Tremulous Forum

General => Announcements => Topic started by: Norfenstein on March 06, 2010, 08:45:17 pm

Title: Gameplay Preview Phase 4 Results
Post by: Norfenstein on March 06, 2010, 08:45:17 pm
Time for some changes!

Reading the graphs: Each cross is one game, the distance from 0 on the vertical axis indicates how close a game was to the mean duration for all games on the graph (the weighting for how much this affects the lines is half as much as we used in phase 1). The numbers in the bottom right are the min/median/max/standard deviation for stage up times and game duration.

Both servers combined
(http://imgur.com/vtDGQ.png)

Euro server
(http://imgur.com/YiOnH.png)

US server
(http://imgur.com/9OTzi.png)

Compared to phase 3: worse ratio, better lines. I want the game to be able scale up well enough to higher playercounts, so I'm actually fairly pleased with this. It's probably safe to say friendly fire being on helped somewhat, but overall I feel the difference between the settings is minimal enough not to warrant specific changes for either. In other words: balancing with one is equivalent enough to balancing with the other.

Marauder (again)
While I don't agree with a lot of folks that the zap is an issue, I do think it's obvious that the air acceleration increase has had an effect on the balance. I was prepared for this however, and had planned on increasing the marauder's bounding box in response (since we want to keep the speed for the sake of fun). It'll still be smaller than the bounding boxes in 1.1.

Flamer (again)
The usefulness of the flamer seemed to take a dive with marauders being overpowered, but I'm still satisfied with its damage and everything else that's changed about it recently. The marauder change should help make it a little more attractive again, but I think its niche as a defensive weapon can still be improved by increasing its knockback. I don't know if x2 will be enough to really matter for anything, but I don't think it will hurt.

Other Stuff
Amid the pages of forum discussion about phase 3 were a handful of minor requests that I found myself amenable to.

Dretch?
Gotten some feedback about the dretch being underpowered. I'm not going to change anything with it at this time, but I'll be paying close attention in this phase to see what, if anything, should be done about it.

The Changes
Title: Re: Gameplay Preview Phase 4 Results
Post by: Lakitu7 on March 06, 2010, 09:02:05 pm
This is live on both official servers now.
Title: Re: Gameplay Preview Phase 4 Results
Post by: _Equilibrium_ on March 06, 2010, 09:55:25 pm
Thanks for the shotty change. In 1.1, I used it almost exclusively until s3. In 1.2 beta I had rarely used it at all due to the ineffectiveness against dretches. I'm hoping the 1 damage total decrease doesn't effect much against larger aliens though.
Title: Re: Gameplay Preview Phase 4 Results
Post by: mooseberry on March 06, 2010, 09:59:30 pm
This looks good. I can see you are really working, and I think your changes for next phase are very viable. Keep up the good work. :)

@equi: It's all a balance and trade off.
Title: Re: Gameplay Preview Phase 4 Results
Post by: CreatureofHell on March 06, 2010, 10:17:10 pm
Flamer (again)
I don't know if x2 will be enough to really matter for anything, but I don't think it will hurt.

I'm quite sure the flamer will still cause damage  ;)
Title: Re: Gameplay Preview Phase 4 Results
Post by: Meisseli on March 06, 2010, 10:36:05 pm
Nice changes, especially the tesla.
Title: Re: Gameplay Preview Phase 4 Results
Post by: Liskey on March 06, 2010, 11:30:41 pm
And especially the proximity nade - we had a hoot with that today!  Too bad it was a bug  :(
Title: Re: Gameplay Preview Phase 4 Results
Post by: SlackerLinux on March 06, 2010, 11:47:41 pm
And especially the proximity nade - we had a hoot with that today!  Too bad it was a bug  :(

i was wondering what the grenade used  when i saw that code was removed :P anyway its a feature till its fixed(which it has been now) :)

btw changes sound good don't know about increasing mara bbox ill have to see how it goes ingame atleast its only by a few points
Title: Re: Gameplay Preview Phase 4 Results
Post by: _Equilibrium_ on March 07, 2010, 02:20:36 am
After playing a few games, I am much happier with the shotgun now. I'm actually buying it in s1 instead of lasgun now.
Title: Re: Gameplay Preview Phase 4 Results
Post by: SlackerLinux on March 07, 2010, 06:56:12 am
had a game then dunno if its just me but somethings wrong any alien class i used felt slow and laggy in controlling it didnt seem to affect others
Title: Re: Gameplay Preview Phase 4 Results
Post by: Demolution on March 07, 2010, 10:11:33 am
Proximity nade is not fun. In a tight entrance where only one person can fit at a time there is absolutely no chance in hell that an alien is getting through when there is a human camping that same entrance waiting to asplode you right in the face. What I'm referring to specifically are the main entrances to a base.

