.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Asvarox on October 15, 2009, 02:06:06 pm
It seems people are blindly defending 1.2 because its 1.2. 
It seems people are blindly attacking 1.2 because its not 1.1.

Oh, and because pr0 playerz are also attacking it.
Quote
Rants can be taken down solo in 1.1. If you can't take a rant down at least a third of the time, you suck at the game.
If they are afking/being 999/Having <70HP YES.

Also, I like people saying "WTF I HATE BURRITO" even if they haven't even seen one.
Title: Re: 1.2 Gameplay Changes
Post by: Norfenstein on October 15, 2009, 03:06:19 pm
I would except that I posted a ton of shit and he responded to everyone *but* me.
Because there's nothing to say. Your mind isn't going to change about wanting to stay with 1.1, and there really isn't anything wrong with that. What's unreasonable is wanting the developers to do free maintenance on 1.1 instead of making the game we want to make. We're doing this all without compensation, remember, and I think it's generous enough that we provide the source code so that anyone that does want something different than what we want can go ahead and make it without having to start from scratch.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Tremulant on October 15, 2009, 03:23:29 pm
Tremulous Development server 0/30
Tremulous Development Server2 0/18
AA                            20/32

great figures, but we should probably adjust your 20 to include half a dozen permaspecs keeping the numbers up and then compare it with the appeal of X,A and the unlimited build point servers. Does it surprise you that people aren't falling over themselves to hunt down the development servers somewhere in the list, when they could just play on whatever servers are bobbing around on the surface?
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: {7}wrath on October 15, 2009, 03:35:53 pm
[deleted]
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: amz181 on October 15, 2009, 03:49:46 pm
the only values that needed to be changed in my opinion, was the rant hp, to 350, and nerf its regen A BIT away from eggs.

Though i have nothing against adding the adv goon to s2, i dont have alot of experience of hummies camping at s2 (unless its very stacked). Also the regen changes for the rest are far too harsh, and keep players out of action for far too long. Waiting for hp to regen is not fun, which is why in nearly all games, regen happens in seconds. Basi's regen is idiotic in my opinion again, as at s3, you will be hard pushed to be any use atacking, and running around after your teamates is not fun either.


All the other, non balance changing changes i like, e.g. barricades, new building system etc.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: CreatureofHell on October 15, 2009, 03:56:42 pm
As far as the ATCS haters (certainly not saying I blame them  :angel: ) I had a map idea that I've never brought up and frankly don't know if it would be allowed under the licenses for maps and their textures.  I also don't think that mappers would go for it, an important consideration.

The idea was that 1.2 be distributed with a large texture pak containing everything needed for all default maps except the map (qvm? I fergit).  Then servers could have the option of removing default maps from being even a voting option.  As a result, server owners could remove any overplayed maps (atcs in this example >.> ) without damaging the integrity of maps that use its textures.

Except uncreation which should be hardcoded into the rotation of every server whether they like it or not :P

TBO, I can't imagine mappers would go for it and as I say, the texture licenses may complicate it as well.  However, a large texture pack may may may stop new mappers from making everything with atcs textures >.>

Frankly I've had a whole lotta fun on atcs, but I sometimes wonder if its become the equivalent of a tic to new players.
/me cheers!  ;D
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: your face on October 15, 2009, 04:44:31 pm
uncreation sucks, karith 4 life!!
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: ==Troy== on October 15, 2009, 06:40:44 pm
Interesting, in fact. Because most people who are so desperately against 1.2 have a very big point :

Gameplay of the new version should not change.


This is not about new additions, or tweaking the stats, but the gameplay. None of the serious games that I know of have ever changed the gameplay of an update to such an extent as 1.2 did. 1.2 gameplay is nothing like 1.1, and hence it is not a new version, but is a modification/fork (at least as I think about it)

On the other hand, what people do not realise is that Tremulous is purely online game. A very small minority of people will be playing on LAN. at least 90% of the players will be out there, on the servers. And hence, its not the developers who control what people are going to play, but those who serve the place to play.


Just stop bashing 1.2 for a minute, and rather start porting the 1.1 gameplay into 1.2. I doubt there will be much client-side changes that will have to be changed.


Personally, I welcome the 1.2 fixes and additions, such as default http download and most of the Lakitu qvm additions. I honestly hope that it will be a lot easier now for modders to provide content to the players.

As of the 1.2 gameplay, my personal opinion is irrelevant. I did play it, and yes, its allright. Different, but nothing outstanding. X server felt the same way. (and there is a large portion of people playing there)
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Repatition on October 15, 2009, 08:23:14 pm
put AMP in 1.2 and ill be happy!
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Grape on October 15, 2009, 08:53:40 pm
i like 1.2
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: {7}wrath on October 15, 2009, 11:53:14 pm
For once, I actually agree with Repatition. I think AMP would be a welcome addition.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Bissig on October 16, 2009, 12:30:02 am

--- snip ---

I hate to be so rude, but X is just, uh, how do I say this politely, retarded.  I love dretching.  It's one of the main things that attracted me to trem.  Wall walking is the best thing ever and frankly, I've been playing FPS's for longer than many you have been alive (yes, I really am old) and very few FPSs over the years have the ability to throw the 3d aspects all to hell by making everything "down".  There was a spaceship game years back that it reminds me of built on a doom engine I think, I forget the name of it though.

--- snip ---


Descent, Forsaken. Forsaken had the hottest coloured light sources of that time and had glide3d support.

Both games featured six axis of freedom support.

http://en.wikipedia.org/wiki/Forsaken_(game)
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: your face on October 16, 2009, 02:05:51 am
+1 Repatition
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: temple on October 16, 2009, 04:03:10 am
1.1 is balanced.  I'd argue Tremulous is probably the one of the finest examples of balanced gameplay.

!!! AMONG GOOD PLAYERS !!!

The problem is that any idiot can corner camp with a rant.  Any idiot can shoot their feet and kill 10 dretches from the splash damage of a luci.  The game isn't broken, the difference in player skill is broken because Tremulous has a steep learning curve.  The rant and the luci makes it painfully obvious.

Now, I think the skill factor of Tremulous is what attracts me to the game.  I can solo a base with a goon or luci jump all over the alien base and win the game single handedly.  Few games let you do that.  With good players on both teams, it is required.  

1.2 changes a lot.  I don't feel like dumping all over it.  It is pretty obvious that there are some huge changes that will change the skill level of the game.  Particularly, humans will require less skill than now and aliens will require more.  

1.2 isn't as deadly as it used to be and that gives ranged attackers an advantage that the melee team just can't counter.  Humans weapons aren't really weaker and aliens certainly lost some power, so when an alien does get in range after the humans take pot shots at them on approach, I don't know how they will compensate without their previous damage, range, and regen values.  

I'm all for change.  I have nothing against Norf.  I don't think 1.2 is crap.  But I can't believe people can't see what the problem is.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Superpie on October 16, 2009, 04:14:32 am
Though I'm not usually one to voice my opinion on the forum, I will say this. I do not like the majority of the changes in this list (http://tremulous.net/forum/index.php?topic=11859.0) (to the point where there is not even a reason to specify as my dislike is that broad) and I do not expect to enjoy playing the next version of Tremulous if these changes are kept and released in the final version. I believe tremulous is great as it is, and I like the non-gameplay-changing things on the development server for the most part, and I like the models etc that Stannum has provided pretty pictures of.

tl;dr - I think 1.2 should be released with the balance changes removed (with perhaps a few exceptions), and that Norfenstein's Mod should be released seperately (and maybe be a promoted mod server).
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Cadynum on October 16, 2009, 04:26:42 am
1.1 is balanced.  I'd argue Tremulous is probably the one of the finest examples of balanced gameplay.
Then you'd be at the losing side of that argument. 1.1 is not very balanced at all.

The problem is that any idiot can corner camp with a rant.  Any idiot can shoot their feet and kill 10 dretches from the splash damage.  The game isn't broken, the difference in player skill is broken because Tremulous has a steep learning curve.  The rant and the luci makes it painfully obvious.
It's perfectly balanced, except when "any idiot" can use basic tactics. Okey.

1.2 changes a lot.  I don't feel like dumping all over it.  It is pretty obvious that there are some huge changes that will change the skill level of the game.  Particularly, humans will require less skill than now and aliens will require more.  
I don't see how humans require less skill.
Almost every weapon is identical to 1.1, except the luci which is faster (you can now actually aim at skilled players, instead of spamming. Quality over quantity which is good.)

1.2 isn't as deadly as it used to be and that gives ranged attackers an advantage that the melee team just can't counter.  Humans weapons aren't really weaker and aliens certainly lost some power, so when an alien does get in range after the humans take pot shots at them on approach, I don't know how they will compensate without their previous damage, range, and regen values.  
Aliens have lost powers as well as gained new ones.
The mara is easier to control in combat, making it really deadly. (although i admit I still preferred the old one, it was more fun)
To mention another thing you get the adv. goon at stage 2.


1.1 has a lot of flaws.
1.2 has a lot of flaws.


I'm still not sure which I like the most, mainly because I have no opportunity to play 1.2 without unlagged on.
One thing's for clear though. I'm really looking forward to the 1.2 release.
Even if it turns out that I like 1.1's tremulous.h more (which is not entirely unlikely), I'm confident that someone will mod the 1.1 gameplay to 1.2.

Worth to add might be that the balance changes doesn't really have much support outside MG & the devs.
Almost everyone you talk with prefer good ol' 1.1. This is also, unfortunately, reflected on the dev servers which are nearly always empty.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: temple on October 16, 2009, 04:43:53 am
Scratch it, lets just agree to disagree.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: tskuzzy on October 16, 2009, 05:13:35 am
To be perfectly frank, I am not liking the overall changes made in 1.2. I have played only on a few dev games so clearly I have not adjusted to the changed gameplay style and such, but as of right now, I don't think I can play it and honestly say its "better" than 1.1. It certainly has some  improvements over 1.1 in terms of settings and such, but the rest is kinda "meh."

One of the main goals of 1.2 was to reduce camping/spamming, which the devs felt was all too common in 1.1. And as such, dev games were held weekly to test gameplay in light of these changes. Now, it seems that you guys accomplished this goal to some degree, but I have a fairly significant question for you guys. The vast majority of players on these dev games were competent players who knew what they were doing. Clearly these are not the type of players to sit in a base and camp. So when you claim that 1.2 reduces camping, did it occur to you guys that maybe the dev games are not an accurate representation of actual public gameplay?

To me, I don't think camping can ever be solved for humans. Humans are inherently a ranged-based class where you fire from afar at enemies before they can come and kill you. As such, a natural and understandable strategy for not dying would to camp safely and wait for your enemies to come to you. You will be hard-pressed to find a newbie player who would willingly walk out into an unknown map alone against a tyrant. Changes such as making adv dragoon available in S2 certainly allows aliens to counter the human camping, but it hardly solves the problem. I doubt a newbie would be so knowledgeable as to say to himself "Hm, advanced goons are destroying our base so maybe I should camp less." Its just not going to happen.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Plague Bringer on October 16, 2009, 12:29:40 pm
@tskuzzy: THANK YOU for the comment about the players who participate in the dev. games.

I've found that the majority of PUBLIC players merely camp more when adv goons come around because they feel the need to protect the RC/arm. Giving the aliens stronger classes quicker will only scare humans more and, thus, keep them in the base more. Sure, aliens will be able to destroy the bases, now, but that'll just lead to a shit tonne of wins and an imbalance favoring the aliens. Just throwing that out there.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: amz181 on October 16, 2009, 03:38:14 pm
I understand that one opinion is irrelevant, but quite a few people are disliking the new changes. I really dont see how you can release 1.2 with these changes now...

We need to come to a compromise.

I honestly just think the whole balancing needs to be rethought, and make minute changes instead of big ones.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: UniqPhoeniX on October 16, 2009, 04:54:15 pm
You ppl don't realize that the devs could make whatever game they want the way they want it, either help or shut up... and the ppl who don't like the changes are much more vocal about it, so there are more posts from them. There will probably be a 1.1 balance mod anyway so stop crying about that. The devs are making the changes to classes/buildables that were under/overpowered, and saying that there are too many changes just means you haven't kept up with the progress. They didn't add all of those 1 week/month/year even.
There are some minor changes I don't fully agree with, but most changes are good imo and I support what the devs are trying to do. Camping can't delay games for as long any more, bases can't be rebuilt that fast, rants are more balanced, basi and mara have been improved, etc.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: amz181 on October 16, 2009, 05:01:30 pm
You ppl don't realize that the devs could make whatever game they want the way they want it, either help or shut up... and the ppl who don't like the changes are much more vocal about it, so there are more posts from them. There will probably be a 1.1 balance mod anyway so stop crying about that. The devs are making the changes to classes/buildables that were under/overpowered, and saying that there are too many changes just means you haven't kept up with the progress. They didn't add all of those 1 week/month/year even.
There are some minor changes I don't fully agree with, but most changes are good imo and I support what the devs are trying to do. Camping can't delay games for as long any more, bases can't be rebuilt that fast, rants are more balanced, basi and mara have been improved, etc.

As soon as a game is released, it isnt the devs anymore, its the players. And no that is not some philisophical mumbo jumbo, but it is actually true.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on October 16, 2009, 05:59:39 pm
You ppl don't realize that the devs could make whatever game they want the way they want it, either help or shut up... and the ppl who don't like the changes are much more vocal about it, so there are more posts from them. There will probably be a 1.1 balance mod anyway so stop crying about that. The devs are making the changes to classes/buildables that were under/overpowered, and saying that there are too many changes just means you haven't kept up with the progress. They didn't add all of those 1 week/month/year even.
There are some minor changes I don't fully agree with, but most changes are good imo and I support what the devs are trying to do. Camping can't delay games for as long any more, bases can't be rebuilt that fast, rants are more balanced, basi and mara have been improved, etc.

Just because they can do whatever doesn't mean they should.