Give aliens granger cannon to counter this.
Title: Re: Gameplay Preview Phase 4 Results
Post by: Asvarox on March 07, 2010, 10:16:49 am
It was actually pretty fun to explode Meisseli's face yesterday :>
Title: Re: Gameplay Preview Phase 4 Results
Post by: Conzul on March 07, 2010, 05:50:22 pm
I like all these changes. COOL!
Title: Re: Gameplay Preview Phase 4 Results
Post by: Meisseli on March 07, 2010, 06:51:26 pm
It was actually pretty fun to explode Meisseli's face yesterday :>
:(
After playing a few games, I am much happier with the shotgun now. I'm actually buying it in s1 instead of lasgun now.
I still find the lasgun a lot more useful though.
Title: Sprint - Re: Gameplay Preview Phase 4 Results
Post by: Liskey on March 07, 2010, 07:03:43 pm
What happened to sprint?   It used to move out, but now normal run is 320 and sprint is only 384.  Feels like mole asses.
Title: Re: Gameplay Preview Phase 4 Results
Post by: Norfenstein on March 07, 2010, 08:04:31 pm
The sprint modifier has always been 1.2.
Title: Re: Gameplay Preview Phase 4 Results
Post by: duke on March 07, 2010, 08:54:55 pm
Protection against idiots-TKers-TeamBaseKillers is VERY URGENTLY necessary!!!
Title: Re: Gameplay Preview Phase 4 Results
Post by: _Equilibrium_ on March 07, 2010, 08:57:41 pm
After playing a few games, I am much happier with the shotgun now. I'm actually buying it in s1 instead of lasgun now.
I still find the lasgun a lot more useful though.

I'm someone who likes getting in the mix of things, so a shotgun is more useful to me since I am often fighting aliens up close. Before these new changes, the shotgun was not effective against dretches, so the lasgun was better in most situations. However, the shotgun is now kills dretches consistently from close ranges, so its usefulness increased exponentially in my opinion.
Title: Re: Gameplay Preview Phase 4 Results
Post by: Meisseli on March 07, 2010, 09:20:39 pm
After playing a few games, I am much happier with the shotgun now. I'm actually buying it in s1 instead of lasgun now.
I still find the lasgun a lot more useful though.

I'm someone who likes getting in the mix of things, so a shotgun is more useful to me since I am often fighting aliens up close. Before these new changes, the shotgun was not effective against dretches, so the lasgun was better in most situations. However, the shotgun is now kills dretches consistently from close ranges, so its usefulness increased exponentially in my opinion.
I guess it's just that I fail with weapons such as massdriver and shotgun a lot with unlagged turned on. Lasgun and chain make up for it though and they are good weapons to chase aliens with.
Title: Re: Gameplay Preview Phase 4 Results
Post by: wolfbr on March 09, 2010, 01:47:58 pm
nice, but, tt seems to be widely used, and mara still appears to be the strongest class  ???
Title: Re: Gameplay Preview Phase 4 Results
Post by: FisherP on March 09, 2010, 07:25:03 pm
Good work yet again Norf, I just wish the other devs were as transparent as you.
Title: Re: Gameplay Preview Phase 4 Results
Post by: rotacak on March 11, 2010, 01:10:06 am
Anyone else have problems with grenade with vms-gppr1980.pk3? Exploding on impact?
Title: Re: Gameplay Preview Phase 4 Results
Post by: Demolution on March 11, 2010, 01:47:01 am
Anyone else have problems with grenade with vms-gppr1980.pk3? Exploding on impact?

Read the above posts. :)
Title: Re: Gameplay Preview Phase 4 Results
Post by: rotacak on March 11, 2010, 02:08:56 am
Ah.. Proximity... my english.

That means it is not fixed yet?
Title: Re: Gameplay Preview Phase 4 Results
Post by: SlackerLinux on March 11, 2010, 03:07:59 am
Anyone else have problems with grenade with vms-gppr1980.pk3? Exploding on impact?

my main issue with phase 4 is moving feels slow i cant play at all now the game doesnt feel right gonna try recompiling the vm's later hopefully that will fix the issue i have already checked my settings/deleted extra/old files out of gpp folder
Title: Re: Gameplay Preview Phase 4 Results
Post by: A Spork on March 11, 2010, 03:22:33 am
I've gotten a few errors in my console lately in the middle of games saying something about me having compiled ioquake3 with a buggy compiler.

Umm....?
Title: Re: Gameplay Preview Phase 4 Results
Post by: Demolution on March 11, 2010, 04:58:49 am
I've gotten a few errors in my console lately in the middle of games saying something about me having compiled ioquake3 with a buggy compiler.

Umm....?