Us more vocal? We have remained silent for a long time. In fact the forum junkies are more likely to support 1.2 as most real players don't come here, so yeah, we have to be vocal as true players are the minority here. The fact that in 4+ years I've never seen you in-game speaks volumes.

Maybe they didn't form the changes over a month, but they are releasing them and forcing them upon us all at once.

Your logic is bullshit... EDIT Dude, invoking Godwin's?  C'mon... --Rocinante
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: UniqPhoeniX on October 16, 2009, 07:11:15 pm
If you have anything helpful to say, then say it, otherwise don't, that's what I meant... You keep saying that you don't like anything but not how to do it better.  How would you solve human/rant camping, how would you make hives as useful as acids, how would you make people use basi and mara more? And don't say that pr0's don't need those changes because that is not even close to the majority of players. Devs want those problems fixed, you don't. Well you are not leading this project.
You also keep talking like you represent a majority, so prove it, or speak only for yourself.
The fact that 'real players' don't come here means they don't want their voice heard. So they either like 1.2 or have decided to stay with 1.1 balance.
You not having seen me is totally irrelevant. Maybe I don't live on the same continent?

Also amz181, Trem is still developed by the same devs, if you want to help then do it. If not then stay in 1.1.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on October 16, 2009, 07:14:32 pm
If you have anything helpful to say, then say it, otherwise don't, that's what I meant... You keep saying that you don't like anything but not how to do it better.  How would you solve human/rant camping, how would you make hives as useful as acids, how would you make people use basi and mara more? And don't say that pr0's don't need those changes because that is not even close to the majority of players. Devs want those problems fixed, you don't. Well you are not leading this project.
You also keep talking like you represent a majority, so prove it, or speak only for yourself.
The fact that 'good players' don't come here means they don't want their voice heard. So they either like 1.2 or have decided to stay with 1.1 balance.
You not having seen me is totally irrelevant. Maybe I don't live on the same continent?

Also amz181, Trem is still developed by the same devs, if you want to help then do it. If not then stay in 1.1.

Here's a suggestion for making it better: leave it the fuck alone.
Hives don't need to be as useful as acids, and mara/basi are used by great players, and it's nice that they are a novelty. The fact that good players don't come here means they would rather spend their time playing the game, nothing else.

I do not have to "support the devs or be quiet."
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Blade on October 16, 2009, 07:51:57 pm
You ppl don't realize that the devs could make whatever game they want the way they want it, either help or shut up... and the ppl who don't like the changes are much more vocal about it, so there are more posts from them. There will probably be a 1.1 balance mod anyway so stop crying about that. The devs are making the changes to classes/buildables that were under/overpowered, and saying that there are too many changes just means you haven't kept up with the progress. They didn't add all of those 1 week/month/year even.
There are some minor changes I don't fully agree with, but most changes are good imo and I support what the devs are trying to do. Camping can't delay games for as long any more, bases can't be rebuilt that fast, rants are more balanced, basi and mara have been improved, etc.

I would like to use this post to reiterate, illustrate, and enumerate a couple of misunderstandings that people keep having about our position as protestors.

We object to the fact that it has taken three years to compile a list of jury rigged QVM values (modified damages, ranges, modifiers, etc.) which the developers believe are some kind of everywhere-hailed perfect update for Trem. "they can do whatever the hell they want" is actually a damaging mindset for players to have about developers when the developers can't justify their huge set of balance changes, and it is a damaging mindset for developers to have because it makes them totally blind and unreceptive to what people are actually saying about their "work."

Let me elaborate about the balance changes. The changes do not simply fix specific imbalances in the game. The reason there are so many changes is because they are interdependent; that is, you can't justify the changes without referring to the other changes. The balance changes are a total shift in gameplay, not just tying up a few loose ends. This is why we can't accept them as a universal 1.2 update. We don't believe the work should go to waste, not only because of the time that was put into it, but also because there are people who like it and they should get to play it. Yet we keep getting stuck with these figures about the vast majority of Trem users salivating and getting erections whenever they review the change log, and this simply isn't true. If it were true, there would be a statistic rather than just the conspicuous narcissism of developers. (I don't claim to have a statistic. Some people like 1.2, lots of people are indifferent/unaware/waiting, and lots of people don't care for it - what it does to gameplay, I mean. The repository of useful cvars, bug fixes, new textures, etc., are great due in no small part to the fact that the cvars are options and the rest are legitimate updates or fixes.) We think the set of unjustifiable* balance changes ought to be removed from 1.2 and forked into its own mod, of course so that people can play it if they do want to.

*The reason I keep saying the changes are unjustifiable is that they drastically affect gameplay but have a mild to nonexistent effect on overall balance. It's not as simple as a developer observing that the lucifer cannon is perhaps slower than it should be and fixing it. It's very convoluted (and to be honest most of the observations people make about balance are misinformed - because of the nature of the game, it's fallacious to look at the strength or weakness of any one class and call the imbalance an error) because what happened is essentially something like this:

1) It looks like humans camp too much, so we need to restrict the offensive capacity of the aliens.
2) Decrease their hp regen and specifically weaken the dragoon. (?)
3) Make human armors more effective against alien attacks so they don't feel like camping as much (?!)
4) Give the basilisk a healing aura to make up for the decreased hp regen (...)
5) Decrease the basilisk health because it is too powerful now (:\)
6) Decrease tyrant hp because it's too strong when it gets buffed by a basilisk (###)
7) Make the luci faster so it is more effective against tyrants in the hands of a Polack
8) Decrease the utility of the luci by making secondary fire not cancel charges
9) Make the adv goon S2 to make up for the nerfing of the regular goon
10) Give goon barbs splash damage to discourage human camping
11) Add dodge mechanic to fight earlier adv goons ("I can't dodge alien attacks" argument)
12) Add tyrant crushing attack because it's ridiculous
13) Change the pellet count and pellet damage of shotgun shots, but keep the total damage per shot at 56 so that nothing actually changed

As you can see, the more steps that are taken, the more distant and unjustifiable the changes become. And all this nonsense was started just because someone observed that noobs camp, spam, and feed just as you would expect noobs to do. This is called treating the symptom, not the cause.

As Ozzy and I have stated and will state, good players know how and when to use all classes and weapons in the game. Our tricks are elegant and numerous, and if we can do it, Joe Polack can learn, too, and we can keep increasing the skill ceiling.

I can't stress this enough: there is no point in the balance changes. In a far shorter time than 3 years, I could come up with my own new set of modifiers, speeds, damages, ranges, hit points, and so on, and it would be just as invalid as the 1.2 "balance changes." They are different. They are not better. They are collectively a mod, not worthy of being a universal update. Change for change's sake can't be justified.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: janev on October 16, 2009, 09:35:14 pm
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rant
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counterrant
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devs are nazis!
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nahaaa
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jahaaa
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1.1 was unbalanced
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1.2 is unbalanced
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You just fail to play it right
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*cough* I think you will find I am the better fragwhore so MY opinion is more valid

Ok, aside from ridiculing you all I did want to make a point. That is add as many maps as possible to the official 1.2 release so having auto downloads enabled and the legal issues that entails becomes less of an issue.

ps. Ultimately the only way you can get someone to develop your ideas on their time is pay them. So you can huff and puff (a.k.a giving feedback) all you want without getting anywhere or hang back and see what the polished version of 1.2 looks like before giving your final verdict.  

Edit: touchy aren't we... All it took was a little poking fun at people still being interested in this whole "not fucking going anywhere argument" to net me 5 hits to karma. Priceless :D Go Timmy go! Smite me into oblivion for my uncaring words! :D
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Repatition on October 16, 2009, 09:51:02 pm
For once, I actually agree with Repatition. I think AMP would be a welcome addition.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: N.U.K.E. on October 16, 2009, 10:08:50 pm
Quote
The fact that good players don't come here means they would rather spend their time playing the game, nothing else.
Or, they just don't care and you pretend to read their mind. Either speak for your own or don't, if they really cared they would go out of their way to take 5 minutes and say what they think of it.

And even then, they're still a minority.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on October 16, 2009, 10:11:17 pm
ps. Ultimately the only way you can get someone to develop your ideas on their time is pay them. So you can huff and puff (a.k.a giving feedback) all you want without getting anywhere or hang back and see what the polished version of 1.2 looks like before giving your final verdict.   

I wish I could pay them to *not* make changes. It's not that I'm asking them to do work for free, I'm asking them to not mess trem up.

Quote
The fact that good players don't come here means they would rather spend their time playing the game, nothing else.
Or, they just don't care and you pretend to read their mind. Either speak for your own or don't, if they really cared they would go out of their way to take 5 minutes and say what they think of it.

And even then, they're still a minority.

By saying they don't care, you are "reading their minds" just as much. The difference is that I actually talk to them on a daily basis, whereas you do not.

I believe they are not a minority, they are just underrepresented on the forums.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: tskuzzy on October 16, 2009, 10:30:14 pm
Two things that should have happened:
1) 1.2 released with minor, non-major gameplay changes that will simply improve the overall Trem experience
2) More player feedback over the years. I doubt these disagreeable changes would have taken place if we had 20-30 "regular" players complained every week on the dev games. The fact of the matter is that we (the players) didn't have enough people voicing our opinions for them to be taken seriously. As a result, the 1.2-supporters' argument is essentially "you have not played enough on 1.2 to provide accurate and informed feedback." And in some ways, they are correct.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: amz181 on October 16, 2009, 11:31:54 pm
Two things that should have happened:
1) 1.2 released with minor, non-major gameplay changes that will simply improve the overall Trem experience
2) More player feedback over the years. I doubt these disagreeable changes would have taken place if we had 20-30 "regular" players complained every week on the dev games. The fact of the matter is that we (the players) didn't have enough people voicing our opinions for them to be taken seriously. As a result, the 1.2-supporters' argument is essentially "you have not played enough on 1.2 to provide accurate and informed feedback." And in some ways, they are correct.

Cuz as many of you know. Noone listens to amz  :'(
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Grape on October 16, 2009, 11:40:33 pm
Hives don't need to be as useful as acids,

well, acids are s1 and hives are s3 so it would only make sense if hives were more useful than acids, wouldn't you agree?
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KillerWhale on October 17, 2009, 12:00:01 am
Well, I might as well jump into this little flamewar while I am at it. For a while, I liked the changes, but then I went back and played them again and realized something: They simply aren't fun.
I'm not speaking form a point of familiarity, I'm speaking from the point of HAVING FUN.
It was pretty much the opposite of fun for me to play there when it wasn't the normal Dev Server crowd.

This brings me around to the point of "people".

People are the problem and the solution here. The problems with people are those who are too good, and those who complain "lol rants gons 2 gud ??? :( " due to those who are too good.
An easy solution, I think, would be to do a whole tutorial level.
Teach the players a bit about the game, and give them somewhere to practice.

What is not a solution is what is happening right now: The gameplay of the game is being changed to make up for skill imbalances in the community rather than truly unbalanced aspects of the game.

There are some changes I agree with: I like some of the new building aspects(although I do wish semi-mark decon were an option), I like that the medi heals stamina,  I like that the basilisk is a bit more usable(but is a bit too much so now).

I really think that more time should be put into trying to teach new players and lessen the learning curve rather than trying to make classes less usable for the sake of "balance".

I do respect the amount of time and work that has gone in to these dev changes; I just don't like them.
While I don't think it's viable to just throw them all away, I think that there should be some compromise on the settings.

That's all I've got for now. :P
Title: Re: 1.2 Gameplay Changes
Post by: AppleJuice on October 17, 2009, 01:17:46 am
Since I've just finished my programming project, I'll say this:

I support 1.2. I hope it's released before winter vacation.

Having said that, I don't agree with quite a number of the changes (I don't find charging into humans as a tyrant to be that fun, and the dragoon's pounce is ridiculously overpowered). I think they cater too much to weaker players. Tremulous 1.1, aside from the tyrant and lucifer cannon, wasn't unbalanced - the player base was/is. However, I am really tired of 1.1 gameplay. It's just too old now. Even if several great, new maps were to be hosted regularly on popular servers, I still wouldn't really enjoy 1.1 Tremulous.

1.2 will make things interesting (though probably more unbalanced) again.

(I really hope you re-think the dragoon's pounce before you release 1.2...)
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: cron on October 17, 2009, 03:45:01 am
I support 1.1. My leet signature proves it. kthx!

If you hate the 1.2 balance changes, put this image in your signature:
http://cron.unvanquished.net/imgboard/src/1255747286279.png
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Thorn on October 17, 2009, 03:48:00 am
Fight for 1.1 rights!
Who's up for forking a 1.1.1. own master server etc?
Title: Re: 1.2 Gameplay Changes
Post by: kevlarman on October 17, 2009, 06:46:01 am
(I really hope you re-think the dragoon's pounce before you release 1.2...)
he already did :\
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on October 17, 2009, 08:10:53 am
I support 1.1. My leet signature proves it. kthx!

If you hate the 1.2 balance changes, put this image in your signature:
http://cron.unvanquished.net/imgboard/src/1255747286279.png
This just made my day =D
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: amz181 on October 17, 2009, 12:06:29 pm
omg i has sig :O
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: amz181 on October 17, 2009, 12:10:26 pm
They simply aren't fun.


thats exactly how i feel. I would care if all the changes retained the fun of trem, but to me atleast, they dont.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: {7}wrath on October 17, 2009, 03:22:56 pm
[deleted]
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Snake on October 17, 2009, 05:00:42 pm
Removing hovel was a stupid idea, I use to hide and eat cookies!  :<
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Xeno on October 17, 2009, 05:22:39 pm
How many people would be interested in playing 1.1.. with no S3, Adv. Goon at S2, shrunk dretch and mara, SD at 20 and creds for base kills..? That'd be something to try out and compare to 1.1 and 1.2 in terms of gameplay/balance/fun.  :advmarauder:
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: {7}wrath on October 17, 2009, 05:28:22 pm
[deleted]
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Plague Bringer on October 17, 2009, 05:45:24 pm
How the hell does THAT make sense, wrath? The fact that there is an argument demonstrates that there are supporters for and protesters against! Do you think that just because there was an argument about 'nam in the 60's that the support and the protest was equal? That the ideas of pulling out and staying in were both equally as good? That's most likely (read, quite definitely) one of the dumbest things I've heard in a while. You will ALWAYS have arguments, and you will RARELY have an argument where both sides are equally valid. The statistics says that Tremulous 1.1 and "Tremulous" 1.2 have different levels of support. Also, it can be easily inferred that the development games are NOT, I repeat NOT, in any way shape or form a good or accurate representation of a public game. If the 1.1 master server goes down when 1.2 is released, there will be chaos, and the game will die. The learning curve for aliens is even more fucked up with the incredible lack of regeneration and the birth of alien base reliance. They are a pathetic race which will require proper handling to not die when assaulting human bases. Is anyone aware of why the balance issue is the way it is? It's a purely skill related balance issue, for any of you mindless punks who haven't realized. Newbies always go humans because aliens are so tough to control. Nerfing aliens was about the worst thing you can do. No one, and I repeat, no one, will want to play aliens on pub games anymore. It takes two seconds to get raped by turrets as a goon.
Two fucking seconds.
That's pathetic.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: mooseberry on October 17, 2009, 06:16:13 pm
How the hell does THAT make sense, wrath? The fact that there is an argument demonstrates that there are supporters for and protesters against! Do you think that just because there was an argument about 'nam in the 60's that the support and the protest was equal? That the ideas of pulling out and staying in were both equally as good? That's most likely (read, quite definitely) one of the dumbest things I've heard in a while. You will ALWAYS have arguments, and you will RARELY have an argument where both sides are equally valid. The statistics says that Tremulous 1.1 and "Tremulous" 1.2 have different levels of support. Also, it can be easily inferred that the development games are NOT, I repeat NOT, in any way shape or form a good or accurate representation of a public game. If the 1.1 master server goes down when 1.2 is released, there will be chaos, and the game will die. The learning curve for aliens is even more fucked up with the incredible lack of regeneration and the birth of alien base reliance. They are a pathetic race which will require proper handling to not die when assaulting human bases. Is anyone aware of why the balance issue is the way it is? It's a purely skill related balance issue, for any of you mindless punks who haven't realized. Newbies always go humans because aliens are so tough to control. Nerfing aliens was about the worst thing you can do. No one, and I repeat, no one, will want to play aliens on pub games anymore. It takes two seconds to get raped by turrets as a goon.
Two fucking seconds.
That's pathetic.

Protip: Try throwing in some Hitler references too!
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: gimhael on October 17, 2009, 07:18:21 pm
It takes two seconds to get raped by turrets as a goon.
Two fucking seconds.
That's pathetic.

Funny, up to now people were complaining that the 1.2 turrets have been nerfed too much...

Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on October 17, 2009, 07:19:15 pm
Protip: Try throwing in some Hitler references too!

Fuck you! This steals the fire from what I was gonna post, haha.

"So are you comparing our measly whining to a war in which thousands DIED!?!?!"
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Asvarox on October 17, 2009, 07:24:41 pm
you mean milions, not only hamburgerigos died in ww2.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on October 17, 2009, 07:31:16 pm
We're referencing 'nam.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Grape on October 17, 2009, 07:58:29 pm
nvm dont wanna flame for once gg
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: temple on October 17, 2009, 08:02:30 pm
Quote from: gimhael
Funny, up to now people were complaining that the 1.2 turrets have been nerfed too much...
Campers complain about the rets.  If you have played as aliens, you know that the turrets do nothing on approach but will, and I mean will, kill you before you can get out of range.  Attacking the human base is pretty much a kamikaze event now.  They start slow but they hit harder and farther so I can't escape them.  Throw in reduced regen for aliens and if you do manage to get out of the rets range, any human can gun down.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: {7}wrath on October 17, 2009, 09:10:25 pm
[deleted]
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Plague Bringer on October 17, 2009, 09:59:09 pm
The few forum goers who have remained active over the years are anticipating 1.2. Most players probably aren't even aware we have a forum.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Bissig on October 18, 2009, 12:24:31 am
@tskuzzy: THANK YOU for the comment about the players who participate in the dev. games.

I've found that the majority of PUBLIC players merely camp more when adv goons come around because they feel the need to protect the RC/arm. Giving the aliens stronger classes quicker will only scare humans more and, thus, keep them in the base more. Sure, aliens will be able to destroy the bases, now, but that'll just lead to a shit tonne of wins and an imbalance favoring the aliens. Just throwing that out there.

When I hear barb splashes sinking my base, I go out and hunt the motherfuckers and yell at my teammates to do the same.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Plague Bringer on October 18, 2009, 12:54:42 am
When I hear barb splashes sinking my base, I go out and hunt the motherfuckers and yell at my teammates to do the same.
To be fair, I've always went on the hunt and bitched at my team if they weren't as soon as I started seeing barbs flying. Unfortunately, that really doesn't do much, as most team mates don't listen, and those who would are probably hunting already.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: tskuzzy on October 18, 2009, 01:25:10 am
When I hear barb splashes sinking my base, I go out and hunt the motherfuckers and yell at my teammates to do the same.
Clearly you are not the "majority of public players" XD
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: WiKi on October 18, 2009, 02:00:57 am
I just finished reading this thread... D;
The couple of times I have played on the development server it felt like a whole new game.. I would do the exact same thign I do in 1.1 but it will not work. I like some of the changes. I do not understand where some of the changes came from. I appreciate that the dev's did this on there own time not getting payed. But maybe for people who are new they do not know what is the difference between 1.1 and 1.2. but for veterans and people who have played this game for a good amount of time they feel the changes the worst. Also the people arguing are the people who have played the longest as well. I like 1.1 1.2 seems alot different. I have not been on these forums for very long. They may have been some topic for the players to suggest ideas for 1.1. Blade says the Norfenstein Mod. The Dev's say they tested them. But are you changing it for your preferences the Dev's? Or for other people to enjoy. In my persepective anyone who has an account and actually post something thoughtful and not nooby are much more important than new players. Another question. How long did it take to build the community on trem.net?
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: tskuzzy on October 18, 2009, 02:34:46 am
I think every argument for and against 1.2 has already been made and I think its pretty clear that another overhaul isn't going to happen in the near future. Perhaps we should give 1.2 a chance and play it out for a while. As of right now, I don't like the changes but that doesn't mean I won't give it a chance. Everyone else should do the same too and if it just doesn't cut it, we can always voice our opinions for an upcoming 1.3 release or something.

There isn't any point in arguing any further considering how long 1.2 has been in the works. Nothing significant is going to happen at this point in time so there isn't anything to do except wait and see...
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Hendrich on October 18, 2009, 02:48:22 am
Its quite obvious the veterans or the ones most familiar to Tremulous prefer 1.1, because they have been playing for years (Or a year, depends). "Balance" isn't about on who's preferences it is, its about if everyone (Or the majority) agrees whether the changes work or not, and I believe the devs realized that.

1.2 has been in development for a long time, and during that time many of us were enjoying the current build, so its natural that some people feel strongly to some of the balance changes made. Players who aren't familiar with Tremulous that long obviously won't really care what happens, they just prefer an update, and from what it looks like, we might just get one.

As with what Tskuzzy said, we can't judge what isn't released, so its better to try and give out our input now and wait until more information is officially given.

Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: temple on October 18, 2009, 02:54:48 am
Its quite obvious the veterans or the ones most familiar to Tremulous prefer 1.1, because they have been playing for years (Or a year, depends). "Balance" isn't about on who's preferences it is, its about if everyone (Or the majority) agrees whether the changes work or not, and I believe the devs realized that
No

Speaking for myself, I've played Tremulous for 3 years.  I know the ends and the outs of damn near everything, read the source code, .h files.  I've seen every trick in the book.  I've played against every known player NA side that worth their salt.  

It is beyond easy to sniff out changes that will tilt balance.  When you play on both teams, you know what works and why.  When you change things, you change the balance.  These changes aren't benign and balance is usually razor thin.  Some of these changes will make easy for a human player and harder for an alien.  Throw in someone who's good now with the new humans and they will dominate.

Someone who is good at aliens will still be good.  But the people that are middle of road in terms of skill (like most players) will not cut it on the alien team.  On the human team, the average player will be better.  But this isn't a one sided game.  

There is no 'preference' unless you consider a one side game versus a balanced one a preference.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: {7}wrath on October 18, 2009, 03:15:57 am
I think we can all agree that we like some parts of 1.2: new weapon models, huds, animations, etc. I think we all also like shrinking barricades and some other things like that. I have changed my mind on most of the other stuff, though. I like 1.1 mostly the way it is. I don't know how 1.2's gameplay will work out, and I'm afraid of it. I'm also afraid of this entire argument, because it has the power to divide and destroy the entire community.


Open the pod bay doors, HAL.
Lock this topic please, mods. I think until the beta is released, this topic can serve no further purpose, Dave.

Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Hendrich on October 18, 2009, 04:04:00 am
Its quite obvious the veterans or the ones most familiar to Tremulous prefer 1.1, because they have been playing for years (Or a year, depends). "Balance" isn't about on who's preferences it is, its about if everyone (Or the majority) agrees whether the changes work or not, and I believe the devs realized that
No

Speaking for myself, I've played Tremulous for 3 years.  I know the ends and the outs of damn near everything, read the source code, .h files.  I've seen every trick in the book.  I've played against every known player NA side that worth their salt. 

It is beyond easy to sniff out changes that will tilt balance.  When you play on both teams, you know what works and why.  When you change things, you change the balance.  These changes aren't benign and balance is usually razor thin.  Some of these changes will make easy for a human player and harder for an alien.  Throw in someone who's good now with the new humans and they will dominate.

Someone who is good at aliens will still be good.  But the people that are middle of road in terms of skill (like most players) will not cut it on the alien team.  On the human team, the average player will be better.  But this isn't a one sided game. 

There is no 'preference' unless you consider a one side game versus a balanced one a preference.

A person "middle in the road" in what? Tremulous? In that case, then  someone as such is good at both sides. Besides, an average player can still play as an alien effectively, even if they're used to using a gun. I respect your experience and knowledge temple, don't just think that one human will dominate, Tremulous is a team game. Working together is much more important then skill. Even the lowly newbie who isn't that good at shooting can contribute immensely by taking care of structures, or joining and work in groups, etc. Balance will have to work in groups.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: amz181 on October 18, 2009, 09:23:23 pm
I think they should release 1.2 with 1.1 balance, and redo the whole dev server thing, and once we have a balance we all like, update with 1.25.

Thats seems the only way forward...
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Plague Bringer on October 18, 2009, 09:26:00 pm
unfortunately for our ideas, 1.2 is being released as is.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: frazzler on October 18, 2009, 09:44:51 pm
@ Devs of 1.2... Please, for the love of all that is hovel-shaped, stop trying to make things look and sound cool...WOAH A TURRET THAT RAPES GOON IN UNDER 3 SECS! I couldn't care less, it fucks up the gameplay. You've borked trem, as you have borked many players hearts. First you take for fucking ever to release 1.2, then when we all get to quench our anticipation, we find out what we've been waiting for sucks so much ass, that we go back to 1.1. Seriously d00ds, I'm not downloading 1.2, and I'm telling all my mates, that the devs are twats, cause they are. I don't want quicker, more retarded games. I liked 1.1, issues in 1.1 needed fixing. You fixed the issues, but you've made even more of them than you've solved.

What I'm trying to say is, you've fucked up one of the greatest games available. I know 1.1 is free, but for fucks sake. You should be paying ME to download 1.2, cause there's no other way I'm getting it.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Plague Bringer on October 18, 2009, 09:46:44 pm
@ Devs of 1.2... Please, for the love of all that is hovel-shaped, stop trying to make things look and sound cool...WOAH A TURRET THAT RAPES GOON IN UNDER 3 SECS! I couldn't care less, it fucks up the gameplay. You've borked trem, as you have borked many players hearts. First you take for fucking ever to release 1.2, then when we all get to quench our anticipation, we find out what we've been waiting for sucks so much ass, that we go back to 1.1. Seriously d00ds, I'm not downloading 1.2, and I'm telling all my mates, that the devs are twats, cause they are. I don't want quicker, more retarded games. I liked 1.1, issues in 1.1 needed fixing. You fixed the issues, but you've made even more of them than you've solved.

What I'm trying to say is, you've fucked up one of the greatest games available. I know 1.1 is free, but for fucks sake. You should be paying ME to download 1.2, cause there's no other way I'm getting it.
tl;dr
dear devs,
i'm on my period i hate you.

:)
<3
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: A Spork on October 18, 2009, 09:52:41 pm
One Question:
Why did all of you wait until the devs were about to release 1.2, before you started freaking out?
There have been games on the dev servers for ages./me smells troll
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: your face on October 18, 2009, 10:00:26 pm
We are realizing that it might actually get released.  We are the 1.2 protectors, trying to save it from utter disaster.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: A Spork on October 18, 2009, 10:03:30 pm
It still would've made more sense once you saw a setting you didn't like in a dev game, to say then, not wait until they're practically done.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Plague Bringer on October 18, 2009, 10:13:57 pm
To be fair, we've been arguing against from the beginning.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: gimhael on October 18, 2009, 10:28:43 pm
... and once we have a balance we all like ...

Wishful thinking ?

I don't think the devs will start the balance testing all over because of some complaints here. After all it's their game.

If you want to influence the way the game develops, you have to contribute, that's how open source works. It doesn't mean you have to code or map or model something, but testing and giving feedback is also contributing. The 1.1 code will not disappear and if someone cares enough to actually work on it, there will be a 1.1 on 1.2 mod in a few weeks. (It doesn't need testing as it is already perfectly balanced, so it should be quick to make.)
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: amz181 on October 18, 2009, 11:01:04 pm
To be fair, we've been arguing against from the beginning.

to be honest, i felt like i was the only one who didnt like the changes. Noone else shared my views, or atleast, noone posted views similar to mine.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: amz181 on October 18, 2009, 11:04:28 pm
... and once we have a balance we all like ...

Wishful thinking ?

I don't think the devs will start the balance testing all over because of some complaints here. After all it's their game.

If you want to influence the way the game develops, you have to contribute, that's how open source works. It doesn't mean you have to code or map or model something, but testing and giving feedback is also contributing. The 1.1 code will not disappear and if someone cares enough to actually work on it, there will be a 1.1 on 1.2 mod in a few weeks. (It doesn't need testing as it is already perfectly balanced, so it should be quick to make.)


Well maybe, what we can all bare. Im thinking 1.1 with minor changes to gameplay, e.g. nerfing the rant a smidge.

And i think our complaints will work, but i wouldnt be surprised if the devs are mightily peed off right now, because to be honest, none of you guys ever have given feedback till now, so thats essentially half a years (more or less) work gone.

But still, i doubt the devs would release something which is being so hotly opposed.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: {7}wrath on October 19, 2009, 12:31:37 am
I think the changes should be limited to the following:

    * General
          o marked deconstruction
                + instead of instantly removing structures, deconstruct will now mark them as no longer needed
                + marked structures will be automatically removed when more build points are needed or when a marked structure is blocking the placement of a new structure
                + when reclaiming build points for a new structure, the first marked structure of the same type will be taken down; if none are marked, structures will be taken down in the order they were marked
                + unpowered human structures will be removed immediately instead of marked (since they use no build points to be reclaimed)
                + g_markedDeconstruct
                      # 0 - disable marking, structures are removed immediately (no build timer penalty)
                      # 1 - can't build over marked structures
                      # 2 - can only build structures of the same type over marked structures
                      # 3 (default) - no restriction on building over marked structures
          o new votes
                + nextmap - sets the next map without ending the current one
                + sudden_death - starts sudden death after g_suddenDeathVoteDelay seconds (default 180), requires g_suddenDeathVotePercent to pass (default 74, set to 0 to disable SD voting)
          o funds are kept when switching teams (and converted appropriately)
          o g_dretchPunt - dretches get knocked back by alien attacks (does no damage when friendly fire is on)
          o say_area - send a message to teammates within g_sayAreaRange (default 1000)
          o build timers now match up with structure build times
                + was: 17/12/17.5/15 seconds for all structures (double for Overmind/Reactor) built by a granger/advanced granger/construction kit/advanced construction kit
                + the HUD indicator is now 2.5 seconds per slice for both teams
    * Aliens
    * Dragoon
          o advanced
                + same size as regular
    * Tyrant
          o view height increased 35 -> 64
          o healing aura removed
          o health reduced 400 -> 350
          o crush attack
                + damages humans and human structures when falling on top of them
                + 120 + half falling velocity nonlocational damage, 500 repeat (only repeats for players, not structures)
          o trample and crush never damage teammates/friendly structures, even with friendly fire on
    * Barricade
          o cost reduced 10 -> 8
          o health increased 200 -> 300
          o death splash radius increased 50 -> 100
          o shrink when aliens try to jump over
    * Hovel
          o STAYS GODDAMMIT
    * Humans
          o jump stamina cost reduced 500 -> 250
          o firing an empty weapon makes a clicking noise (audible to aliens)
    * Construction Kit
          o removed Advanced Construction Kit (regular kit now builds everything that's available)
          o repairing is done automatically when possible, without needing to press a button
          o deconstructing unpowered structures will immediately remove them, instead of marking them for deconstruction
    * Flamethrower
          o projectile speed increased 200 -> 300
          o projectile lifetime reduced 800 -> 700
          o muzzle offset lowered (can now fire in vents without self-immolating)
    * Battlesuit
          o viewheight increased 26 -> 29
    * Tesla
          o no longer require defense computers
          o fires from the top of its bounding box to the top of its target's bounding box (can now fire over turrets)
    * Defense Computer
          o no longer affects turrets
          o no longer required for teslas
          o repairs structures in its range 3 health per second, with a 2 second delay after taking damage (this effect stacks with multiple DCs)
          o range reduced 10000 -> 1000 (range affects what structures it heals and warns about)
          o fixed a bug that broke defense computers when built farther from the map origin than their r
    * Medistation
          o restores 30 stamina per 100ms
          o cures poison to anyone that touches one regardless of who is being healed
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: temple on October 19, 2009, 12:35:34 am
One Question:
Why did all of you wait until the devs were about to release 1.2, before you started freaking out?
There have been games on the dev servers for ages./me smells troll
I did, we argued about unlagged, we argued about alien regeneration, people complained about basilisks, mara zap changed about a million times, the RC used to be a weapon when you built a DCC, marked decon, etc....

Only in the past few months did a lot of the subtle human changes happen.  At first it was flamers, unlagged, and stamina.   Right around the time that cades got changed to shrink did a lot of these things really start rolling.  But this is the big problem....the changes were all done piecemeal and in the 1.2 Developer game server thread.  So, you would hear 'This one thing was changed' then a few weeks later 'something else was changed'.  The overall changes were never posted in full until recently.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: {7}wrath on October 19, 2009, 12:45:20 am
Plus, there was the fact that Norf said that the changes were nearly final. I think that's what pissed a lot of people off.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: SlackerLinux on October 19, 2009, 02:08:16 am
   * Hovel
          o STAYS GODDAMMIT

here is what this section should say
Quote
    * Hovel
          o STAYS GODDAMMIT. i like glitching through map walls and i like other players doing it too. its epic awesome to glitchbuild a om in an unreachable place add a few spawns and you cant lose!!!!111

as you can see it was removed for a reason the only way id like it back is if they took away the aspect that allowed people to glitch with it(granger hiding) which pretty much turns it into a useless free barricade
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Tremulant on October 19, 2009, 02:11:33 am
I'm wondering if i've just imagined all the discussion and open access to dev games, and mgdev was, infact, kept in a locked filing cabinet, in a disused toilet bearing the sign "Beware of the leopard" until recently...
One Question:
Why did all of you wait until the devs were about to release 1.2, before you started freaking out?
There have been games on the dev servers for ages./me smells troll
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: {7}wrath on October 19, 2009, 02:49:02 am
as you can see it was removed for a reason the only way id like it back is if they took away the aspect that allowed people to glitch with it(granger hiding) which pretty much turns it into a useless free barricade

Touche. Idk if it's worth removing, though.  :hovel:
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Ryanw4390 on October 19, 2009, 03:58:05 am
Hovel should have never been taken away. Up until then I was living with the changes.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Amanieu on October 19, 2009, 06:44:56 pm
Hovel glitch-building has been fixed
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: gimhael on October 19, 2009, 08:25:52 pm
I think the current hovel is useless, but if you change into a dretch cannon....
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: your face on October 19, 2009, 08:59:07 pm
Granger. Granger cannon! :D :D  :granger: :granger: :granger::D
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: SlackerLinux on October 20, 2009, 01:20:15 am
Hovel glitch-building has been fixed

till a new way is discovered yeh most is fixed but that buildable is far more hassle then it is useful imho
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Ryanw4390 on October 20, 2009, 02:08:16 am
Hovel is useless because you can only build one of them. Make them like 8bp and barricades 12-16bp that way grangers have more than one place to hide during an attack!
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Grape on October 20, 2009, 03:36:45 am
>< just did an interclan on the dev server and it was really fun!  :D
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: HellsAngelz on October 20, 2009, 05:40:28 am
I've had years and years and decades and generations of experience of playing Tremulous...also known as about 9 months.

I believe most of the "pro's" don't like the change because let's face it, now they need to adapt to a new kind of gameplay and basically completely change the way they play.
In 1.2 you'll need to learn (partially or completely)

New ways to aim(due to some hitboxes becoming smaller/larger, and vertical/horizontal slash areas are more/less.)
New ways to dodge, especially due to the new +button8 addition.
New ways to be a team (changes in weapons, such as md, might make md the new and powerful scrim tool for humans.)
New ways to use classes, meaning some aliens have become more powerful of a sort, and some have become weakened. (Mara is now easier to use, basi has less hp but regen ability.)
and many other things my inexperienced brain can't think of at the moment.

I think the pro's of 1.1 don't like the fact they might need to catch up to the noobs of 1.2.
My suggestion? You can host your own server and run 1.1, but i'm sure the population will die, and only 30 or so people will continue playing.
Or you can play the dev games right now, and when 1.2 is released, show us you're the true gamers of Tremulous and work your fucking ass off to become pros at THIS new style of gameplay.
Btw devs, you really need to work on making :granger: porn. ;)
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Repatition on October 20, 2009, 06:09:31 am
so true.......it will be a change but worth it totaly!
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Plague Bringer on October 20, 2009, 12:24:47 pm
Hells, Tremulous 1.1 is a perfectly good game. Tremulous 1.2 is a DIFFERENT GAME. We don't want to play H3, we want to play COD4.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: frazzler on October 20, 2009, 01:05:23 pm
I've said it from the beginning, 1.2 is a myth, like masturbation makes you go blind, or Kevlarman is manly. Once I found out that 1.2 was real, I thought it neccessary to promply stuff every dev into a chuhuahua's asshole, then put that chuhuahua into a car compactor, take that chuhuahua-cube, and stick that cube in a blender. Once sufficiently puree'd I fed the pulp to my dog, who threw it back up, ate it again, shat it out, ate it again, then vomited it back up again. I then sent that vomit to the sun.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: N-Ron on October 20, 2009, 01:52:10 pm
>< just did an interclan on the dev server and it was really fun!  :D

(http://cron.unvanquished.net/imgboard/src/1255804564016.jpg)
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Senor Bobbers on October 20, 2009, 06:45:18 pm
lol hi guys i have a different opinion wanna be friends
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Grape on October 20, 2009, 09:18:20 pm
>< just did an interclan on the dev server and it was really fun!  :D

(http://cron.unvanquished.net/imgboard/src/1255804564016.jpg)
http://www.youtube.com/watch?v=Rkz5eq-nqDQ
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: E-Mxp on October 20, 2009, 09:50:02 pm
So many people demanding the hovel! Isnt it a good idea to have the hovel model included in the game, but disabled in 1.2 games? That way people who want the hovel can start a server with the hovel included (free barricade/hovelport/to hide in). Or for modders to have an extra model to do something with.

If this is already the case then ignore this post  :-[
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: kevlarman on October 20, 2009, 10:27:03 pm
If this is already the case then ignore this post  :-[
done
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Repatition on October 20, 2009, 10:38:06 pm
who needs a hovel? a scared granger? it just wastes bp.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: your face on October 20, 2009, 10:38:54 pm
a scared granger?

you make it sound so unimportant, it breaks my heart. :'(
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Repatition on October 20, 2009, 10:39:55 pm
but really we dont need it!
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Winnie the Pooh on October 21, 2009, 03:16:56 am
it just wastes bp

All zero points of it.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Repatition on October 21, 2009, 05:12:36 am
it just wastes bp

All zero points of it.
o srry wasnt thinking clearly...thx
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on October 21, 2009, 10:53:08 am
I think there are uses for the hovel. Its a barricade, but it's not always used the same way. It's also a free one, and it's hard to justify building the regular 'cade because it isn't free.

I've also seen it save the alien time a time or two, thanks to (probably a glitch that allows...) the hovel staying alive after creep is gone, and humans simply walking on by it.

However, glitch building is a pain in the ass, and the majority of it is done with the hovel. You say it's fixed in your version? Haven't seen it used, dunno about it.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: HellsAngelz on October 22, 2009, 08:13:21 pm
Where The Hovel Came From:

The hovel was originally non-existent in the past of Tremulous' aliens. Eventually grangers had to find refuge from other relatives of their kind, getting beaten down and assaulted by their own kind. An elite group of grangers formed to find a way to stop such a massacre of innocent grangers. The original plan of the hovel failed miserably, resulting in a tube filled with acid that killed grangers, instead of storing them. Sadly, the granger who thought up the design was eaten by a tyrant.

The elite grangers grouped up again, and finally made a breakthrough. They would create an object they could jump in, as if a bush, but be safe from enemies and yes, their own blood. Reluctantly the test-granger, paid one evo to do this, leaped off of a high place on a map humans call Ka-rith. The granger plummeted down, purring all the way as it sped toward this newly structured building, it then realized a flaw in the making of the object. It wasn't like a bush, it was like long pointy spears. The spears impaled the grangers' body and the granger made one final, long purr as it's light-filled eyes glazed over.

The elites were close to giving up, two of their members had died in vain. Possibility to find refuge looked impossible. Many granger families hopes were crushed, just as the plummeting granger did. Hope was lost, many grangers just accepted the life of abuse and sodomity. Even some of the elite and wise grangers began  accommodating to the lifestyle.

There was one granger who still had hope, he wasn't good at designing buildings of great importance like the elites, nor did he have the intelligence to tell a goon from a camel, but he had ingenuity and a will to change the granger community. It worked many hours, every day, evo-less and starving, it came upon the most shocking realization in history. Although it's design looked more like some of those magazines those humans look at while camping, and eating smores, it was suitable for a big object to fit in. Granger went to tell the news to the great ones, skipping along purring with anticipation.

Sorry I had to end it there, even if it sucked, I love building suspense.
My point is? The hovel is a PART of tremulous, no matter what. It will still be here even if tremulous lasts 100 years.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Taiyo.uk on October 23, 2009, 01:01:37 pm
I must point out a flaw in your hypothesis. The grangers actual motive for inventing the hovel was to build a structure they could use to go "acidwalling" (an alien variant of knock-knock-ginger). They have only been used as protective enclosures since the humans started to build doors from corrosion resistant materials.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Luigi1 on October 24, 2009, 06:49:45 am
wtf. you guys really like your hovels  ::)
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Repatition on October 24, 2009, 06:51:29 am
well i do agree with you there hovel are not important as they think!
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: wolfbr on October 26, 2009, 01:12:19 am
I have onde suggestion for the weapons, add alt-fire for all.

exemple:

rifle
primary: bullets
secundary: small zoom(usin holographic sight)

painsaw
primary: saw
secundary: lightning gun(medium range, low damange)

blaster
primary: attack
secundary: laser(hight speed, long range, very low damange)

Shotgun
primary: Double blast(2 shells per shoot,short range, more spread, pellet count > 14)
secundary: Blast (1 shells per shoot, medium range,pellet count > 7)

Las Gun
primary: attack
secundary: medium zoom

Chaingun
primary: attack
secundary: fire rate is slower, but more accurate: use this if your target is far away.

Pulse Rifle
primary: attack
secundary: shoot small energy balls, good splash and damange(like a luficer's secundary fire in tremulous 1.1, but, has more splash).

Flamethrower:
primary: attack
secundary: more range, little damage.

secondary fire for the weapons would be interesting, would only help to balance the game.
currently(1.1) MD(scope) and LC possesss secondary fire, they are not ovepowered.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on October 26, 2009, 01:32:37 am
Amid all that craziness, I kinda like the thought of a long-range low-damage blaster to catch that last motherfkn tyrant after you lcannoned it to 1 hp. :P
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: tskuzzy on October 26, 2009, 02:30:26 am
All your ideas seem to be along the lines of having one accurate attack and one less accurate attack. That kind of defeats the purpose of having different types of guns for different situations.

Though I kinda like that idea of letting one human be able to handle multiple situations. I propose letting humans carry up to two guns at once!! It'll give the luci a better option than just pulling out a blaster on a running tyrant.

^ just playful suggestion, don't argue about balance and crap please :P
Title: Re: }MG{- 0; KoR-1
Post by: Kaine on October 26, 2009, 08:53:51 pm
IMO, KoR's TremX is more of a Trem 1.2 than 1.2 is.

At least TremX implemented some graphic changes, exciting new gadgets/weapons/classes, and didn't spend years bullshitting about "developping" before releasing their shitty "upgrade."  +They kept the hovel.  Gg fags, MG loses to KoR.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Winnie the Pooh on October 26, 2009, 10:44:56 pm
Not to mention TremX is as unbalanced as ever.. probably more than 1.1 is.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: wolfbr on October 27, 2009, 12:25:04 am
i like some things in tremx (adv dretch,zoom in lgun, adv mara throws barbs, ammo pack non energy weapons,xael gun and human barricade), but, it needs balance
Title: Re: 1.2 Gameplay Changes
Post by: Ryanw4390 on October 27, 2009, 06:52:23 am
P.S.
cl_allowdownload needs to be set to 1 this time around. None of that prompting shit either. If it isnt 1, we are stuck with another ten years of ATCS.

Download are enabled by default.
What's wrong with the prompt?  Over here in the UK running code on someone's computer without there permission is illegal.  Would you prefer a 50-page EULA to sign away all the rights to your computer just to play?

EDIT:  It'd probably be the server owner going to jail not the devs... fundamentally it's the same thing as drive-by-downloads on malware sites.

I don't seem to understand why it's illegal for Tremulous not to have auto downloading set to 1 but games like Team Fortress 2 has automatic updates automatically added in.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Kaine on October 27, 2009, 10:09:04 am
Not to mention TremX is as unbalanced as ever.. probably more than 1.1 is.

Whom does yur "unbalance" favor?  I've been playing it on SoH's unlagged KoRX server, and it seems to me that the games are still going to the most skilled players win each game... Even when the noobs get an Adv. Tyrant or a Xael + Cloak.  And having Stage-Count based on team credits earned allows for less killwhoring, since you can stage up by killing enemy structures as well.

But really, that's not even my argument here... I'm not saying KoRX is the best thing ever invented, I'm just saying that it's clearly superior to the horseshit the devs are trying to shovel on us.  And if the KoR fuckwits can do better, and in a quarter of the time... + they kept the hovel.  Gg.
Title: Re: 1.2 Gameplay Changes
Post by: David on October 27, 2009, 11:44:18 am
I don't seem to understand why it's illegal for Tremulous not to have auto downloading set to 1 but games like Team Fortress 2 has automatic updates automatically added in.

Because TF2 makes you sign an EULA that probably gives them permission to destroy your PC if they feel like it.  Also, you can disable all that crap if you want.
Tremulous has decided to make it opt-in instead of opt-out-and-sign-yourself-into-slavery.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Winnie the Pooh on October 27, 2009, 08:22:37 pm
Whom does yur "unbalance" favor?  I've been playing it on SoH's unlagged KoRX server, and it seems to me that the games are still going to the most skilled players win each game... Even when the noobs get an Adv. Tyrant or a Xael + Cloak.  And having Stage-Count based on team credits earned allows for less killwhoring, since you can stage up by killing enemy structures as well.

But really, that's not even my argument here... I'm not saying KoRX is the best thing ever invented, I'm just saying that it's clearly superior to the horseshit the devs are trying to shovel on us.  And if the KoR fuckwits can do better, and in a quarter of the time... + they kept the hovel.  Gg.

Of course people with more skill will win. It's always like that!

So what really is "balanced"? Does "balanced" mean that a total newbie can whip a seven-year veteran? Does "balanced" mean that two kids who have played the same amount and have the same skill level always come to a standstill when they face each other?

All you 1.2-rage guys think that 1.1 is the best thing ever when it's obviously got it's problems and quirks. Hey, can YOU come up with a better function for the hovel? What's that? NO?! Then stfu and gtfo.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Flux on October 27, 2009, 09:21:02 pm
u are a lot angrier than the pooh bear i remember as a young lad ???
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Plague Bringer on October 27, 2009, 09:23:32 pm
Of course people with more skill will win. It's always like that!

So what really is "balanced"? Does "balanced" mean that a total newbie can whip a seven-year veteran? Does "balanced" mean that two kids who have played the same amount and have the same skill level always come to a standstill when they face each other?

All you 1.2-rage guys think that 1.1 is the best thing ever when it's obviously got it's problems and quirks. Hey, can YOU come up with a better function for the hovel? What's that? NO?! Then stfu and gtfo.
Hate to call you on this, but we've actually given various ideas for hovel usage.
And, speaking for myself, I recognize the flaws in gameplay with 1.1. I also recognize all the bugs that devs ignored. We should have had many version updates with bugfixes by now. It's not the best thing ever, but 1.2 certainly isn't better.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Winnie the Pooh on October 27, 2009, 09:44:26 pm
I said better function.

And btw, 1.2 is different, not worse. Worse is just your opinion and it's time for me to go look through these threads and see if you ever gave any good reasons for why 1.2 sucks.

Also, rage bear will kill your computer:

(http://fc03.deviantart.com/fs17/f/2007/212/8/2/Silly_ol___Pooh_Bear_by_toxicness.jpg)
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Repatition on October 27, 2009, 10:12:16 pm
LOL don't make him mad!
Title: Re: 1.2 Gameplay Changes
Post by: danmal on October 27, 2009, 11:48:45 pm
I don't seem to understand why it's illegal for Tremulous not to have auto downloading set to 1 but games like Team Fortress 2 has automatic updates automatically added in.

It's not. As long as the user is informed that map/code is being downloaded then there shouldn't be any problem. A progress bar is most likely more then sufficient for this purpose however if you want to be extra safe then a little bit of text could be added to the tremulous installer explaining that connecting to servers may initiate an auto download process.

The main reason would seem to be as a security measure. It's possible although fairly unlikely that someone could create a map that either crashes Tremulous or allows them to take over your computer. Of course as most users will no doubt press download without reading the text this means the download prompt will impart only partial protection at best. It's better then nothing though.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: David on October 28, 2009, 12:09:27 am
I am going to download a virus to your computer.
You have been informed, so it's OK right?

Amanieu's client-killer was just a few bytes as I recall.  That download is going to finish faster than you can cancel it.

QVM are code.  There are bugs that let them do anything they want to your PC, and anyone who says otherwise is an idiot.
You can still set it to auto-accept if you want.

And are you a lawyer?  Are you planning to indemnify everyone in case they get sued?

I'm not a lawyer, so maybe it is legal.  But I'd bet it's not and sure as hell wouldn't risk it.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: danmal on October 28, 2009, 01:53:21 am
I am going to download a virus to your computer.
You have been informed, so it's OK right?

Well yes, although why you would accept is beyond me.

Amanieu's client-killer was just a few bytes as I recall.  That download is going to finish faster than you can cancel it.

Yes, which is why I said that the main reason for having to accept a download is for security and not for any legal concerns.

QVM are code.  There are bugs that let them do anything they want to your PC, and anyone who says otherwise is an idiot.

Sure, same as maps are code.

And are you a lawyer?  Are you planning to indemnify everyone in case they get sued?

Of course not.

I'm not a lawyer, so maybe it is legal.  But I'd bet it's not and sure as hell wouldn't risk it.

Lots of other games and programs do the exact same thing so I sorta doubt that it is illegal. Can you provide any articles regarding UK's laws on this matter? Most of which I've read seem to indicate that as long as the user is aware of what's happening then it's all fine and dandy.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Rocinante on October 28, 2009, 02:01:50 am
QVM are code.  There are bugs that let them do anything they want to your PC, and anyone who says otherwise is an idiot.
Sure, same as maps are code.

No, not the same - maps aren't executed.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on October 28, 2009, 02:30:24 am
Well that's how this all started roci, was my appeal that map downloads be on by default. Khalsa or Kevlar (cant tell them apart) said that the problem is you cant tell a map from another type of pk3 until it's downloaded.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: danmal on October 28, 2009, 02:55:55 am
No, not the same - maps aren't executed.

They contain instructions on how to render the map, how objects in the map should behave, etc. At it's basic level it's not that different from a QVM. They're both just ways of representing a series of instructions.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Rocinante on October 28, 2009, 03:33:43 am
Well that's how this all started roci, was my appeal that map downloads be on by default. Khalsa or Kevlar (cant tell them apart) said that the problem is you cant tell a map from another type of pk3 until it's downloaded.

That is also my understanding of how Q3 PK3s are represented to clients; there's no way to know what's in the PK3, and if it's a map or a QVM, until you have it.

No, not the same - maps aren't executed.
They contain instructions on how to render the map, how objects in the map should behave, etc. At it's basic level it's not that different from a QVM. They're both just ways of representing a series of instructions.

I'll let someone more familiar with how the details of the code answer this point; however it is my understanding that nothing in a map could be executed (perhaps in the case of a buffer overflow or something like it, maybe - but that's not their intended purpose).  QVMs however are loaded into the system and left to execute, and I also understand it is somewhat trivial to massage them into doing bad things.  The difference being that QVMs are intended to execute on a machine, while maps are not (and cannot be).
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: David on October 28, 2009, 12:24:16 pm
I am going to download a virus to your computer.
You have been informed, so it's OK right?

Well yes, although why you would accept is beyond me.

With your arguing for on-by-default, YOU DON'T GET TO ACCEPT.
It just happens.
The first you know about it it's too late.

And those other games get away with it due to having vast amounts of lawyers to write EULA's etc.
If those games didn't have the EULA's then they too would probably be illegal.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Lakitu7 on October 28, 2009, 05:50:29 pm
Pseudo-lawyering aside who really gives a damn? The prompt is in. People will click yes. Seeing the prompt is the default (and actually replaces the no option).
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Kaine on October 28, 2009, 07:19:13 pm
All you 1.2-rage guys think that 1.1 is the best thing ever when it's obviously got it's problems and quirks. Hey, can YOU come up with a better function for the hovel? What's that? NO?! Then stfu and gtfo.

In 1.1, of the hovel and the barricade, which structure was used in nearly every game, and which was almost never built?  (Except by polaks who had been playingTremulous <5 minutes.)  And yet, the developpers decided to nix the useful structure on their next release, and instead wasted months trying to make the barricades less shitty...

I'd still take my hovel over the new 'cades, any day of the week.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: David on October 28, 2009, 08:22:39 pm
Even if the hovel costs?
And I never saw the hovel used in real games.  Probably because I play with smart people who know WTF they are doing and know it just isn't worth the build timer for a cade that only blocks tyrants.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Lakitu7 on October 28, 2009, 08:48:36 pm
I disagree. It was used most games because it's free. It's not like builders have a full buildtimer all the time unless you're playing UBP or some such. I think smart people will use something potentially beneficial when it is free. :)
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: A Spork on October 28, 2009, 08:55:06 pm
I only ever used it on ATCS to block Lucijumpers....
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Lakitu7 on October 28, 2009, 10:08:52 pm
Same. Maybe it's only used most atcs games, but unfortunately most games and most atcs games are kind of the same thing in 1.1 right now.  :-[
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: danmal on October 28, 2009, 10:46:32 pm
Pseudo-lawyering aside who really gives a damn? The prompt is in. People will click yes. Seeing the prompt is the default (and actually replaces the no option).

You're right, it is a bit of a silly discussion considering that we're both supporting the prompt.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Grape on October 28, 2009, 11:13:58 pm
I'd still take my hovel over the new 'cades, any day of the week.
too bad u cant since they're removed!
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Kaine on October 29, 2009, 02:45:58 am
Even if the hovel costs?
And I never saw the hovel used in real games.  Probably because I play with smart people who know WTF they are doing and know it just isn't worth the build timer for a cade that only blocks tyrants.

Try leaving your closed "MG community" and playing on servers that people (other than MG) actually play on, and you'll find that the Hovel is utilized most every game, whereas barricades are not.  And if by "smart people who know WTF they are doing" you meant your faildev MG Overlords, then I just had a hearty laugh at your expense.

PS: The new turrets suck ass.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Ryanw4390 on October 29, 2009, 02:57:11 am
Even if the hovel costs?
And I never saw the hovel used in real games.  Probably because I play with smart people who know WTF they are doing and know it just isn't worth the build timer for a cade that only blocks tyrants.

Try leaving your closed "MG community" and playing on servers that people (other than MG) actually play on, and you'll find that the Hovel is utilized most every game, whereas barricades are not.  And if by "smart people who know WTF they are doing" you meant your faildev MG Overlords, then I just had a hearty laugh at your expense.

PS: The new turrets suck ass.

Yeah I've seen hovels used much more often than barricades in 1.1 and I play with >< who are some of the smartest guys I know.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: elmo*USA on October 29, 2009, 06:21:41 am
I never saw the hovel used in real games.

When was the last time you played a game that lasted to stage 3?
Even on maps besides ATCS, the hovel is always used. Like Ozzy said, builders use it because its harder to justify building a barricade. IMO it does a barricades job better, because people usually ignore the hovel until it blocks them.
So I have to wonder, what smart people are you referring to?
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: UniqPhoeniX on October 29, 2009, 11:49:52 am
I disagree. It was used most games because it's free. It's not like builders have a full buildtimer all the time unless you're playing UBP or some such. I think smart people will use something potentially beneficial when it is free. :)
^That. It wouldn't be used if it wasn't free, 1 free barricade would be better in most cases because humans can't just jump over it.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: khalsa on October 29, 2009, 03:17:51 pm
Barricades are eminently more useful now, which made hovel useless.

Please play on the dev servers before arguing about them :)

Khalsa
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: BoomStick on October 29, 2009, 04:16:45 pm
Maybe Give the Humies and Aliens a new structure?  :laugh:
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: wolfbr on October 29, 2009, 05:25:22 pm
it would be interesting to see new weapons/alien's class in tremulous.

exemple:

Humans

Quad Rocket Launcher: S3 weapon price: 500
It shoots a burst of 4 mini rockets. little inaccurate, good splash, regular damange.
best targets> small aliens, group of aliens, thus best used in close quarters.

secundary fire: It shoots a burst of 4 grenades, the grenades fly out, bouncing off solid surfaces and exploding after 3 seconds.

ammo pack: The ammo pack increases the maximum ammo capacity of non energy weapons.

battle suit: currently only it improves chaigun, would be interesting if one improves all the weapons(exemple: lcannon >If the attack is charged for too long the weapon not explode)

Aliens:

adv dretch and flying Alien.

: D
Title: Re: 1.2 Gameplay Changes: The Heart of the Matter.
Post by: Kaine on October 29, 2009, 06:31:34 pm
Barricades are eminently more useful now, which made hovel useless.

Please play on the dev servers before arguing about them :)

Khalsa

I'm not a huge fan of quoting oneself, but it becomes necissary when smug morons make ill-informed posts based on their failure to read what was posted the first time.  Tell you what Khalsa, I'll add 2 points to the font size, and make it red this time, just for you.

In 1.1, of the hovel and the barricade, which structure was used in nearly every game, and which was almost never built?  (Except by polaks who had been playingTremulous <5 minutes.)  And yet, the developpers decided to nix the useful structure on their next release, and instead wasted months trying to make the barricades less shitty...

I'd still take my hovel over the new 'cades, any day of the week.


My complaint is that "the dev team" is so out of touch with how the game is being played, and how the playerbase is utilizing structures, that they went off and wasted a hell of a lot of time "improving" a structure ('cade) that was essentially a shittier version of the hovel.  So now you've made 1.2 barricades almost as useful as a hovel, removed the hovel altogether, and somehow you think that's an improvement.  Congratulations, you want a cookie?  No.  Because it's still a step backwards, even if it's only a quarter-step.

And I have been playing on your dev servers... where else would my complaints stem from.  I understand you think it's okay to disengage your brain when "developping" shitty new ways to ruin the game, but please re-engage it before engaging me.

Thanks,
-Kaine
Title: Re: 1.2 Gameplay Changes: The Heart of the Matter.
Post by: FreaK on October 29, 2009, 06:59:16 pm
Barricades are eminently more useful now, which made hovel useless.

Please play on the dev servers before arguing about them :)

Khalsa

I'm not a huge fan of quoting oneself, but it becomes necissary when smug morons make ill-informed posts based on their failure to read what was posted the first time.  Tell you what Khalsa, I'll add 2 points to the font size, and make it red this time, just for you.

In 1.1, of the hovel and the barricade, which structure was used in nearly every game, and which was almost never built?  (Except by polaks who had been playingTremulous <5 minutes.)  And yet, the developpers decided to nix the useful structure on their next release, and instead wasted months trying to make the barricades less shitty...

I'd still take my hovel over the new 'cades, any day of the week.


My complaint is that "the dev team" is so out of touch with how the game is being played, and how the playerbase is utilizing structures, that they went off and wasted a hell of a lot of time "improving" a structure ('cade) that was essentially a shittier version of the hovel.  So now you've made 1.2 barricades almost as useful as a hovel, removed the hovel altogether, and somehow you think that's an improvement.  Congratulations, you want a cookie?  No.  Because it's still a step backwards, even if it's only a quarter-step.

And I have been playing on your dev servers... where else would my complaints stem from.  I understand you think it's okay to disengage your brain when "developping" shitty new ways to ruin the game, but please re-engage it before engaging me.

Thanks,
-Kaine
I think improving the barricade was a good idea, whats the point of a structure if its never used. Also, the hovel was only useful in certain situations. In some bases you couldn't even use it or didn't need it. The barricade is always used in bases in dev games because its so useful to a base now. Humans can jump on top of the hovel, shoot over the hovel. The only thing it was used for was a free barricade to block nades or block luci jumpers. A step backwards would be keeping to barricade the way it is and removing the hovel. That's not what happened, they improved the barricade so the hovel was no longer needed except if you wanted to glitch with it.
Title: Re: 1.2 Gameplay Changes: The Heart of the Matter.
Post by: Plague Bringer on October 29, 2009, 08:46:27 pm
I think improving the barricade was a good idea, whats the point of a structure if its never used. Also, the hovel was only useful in certain situations. In some bases you couldn't even use it or didn't need it. The barricade is always used in bases in dev games because its so useful to a base now. Humans can jump on top of the hovel, shoot over the hovel. The only thing it was used for was a free barricade to block nades or block luci jumpers. A step backwards would be keeping to barricade the way it is and removing the hovel. That's not what happened, they improved the barricade so the hovel was no longer needed except if you wanted to glitch with it.

THIS IS THE POINT. It should have been removed rather than the hovel, which I've seen used quite frequently.
Title: Re: 1.2 Gameplay Changes: The Heart of the Matter.
Post by: FreaK on October 29, 2009, 08:52:10 pm
I think improving the barricade was a good idea, whats the point of a structure if its never used. Also, the hovel was only useful in certain situations. In some bases you couldn't even use it or didn't need it. The barricade is always used in bases in dev games because its so useful to a base now. Humans can jump on top of the hovel, shoot over the hovel. The only thing it was used for was a free barricade to block nades or block luci jumpers. A step backwards would be keeping to barricade the way it is and removing the hovel. That's not what happened, they improved the barricade so the hovel was no longer needed except if you wanted to glitch with it.

THIS IS THE POINT. It should have been removed rather than the hovel, which I've seen used quite frequently.
Ok, they improved the barricade thats why it wasn't removed. Thus making the hovel useless
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Grape on October 29, 2009, 09:07:48 pm
for you saying it was used more than barricades NO SHIT IT WAS FUCKING FREE OK HOLY MAMA
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: FreaK on October 29, 2009, 09:09:38 pm
YA IT WAS FREE BITCHES SO STOP THE FUCKING BITCHING ABOUT IT ALREADY OK I BET IF THE BARRICADE WAS FREE PEOPLE WOULD USE THAT BITCH IN 1.1 TOO MOTHERFUCKER.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Jedarus on October 29, 2009, 11:32:00 pm
YA IT WAS FREE BITCHES SO STOP THE FUCKING BITCHING ABOUT IT ALREADY OK I BET IF THE BARRICADE WAS FREE PEOPLE WOULD USE THAT BITCH IN 1.1 TOO MOTHERFUCKER.

I'm really tempted to join in with CAPS but the thought of derailing a topic outside the Clans section frightens me a great deal.

I think improving the barricade was a good idea, whats the point of a structure if its never used. Also, the hovel was only useful in certain situations. In some bases you couldn't even use it or didn't need it. The barricade is always used in bases in dev games because its so useful to a base now. Humans can jump on top of the hovel, shoot over the hovel. The only thing it was used for was a free barricade to block nades or block luci jumpers. A step backwards would be keeping to barricade the way it is and removing the hovel. That's not what happened, they improved the barricade so the hovel was no longer needed except if you wanted to glitch with it.

THIS IS THE POINT. It should have been removed rather than the hovel, which I've seen used quite frequently.
Ok, they improved the barricade thats why it wasn't removed. Thus making the hovel useless

Barricades don't shrink properly and in some cases it's just easier to destroy them. With a hovel dragoons can easily pounce over it, and rants can get over it with the help of some floor t00bz, eggs etc.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Kriegsgott on October 30, 2009, 03:04:01 am
I don't build much in public games. Something to do with wanting a stage increase before the rest of the team feeds the opponents.

All the same, the few times I do build (and during clan matches) I always utilize the hovel. Why?

. . . because people usually ignore the hovel until it blocks them.

This is the key phrase. People ignore the hovel. Why? The hovel does no damage. The hitbox isn't large enough to block shots over it or to prevent humans from jumping on top of it. So what good is it?

The basic premise of an alien base in 1.1 is to delay and distract humans so aliens can finish them off quickly and easily. Properly placed, the hovel can 1) deny access to an alcove to prevent certain firing paths, 2) retard the ability of luci-jumpers, 3) be placed next to a path so the creep slows passing humans, 4) it's a hiding place for a granger to heal in in between spits, and 4) it acts as a barricade on narrow ramps. If a human does shoot it, it has more hitpoints than any other structure besides the overmind and it delays them.

Even with the changes made in 1.2, the hovel is still useful.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Cadynum on October 30, 2009, 03:30:03 am
The hovel's intended usage was as a granger hideout. This proved to be almost entirely useless and it was instead used as a free barricade.
Now in the beta you have more 40bp more and the barricade is stronger and cheaper! Covering every useful way to utilize the hovel.
This must be the most pointless change to argue about :/
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Kriegsgott on October 30, 2009, 04:05:54 am
I happen to be arguing because the hovel filled a certain niche. While it may not have meant to be used in the way it was, one could say the same about many of the buildings and classes in 1.1. Most of these have been tweaked (*cough* outright changes *cough*) in 1.2 to make up for their previous difficulties. To use your example, the barricade is now feasible. However, there is nothing close to what the hovel offered (see my previous post).

Besides, I want my hiding spot back.

Not complaining about the changes for the most part (http://tremulous.net/forum/index.php?topic=11859.msg179388#msg179388). I think they'll work out.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Plague Bringer on October 30, 2009, 03:44:46 pm
It'd be nice if the hovel were to remain, and allow for a separate spawn cue for grangers.

Just a thought.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: janev on October 30, 2009, 05:20:31 pm
Solution: Give the aliens 1 free barricade to placate the raging teens for the loss of their free barricade. If someone really want a hiding spot for the granger make the hovel only placeable on the roof. That would get rid of the hovel= barricade problem anyway It could cause other problems though. Come to think of it, disallowing trappers being built on the floor might not be a bad idea either. The hovel being an extra spawn for grangers doesn't sound like a crazy idea either.

I won't code it though so this post is about as useless as that guy smartgun.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Demolution on October 30, 2009, 06:39:37 pm
It'd be nice if the hovel were to remain, and allow for a separate spawn cue for grangers.

Just a thought.

This sounds like a good idea, but since players can just evolve immediately once they spawn as grangers, maybe restrict the player from evolving for about 10 seconds?

Come to think of it, disallowing trappers being built on the floor might not be a bad idea either.

As good as that sounds, it's probably not very viable since some maps might actually benefit from them. Perhaps a cvar could do the job, especially on ATCS-only servers?
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Winnie the Pooh on October 30, 2009, 09:49:11 pm
In 1.1, of the hovel and the barricade, which structure was used in nearly every game, and which was almost never built?  (Except by polaks who had been playingTremulous <5 minutes.)  And yet, the developpers decided to nix the useful structure on their next release, and instead wasted months trying to make the barricades less shitty...

I'd still take my hovel over the new 'cades, any day of the week.


The only reason you like the hovel is because it's free! That's the only reason! THE ONLY REASON. GET IT INTO YOUR HEAD! There is only ONE of the hovel, but there's.. however many cades you wish to build. If trem development was up to you, you would make all the cades free, wouldn't you? Yeah you would. Nice way of balancing the game, Kaine. Nice.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: your face on October 30, 2009, 09:51:31 pm
I don't see what the point is of removing the hovel or how it is going to do any good.  It's a trademark of Tremulous, like the granger. :(

YOU CAN'T TAKE MY HOVELLLL FRUMM MEeEEEEeee!1!!!1!

As good as that sounds, it's probably not very viable since some maps might actually benefit from them. Perhaps a cvar could do the job, especially on ATCS-only servers?

If there was a training map, it could teach building tactics as well (not just pwnin' tactics), and then you wouldn't have to bother with newbies doing that sort of thing.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on October 30, 2009, 10:19:03 pm
It'd be nice if the hovel were to remain, and allow for a separate spawn cue for grangers.

Just a thought.

THIS is the smartest fucking shit I've ever heard. Hovel can be used as a spawn, but only if you're spawning as a granger. Hell Yes.

@ everyone on blah blah barricades are better now: then they'd have to make one, free cade and it will get used, otherwise you're just going to see good builders making 4 more eggs all over a map. Still, it would be worse than a hovel, as taller is not better, but worse.

@ the mod who moved this topic, it may be "off topic" from what the original topic was (it isn't) but it certainly isn't off topic to tremulous, and belongs if nothing else in the feedback forum.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Grape on October 30, 2009, 10:37:58 pm
LOL
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: IabzO.o on October 30, 2009, 11:04:07 pm
It'd be nice if the hovel were to remain, and allow for a separate spawn cue for grangers.

Just a thought.

THIS is the smartest fucking shit I've ever heard. Hovel can be used as a spawn, but only if you're spawning as a granger. Hell Yes.

@ everyone on blah blah barricades are better now: then they'd have to make one, free cade and it will get used, otherwise you're just going to see good builders making 4 more eggs all over a map. Still, it would be worse than a hovel, as taller is not better, but worse.

@ the mod who moved this topic, it may be "off topic" from what the original topic was (it isn't) but it certainly isn't off topic to tremulous, and belongs if nothing else in the feedback forum.


These are pretty good ideas me think.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: amz181 on October 31, 2009, 12:23:24 am
It'd be nice if the hovel were to remain, and allow for a separate spawn cue for grangers.

Just a thought.

THIS is the smartest fucking shit I've ever heard. Hovel can be used as a spawn, but only if you're spawning as a granger. Hell Yes.

@ everyone on blah blah barricades are better now: then they'd have to make one, free cade and it will get used, otherwise you're just going to see good builders making 4 more eggs all over a map. Still, it would be worse than a hovel, as taller is not better, but worse.

@ the mod who moved this topic, it may be "off topic" from what the original topic was (it isn't) but it certainly isn't off topic to tremulous, and belongs if nothing else in the feedback forum.


These are pretty good ideas me think.

+3

thats a great idea.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Winnie the Pooh on October 31, 2009, 01:06:25 am
Good, so all I have to do is find your one hovel, kill it and then no more building for the entire game!
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Cadynum on October 31, 2009, 03:30:47 am
@ everyone on blah blah barricades are better now: then they'd have to make one, free cade and it will get used, otherwise you're just going to see good builders making 4 more eggs all over a map. Still, it would be worse than a hovel, as taller is not better, but worse.
Instead of getting one free blocking structure (hovel) builders now have a choice whether they want to spend their money on a barricade or something else.
It's always good when the game doesn't try to interfere how players should build, but give them the opportunity to spend creep on structures they think are important.

Still a really pointless thing to argue about...
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Plague Bringer on October 31, 2009, 03:36:46 am
Good, so all I have to do is find your one hovel, kill it and then no more building for the entire game!
Well, Winnie, since you have to spawn as a granger from an egg at some point, logic should tell you that it would serve only as a separate que when it's alive.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Winnie the Pooh on October 31, 2009, 04:16:04 am
Then it's useless.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: mooseberry on October 31, 2009, 04:27:42 am
Good, so all I have to do is find your one hovel, kill it and then no more building for the entire game!
Well, Winnie, since you have to spawn as a granger from an egg at some point, logic should tell you that it would serve only as a separate que when it's alive.

So now its one free egg instead?
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Kaine on October 31, 2009, 04:28:35 am
I don't build much in public games. Something to do with wanting a stage increase before the rest of the team feeds the opponents.

All the same, the few times I do build (and during clan matches) I always utilize the hovel. Why?

. . . because people usually ignore the hovel until it blocks them.

This is the key phrase. People ignore the hovel. Why? The hovel does no damage. The hitbox isn't large enough to block shots over it or to prevent humans from jumping on top of it. So what good is it?

The basic premise of an alien base in 1.1 is to delay and distract humans so aliens can finish them off quickly and easily. Properly placed, the hovel can 1) deny access to an alcove to prevent certain firing paths, 2) retard the ability of luci-jumpers, 3) be placed next to a path so the creep slows passing humans, 4) it's a hiding place for a granger to heal in in between spits, and 4) it acts as a barricade on narrow ramps. If a human does shoot it, it has more hitpoints than any other structure besides the overmind and it delays them.

Even with the changes made in 1.2, the hovel is still useful.

gg, winnie the pooh just got owned by a guy who primarily plays with a ckit.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Winnie the Pooh on October 31, 2009, 04:39:33 am
Everyone is pretty much owning me on this server site just take a look at my karma but thats besides the point.

Kaine almost every single structure could do those four things if it was free..
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: your face on October 31, 2009, 04:54:40 am
The only reason I downloaded Tremulous was because it had a hovel in it.  I think it's the same for everyone.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Kaine on October 31, 2009, 05:08:34 am
Ah, but only the hovel was free.  It was a signature part of the game, to remove it is like shaving Hitler's mustache... you just don't.

(But since you did, I blame the Jews.)
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Winnie the Pooh on October 31, 2009, 05:14:47 am
Yeah okay fine I can see that, Kaine. Just remember that novelty is different from usefulness.

Also:
The only reason I downloaded Tremulous was because it had a hovel granger in it.  I think it's the same for everyone.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Plague Bringer on October 31, 2009, 05:17:54 am
Then it's useless.
Yeah, just like eggs that also provide spawning only when alive, right?
Good god, dude. When it's up, it allows grangers to spawn from it rather than eggs. When it's dead (or not yet built), they spawn from eggs. Chill.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: FreaK on October 31, 2009, 05:30:24 am
Then it's useless.
Yeah, just like eggs that also provide spawning only when alive, right?
Good god, dude. When it's up, it allows grangers to spawn from it rather than eggs. When it's dead (or not yet built), they spawn from eggs. Chill.
still sounds useless, lol..
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Scimitar on October 31, 2009, 05:54:52 am
No, because it would have more HP.  Also, if you have a single structure that builders spawn to by default, battlegrangers and eggspam become less of a problem for the alien team.  (ie: Grangers spawn at hovel in base, even though some dumbass built most or all of the eggs so far forward that the humans are owning you.)

Knowing where your builder is going to appear could be pretty useful.  Also, as Kriegsgott said, the hovel is oft overlooked... A ninja-egg, if you will.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Kriegsgott on October 31, 2009, 11:34:02 am
Just remember that novelty is different from usefulness.

Winnie, you managed to ignore every point I was trying to make. Sure, other structures could do all four of those, but the hovel is the only structure that is routinely ignored and allowed to do all four of those things in peace. The hovel has its own place in building. I didn't use it simply because it is a free but lesser replacement of something else. Some maps even call for 'cades in a few layouts.

If you must complain that people only used it because it was free, then make it 4 bp, like the repeaters. Then people can use it as they'd like.

And shame on the mod who moved the topic. This is hardly Off-Topic material, even if not fully suited to where it originally was..
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Norfenstein on October 31, 2009, 02:03:42 pm
And shame on the mod who moved the topic. This is hardly Off-Topic material, even if not fully suited to where it originally was..
My apologies to whomever that was for overriding the decision, but I've moved this to feedback.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: danmal on October 31, 2009, 02:41:03 pm
The hovel is like an 80 year old grandmother to a lot of Trem players. Sure she might not be good for too much but by god I'll be damned if I haven't become a little bit fond of her over the years. Now all of a sudden the Devs have decided to grab poor dear old grandma and send her to a retirement home. Not one of the nice ones either, the kind where the carers burn you with cigarettes. So while yes, maybe it doesn't make too much sense to keep old grandma around but can we really stomach the thought of sending her away?

EDIT: Apparently I can't use teh grammarz late at night.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: David on October 31, 2009, 02:43:13 pm
You have a wonderful way with words.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: your face on October 31, 2009, 05:41:49 pm
I also really liked how T-Painsaw put it: http://www.youtube.com/watch?v=-3pc8miyvCk
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: A Spork on October 31, 2009, 07:46:25 pm
Just remember that novelty is different from usefulness.

Winnie, you managed to ignore every point I was trying to make. Sure, other structures could do all four of those, but the hovel is the only structure that is routinely ignored and allowed to do all four of those things in peace. The hovel has its own place in building. I didn't use it simply because it is a free but lesser replacement of something else. Some maps even call for 'cades in a few layouts.

If you must complain that people only used it because it was free, then make it 4 bp, like the repeaters. Then people can use it as they'd like.

And shame on the mod who moved the topic. This is hardly Off-Topic material, even if not fully suited to where it originally was..
I think I'd agree with you, keep it, make it worth a few bp, everyone will be happy.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Hendrich on November 01, 2009, 06:01:50 pm
I agree, its kind of a waste to throw the hovel away. If other people still has problems with it being 'useful', then make it do something else then just be a Granger-cade. Like grangers could go into it, move around and it shoots giant spit bombs like a tank, epic battle grangers right there. :P

Jk, but atleast add in some properties, throw in BP/etc like the above posts said and it should be fine.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: David on November 01, 2009, 07:54:18 pm
There was a year of asking for ideas as to what it could do.
No one came up with anything.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: A Spork on November 01, 2009, 11:51:13 pm
Really?
Because I never noticed that(and I pay a fair bit of attention to these forums...)
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: frazzler on November 02, 2009, 05:48:21 am
Really?
Because I never noticed that(and I pay a fair bit of attention to these forums...)

That's because the only reason devs visit the forums is to lock topics they think might make them seem stupid or move them to the music section so nobody ever sees it again. Trust me. This shiz goes down.

To be more on-topic, Winnie, I am honestly astounded by both your ignorance and utter stupidity. Perhaps if you stopped being so stubborn and fuck-witted, you'd be able to use that itty-bitty brain of yours and think of a solution to a problem, instead of just complaining about how shitty it is:

All you've done is post things annoying people who actually try to find a solution. If you were to actually use that head of yours, you too, might be able to think of a use for the hovel, instead of just complaining that it has no use.

Now, for me to practice what I preach:
The hovel, is in fact, already useful. I could tell countless stories of how a hovel saved my team the game, or cost us the game as a human. We all assumed that nobody ever uses the hovel, because it's useless, so after raping the base, we left to look for eggs. The granger, hiding in the hovel, saw the humans leaving him in his little hovel. After all the humans left to egg-hunt, the granger hopped out of the hovel, built an egg and OM, which was quickly followed by rant-rape. We won the game.

The original purpose of the hovel is in-fact quite useful, but if you really want to complain, then I have another idea for you whingers. I propose that the hovel acts as a defense computer, increasing the damage and range of acid tubes and hives, increasing the healing rate of the OM and eggs. Perhaps as an added feature it could also make trappers hold for longer and have a wider range. But if it's doing all this fancy-pants shiz, it probably shouldn't be free...

Also:
The only reason I downloaded Tremulous was because it had a hovel granger in it.  I think it's the same for everyone.
[/quote]
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Senor Bobbers on November 02, 2009, 07:15:34 am
hey guys I know your upset about the hovel and stuff. The hovel is indeed an essential and nostalgic part of tremulous, and there are others that agree the hovel should stay in and have some sort of useful purpose. T painsaw has heard this cry for help, and has provided his opinion here in his latest podcast: http://www.youtube.com/watch?v=FyNtFOXlJpo Be sure to send him YOUR ideas as to how to save the hovel!
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Demolution on November 02, 2009, 03:15:00 pm
That podcast was going fine until whomever the second speaker was came on.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Scimitar on November 02, 2009, 03:50:55 pm
That would be FreaK.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Plague Bringer on November 02, 2009, 03:58:25 pm
"HE HAS A FORTY FIVE IN ENGLISH. WHAT ARE YOU, FUCKING MEXICAN?"
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: danmal on November 02, 2009, 10:34:33 pm
There was a year of asking for ideas as to what it could do.
No one came up with anything.

I also don't remember eve seeing anything to this affect.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: UniqPhoeniX on November 03, 2009, 01:26:41 am
Well I remember I think norf having asked for hovel ideas a long time ago.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: frazzler on November 03, 2009, 05:01:59 am
Well I remember I think norf having asked for hovel ideas a long time ago.
You mean that long-ago-time when nobody with decent opinions used the forums?

Surely if he had put something forward saying 'Hey d00ds, we're bailing on teh hawvel. Giv us sum ideas on hao to fix it?', there would be MANY ideas.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on November 03, 2009, 08:06:03 am
Well I remember I think norf having asked for hovel ideas a long time ago.

Well, I don't remember that but I woulda said "my idea is to use it as a hovel."
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Demolution on November 03, 2009, 02:59:43 pm
How descriptive.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Shadowgandor on November 03, 2009, 10:17:44 pm
Ahhh, now I remember why I keep coming back to the Tremulous forum. OH sweet internet drama, I love it.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: wolfbr on November 04, 2009, 01:44:52 am
a question, the new version will have new effects?

see the explosion
(http://alientrap.org/nexuiz/media/images/screenshots/nexuiz_screenshot_7.jpg)
its funny for Lcannon  ;D

http://www.alientrap.org/nexuiz/media
a opensource game,it uses quake3's engine, perhaps some things can be used to improve tremulous  :D
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KillerWhale on November 04, 2009, 01:52:38 am
it uses quake3's engine,

No it doesn't, it uses the DarkPlaces engine.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on November 06, 2009, 12:35:45 pm
Some games have such ugly heads-up displays, damn.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: wolfbr on November 06, 2009, 03:15:44 pm
it would be interesting if tremulous had more violence, ;D
http://www.youtube.com/watch?v=W37HjHfXJuA

http://www.youtube.com/watch?v=OZJlPrl_QCs

 :D
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Demolution on November 06, 2009, 05:01:13 pm
So code it...
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on November 06, 2009, 09:39:10 pm
Yeah code it! Go through the process of learning a language and then through the process of becoming familiar with quake specific code and do all that. Otherwise, you aren't free to make any sort of comment about what would be cool.  ::)
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: wolfbr on November 06, 2009, 10:29:25 pm
I like blood, heads flying and some dismemberments, :P
quake 3 already possesss a good violence and some interesting effect, I believe that this could be used to improve tremulous  :)
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: tuple on November 06, 2009, 11:11:46 pm
Otherwise, you aren't free to make any sort of comment about what would be cool.  ::)

Comments are welcome.  The people who do code it are also welcome to completely ignore comments and code what they wish, just as anyone would code what they wish.
Incidentally, not being a coder, they are welcome to completely ignore my comments as well, and I am then welcome to complain about how no one will code what I expressly want them to code.

Really, when someone says "then go code it", thats what they mean.  Comment all you want, but if no one who codes wishes to code it, it will never be done.  Best bet is to code it yourself :)
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Norfenstein on November 06, 2009, 11:44:38 pm
It's already coded, and is used for structures -- we just don't have gibs for the player models. I would love to have them though and, more importantly, Stannum expressed an interest in them too and started working on it. We'll see how it turns out.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: wolfbr on November 07, 2009, 02:41:45 am
it would be interesting if they placed effect of burning in the enemies reached for flamer,grenades and Lcannon  :D
http://www.youtube.com/watch?v=44ilap8NtrI
------
(http://alientrap.org/nexuiz/media/images/screenshots/nexuiz_screenshot_8.jpg)
see the trail effect, its good for Mdriver, I believe that it is interesting if to mdriver it had something seemed.

see it:
(http://img249.imageshack.us/img249/3431/swrepubliccommando20070sd2.jpg)
this trail effect is good to lasgun, i believe  ;D
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Demolution on November 07, 2009, 03:08:00 am
Republic Commando ftw. :D Too bad there was no sequel...
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: khalsa on November 07, 2009, 06:34:32 pm
Fwiw, I miss the mdriver trails we had on mgdev for a bit.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Lakitu7 on November 08, 2009, 12:23:34 am
Yeah, I liked the rail MD.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on November 11, 2009, 02:33:21 pm
Otherwise, you aren't free to make any sort of comment about what would be cool.  ::)

Comments are welcome.  The people who do code it are also welcome to completely ignore comments and code what they wish, just as anyone would code what they wish.
Incidentally, not being a coder, they are welcome to completely ignore my comments as well, and I am then welcome to complain about how no one will code what I expressly want them to code.

Really, when someone says "then go code it", thats what they mean.  Comment all you want, but if no one who codes wishes to code it, it will never be done.  Best bet is to code it yourself :)

If the best bet was to code everything ourselves we wouldn't need you guys, and there wouldn't be a feedback section.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Winnie the Pooh on November 12, 2009, 04:33:09 am
Fwiw, I miss the mdriver trails we had on mgdev for a bit.
Yeah, I liked the rail MD.
Bring it back plz.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: babsFeeds on December 13, 2009, 04:06:54 pm
Remember when you had the luci, hardly avoided the aliens, reached their base, killed some dretches, some trappers and maybe 1 or 2 eggs and then died -- or OM jumped, killed some eggs and then died? It was then when you discovered that you didn't breathe for the whole run. :D
You weren't doing anything of major importance to the outcome of the game, but you had massive fun, which made Trem so addictive.

AND you got enough credits in return to make it worthwhile.


The same was true when you kamikaze-d as a goon/mara over a node.  :D



Removing the reward from killing the eggs/nodes cancels this fun.

OR

There were those two rets blocking a hallway and as a basi you managed to get a hold of one of them and you moved in such a position that the ret you were eating protected you from the other ret. Then, when this ret faced you ...BAM!!!!! you jumped on the other ret and pulled the same stunt. You did this until those two structures were history. You did it thanks to the slowdown in the turning of the grabbed ret.

It was something that made the basi loads of fun and it's missing in 1.2 beta.


Please, focus more on the means to keep the experienced players entertained!

-----

Advanced basi health = 80hp
Md damage = 40
Unlagged = on

Unless the basi comes out of a hole to grab the human from the behind, he's too much of an easy prey for so many ppl out there; 2 MDs and he's dead => 2 wasted evos.
Increase its health, please, even by 1 unit.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: David on December 13, 2009, 04:57:46 pm
The turret thing still works, is easer even.

And the whole point of basi is stealth and grab.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: babsFeeds on December 13, 2009, 06:26:51 pm
True, but what if the map doesn't allow for much stealthiness (is this a word? :) )? It's too easy to put two consecutive md shots in an alien.

Quote
Basilisk
both
slash range reduced 96 -> 64
grab range increased 64 -> 96
jump magnitude increased 270 -> 310
silent footsteps
grabs no longer affects turrets
So they changes this after all, didn't they?
Good!
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: David on December 13, 2009, 06:41:21 pm
The grabbing doesn't work, but the running circles does.  You can even do it to a single turret now.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: A Spork on December 13, 2009, 09:05:58 pm
I agree with the MD thing.
Like seriously, if there's 2 MD's at the front of the alien base in ATCS, basis cant get out, heck, they can barely go anywhere, cuz the MD's will destroy them...
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Kriegsgott on December 14, 2009, 05:29:46 am
The basilisk is fine.  The low health is all that really prevents it from being overpowered. Most people miss a third to two-thirds of their md shots. If they have you pinned down somewhere just wait for another alien to come along.

If you feel like bitching about dying as a basilisk, you could always mention the shotgun. With the pellet changes you're less likely to kill a dretch in one hit but more likely to hit something slightly larger (say, a basilisk).  And there is a much smaller percentage of people that miss with a shotgun.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: UniqPhoeniX on December 14, 2009, 11:52:43 am
The grabbing doesn't work, but the running circles does.  You can even do it to a single turret now.
Wait, what? ??? How is circling a single turret new?
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: David on December 14, 2009, 12:30:22 pm
Fine, you can do it easily now.
In 1.1 it was a total bitch to do without getting shot up.  Now it's trivial and the turret never fires a shot.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Repatition on December 14, 2009, 03:58:19 pm
Ive dretched turrets by running in circles many times in 1.1? so now its just easy-er
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: gimhael on December 14, 2009, 04:02:16 pm
Dretching turrets takes a bit longer on 1.2 though...
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: FreaK on December 14, 2009, 04:05:47 pm
Ive dretched turrets by running in circles many times in 1.1? so now its just easy-er
Dretches can't hurt turrets in 1.2
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: CreatureofHell on December 14, 2009, 04:09:04 pm
Dretching turrets takes a bit longer on 1.2 though...

very very long...so long that you'll end up with 9 evos before it gets destroyed if you're the only one playing the game
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: your face on December 14, 2009, 07:58:22 pm
Fine, you can do it easily now.
In 1.1 it was a total bitch to do without getting shot up.  Now it's trivial and the turret never fires a shot.

I've never heard anything so stupid.  (Okay, a few things that might rival that in stupidity.)  In 1.1, circling a turret was beyond pathetically easy.  I even learned how to do it in about my first month of playing (spec someone else doing it one time, and you pretty much have it down).  In 1.1, the default ATCS layout has two turrets in the front.  You can circle those with quite a bit of ease as well if you sneak up from behind.  In fact, quite a few people in 1.1 knew how to flank the hallway with a dretch by crawling on the ceiling, straight past the two front turrets, and then past the side turret (that takes quite a bit of mad keyboard pounding, though, and even if you do have it down to an art, you're more than likely to mess up 50% of the time).

But one basi vs. one turret was difficult for someone? >_>
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Dr.Salvador on December 16, 2009, 03:58:09 am
Okay.
I've been playing 1.1 since it came out. I've been saying since 1.2 development started
"I hope to god they don't fuck up the balance".

After having played 1.2 for a few days, i have to say, it hasn't been messed up, so to speak, but everything that made tremulous tremulous has been shifted to the point of it being a new game that i don't like. Obviously my opinion will be discounted instantly because it's only the opinion of one person, but i would like to put it out there.

1. Tyrants die too fast AND deal too much damage (with charge)

This one should be obvious. The tyrant is supposed to be the big dicked warrior alien who rampages through the level scaring humans. Instead, in 1.2, a Tyrant is the EASIEST class for me to solo with simply a shotgun. I'm not nearly the best player by a long shot, but i am pretty good at dodging. Tyrants are now as tanklike as i wished they would be in 1.1, but really this only makes it harder to hit humans,and without their old regeneration, they die quickly. Also, charge is just stupid. It seems almost like the devs were looking for a reason to justify leaving the Tyrant in the game, since it's old spot has been taken by every other class. It just frankly does too much damage. A single tyrant SHOULD be able to kill a bsuit, but with the new charge mechanic a tyrant can camp a hall and charge spam, killing everyone that enters it, and you better pray to god there isn't a basi standing around, or else it's invincible as well.

2. Humans have been slowed too much.

Obviously there is a really fine line between too much and too little. Well, they've been slowed too much and i think the speed should be closer to 1.1 speeds. Although i'm rather like a republican in that i fear change, if someone can justify to me why this is useful (considering it makes a single human WEAKER, forcing them to stay in packs, which in pub games often means "camping" in the general area of the base) then obviously i don't mind at all.

3. Adv goon to s2 didn't doesn't do shit for camping.

Humans now just stand by the doors, away from their base. Of course, they can't go out into the hall because of tyrants with charge. Forced camping l0l0l0l.

4. The whole game just "feels" different

Obviously, This isn't really a valid complaint. A major overhaul of a game is going to feel different. But shifting from trem 1.1 to trem 1.2 is a major change. Humans just seem all around... slower. From the turrets to the movement speed. They seem less mobile and make fighting multiple aliens at once really disorienting. For this reason 2 dretch can now easily take down most humans.

Aliens, on the other hand, feel kind of "faster". They just seem to die way quicker though, too. In groups, they're unstoppable. Basically it almost seems like the group dynamic in tremulous was changed completely. It used to be  1 Human < 1 Alien, and All Humans > All aliens. Now it's more like 1 Alien < 1 Human (unless you're a tyrant) and All Aliens > All Humans.

However, there are sooo many more things i like in 1.2. the upgraded graphics and ui are really refreshing. The dev team really did an awesome job on this game.
Finally, WHY THE HELL IS LIGHTMAP CONSIDERED A CHEAT NOW?
Thanks for your time.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: UniqPhoeniX on December 16, 2009, 07:54:54 am
So you are saying tyrant is the easiest class for you to kill alone with shotty, but it's also capable of killing all humans?
Lightmap should have been cheat protected in 1.1 even, it does give an advantage.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Dr.Salvador on December 16, 2009, 08:15:20 am
So you are saying tyrant is the easiest class for you to kill alone with shotty, but it's also capable of killing all humans?
Lightmap should have been cheat protected in 1.1 even, it does give an advantage.

They are extremely easy to kill with a shotgun because they can't fight dodge very well. When they camp a hall (as i said) they're charge is indestructible.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: David on December 16, 2009, 08:37:00 am
3. Adv goon to s2 didn't doesn't do shit for camping.

Humans now just stand by the doors, away from their base. Of course, they can't go out into the hall because of tyrants with charge. Forced camping l0l0l0l.
And if they have a tyrant in the hall, then it's S3 and so discussing the Adv Goon is pointless.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: KamikOzzy on December 16, 2009, 01:18:12 pm
After having played 1.2 for a few days, i have to say, it hasn't been messed up, so to speak, but everything that made tremulous tremulous has been shifted to the point of it being a new game that i don't like. Obviously my opinion will be discounted instantly because it's only the opinion of one person, but i would like to put it out there.

It's the opinion of at least two.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: your face on December 16, 2009, 04:16:11 pm
Or atleast 50% of the Tremulous community. ;p
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: FisherP on December 16, 2009, 08:00:48 pm
After having played 1.2 for a few days, i have to say, it hasn't been messed up, so to speak, but everything that made tremulous tremulous has been shifted to the point of it being a new game that i don't like. Obviously my opinion will be discounted instantly because it's only the opinion of one person, but i would like to put it out there.

I think that's what they said when the devs upgraded from 1.0 to 1.1 and I watched a youtube review of free games where the reviewer said that he could have been fooled into thinking it was a professionally developed game. I suspect he will revise that comment if he does a review on 1.2 to say that it is a professionally developed game that is just given away.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Conzul on December 16, 2009, 08:03:37 pm
After having played 1.2 for a few days, i have to say, it hasn't been messed up, so to speak, but everything that made tremulous tremulous has been shifted to the point of it being a new game that i don't like. Obviously my opinion will be discounted instantly because it's only the opinion of one person, but i would like to put it out there.

It's the opinion of at least two.


Make that three. This about sums up what many of us have been saying.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Plague Bringer on December 16, 2009, 08:10:38 pm
After having played 1.2 for a few days, i have to say, it hasn't been messed up, so to speak, but everything that made tremulous tremulous has been shifted to the point of it being a new game that i don't like. Obviously my opinion will be discounted instantly because it's only the opinion of one person, but i would like to put it out there.

It's the opinion of at least two.

Make that three. This about sums up what many of us have been saying.
Four. Except, I like 1.2 (MOSTLY) but it's not Tremulous anymore.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Demolution on December 16, 2009, 10:51:53 pm
Four. Except, I like 1.2 (MOSTLY) but it's not Tremulous 1.1 anymore.

Fixed...?
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Plague Bringer on December 17, 2009, 01:56:06 am
Four. Except, I like 1.2 (MOSTLY) but it's not Tremulous 1.1 anymore.

Fixed...?
1.2 is about as much 1.1 as Deus Ex: Invisible War is Deus Ex. I pray you get the reference. If not, they're different. -.- So different, in fact, that they can be seen as completely different games with (oddly enough) similar titles.
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Demolution on December 17, 2009, 03:41:31 am
1.2 is about as much 1.1 as Deus Ex: Invisible War is Deus Ex. I pray you get the reference. If not, they're different. -.- So different, in fact, that they can be seen as completely different games with (oddly enough) similar titles.

I'm sorry, but I have to respectfully disagree with that.
1.2 is still Tremulous: The granger still spits out blobs, the flamer still ...flames, the jet pack still flies and so on and so forth... What has changed is the game dynamic, which is what most folks are having a problem with. :)

Personally, I think that "what made tremulous tremulous" was its player-base, and what made tremulous even better was (again, personal opinion) it's balance which lead to the advent of clans, etc.

~
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: Bissig on December 17, 2009, 05:55:13 am
The most annoying change, I personally hate most, is the weak dretch. It was overpowered in 1.1, granted. But I also miss the headbiting wall surfing experience on maps like Tremor or ATCSZalpha so much.

Oh and on humans side: The sniping goon with splash damage is really no fun for "ckits that care" ;-P
Title: Re: 1.2 Gameplay Changes going off topic :)
Post by: rotacak on December 17, 2009, 02:11:45 pm
I don't like size of Dretch model. Old dretch was cute. Now is "big stupid ugly ogre".