Happens to a lot of people's clients from what I understand. Dev told me to ignore it.
Title: Re: Gameplay Preview Phase 4 Results
Post by: Conzul on March 11, 2010, 04:56:59 pm
I have a couple of ideas to improve the dretch, nothing serious:

Increase its left/right strafe speed? That way we can keep our eyes on the MD and still be sufficiently hard to target...
Reduce size...
Increase HP to 30....
or
Bring value from 150 to 120 or 100...
or
give it a dash ability (basically a clone of human sprint, just less of it)

I think it needs something, because for a starting class it doesn't do as much damage to advanced enemies as human starting classes do to advanced aliens. (=imbalance).
Title: Re: Gameplay Preview Phase 4 Results
Post by: Norfenstein on March 12, 2010, 12:08:10 am
Fixed QVMs, courtesy of Lakitu: http://downloads.mercenariesguild.net/gpp/vms-gppr1982.pk3
Title: Re: Gameplay Preview Phase 4 Results
Post by: KoreanKiller997 on March 20, 2010, 05:03:44 am
I'm sure someone has asked this question, but I don't really have the diligence to go look for it. With that being said how many "phases"  are there going to be?
Title: Re: Gameplay Preview Phase 4 Results
Post by: David on March 20, 2010, 11:54:10 am
How ever many are needed.
Title: Re: Gameplay Preview Phase 4 Results
Post by: 3th4n on March 24, 2010, 12:58:53 pm
>9000
Title: Re: Gameplay Preview Phase 4 Results
Post by: FisherP on March 28, 2010, 08:53:05 pm
Since Norf is free to make any amount of changes till 1.2 is locked down and released I suspect that 1.2 will have many, many, many phases. Since the rest of trem seems to be locked in a development cycle that it can't get out of. (No offense to you Norf)
Title: Re: Gameplay Preview Phase 4 Results
Post by: _Equilibrium_ on April 03, 2010, 03:09:43 am
You should probably omit the games from the April Fools map when calculating the new stats for this phase. It was pretty blatantly human biased.
Title: Re: Gameplay Preview Phase 4 Results
Post by: khalsa on April 03, 2010, 04:28:44 am
Aprils Fools day was not counted. Though now that I think about it, it's probably in stats.trem.net but we don't use those anyways :)
Title: Re: Gameplay Preview Phase 4 Results
Post by: Meisseli on April 05, 2010, 11:47:42 am
How about teamoverlay? It would be great to always see the available basilisks because those are the ones you usually need to know where they are.

Also, how about being able to customize what players you can see in your teamoverlay?
Title: Re: Gameplay Preview Phase 4 Results
Post by: A Spork on April 05, 2010, 10:40:20 pm
^That would be awesome to have multiple ways to show
Ex:
Way 1) Sort by Highest Score
Way 2) Show Lisks and Grangers First
Way 3) Alphabetical(?)
etc...

Or maybe allow Customization of what it sorts by.
Title: Re: Gameplay Preview Phase 4 Results
Post by: David on April 05, 2010, 11:08:34 pm
As I recall it has little icons next to each person, you could have them colour coded so you can tell at a glance which they are.

I have team overlay disabled as it's massive, it'd be nice if I could have it bound to a key-hold.
Title: Re: Gameplay Preview Phase 4 Results
Post by: A Spork on April 05, 2010, 11:59:39 pm
It says name and class/armour/weapons....
Title: Re: Gameplay Preview Phase 4 Results
Post by: Meisseli on April 06, 2010, 08:28:43 pm
I have team overlay disabled as it's massive, it'd be nice if I could have it bound to a key-hold.

Code: [Select]
seta teamoverlayon "cg_drawTeamOverlay 1;bind x vstr teamoverlayoff"
seta teamoverlayoff "cg_drawTeamOverlay 0;bind x vstr teamoverlayon"
bind x "vstr teamoverlayon"
cg_drawTeamOverlay 0
Title: Re: Gameplay Preview Phase 4 Results
Post by: kevlarman on April 06, 2010, 11:50:05 pm
Code: [Select]
bind x toggle cg_drawteamoverlay simpler is better
Title: Re: Gameplay Preview Phase 4 Results
Post by: Sollus on April 07, 2010, 11:07:56 am
The increase in the Tesla's range doesn't make it that effective in situations where it can still be sniped... Although it is useful if there is a wall of Teslas around a small base, as long as there are several people defending it to ward of the Adv. Marauders, it can last quite a while. (It did one time, all the way past the time limit.)
Title: Re: Gameplay Preview Phase 4 Results
Post by: Conzul on April 07, 2010, 07:00:21 pm
The increase in the Tesla's range doesn't make it that effective in situations where it can still be sniped... Although it is useful if there is a wall of Teslas around a small base, as long as there are several people defending it to ward of the Adv. Marauders, it can last quite a while. (It did one time, all the way past the time limit.)

My-style answer: Why was it built where it cannot fire and yet get sniped? (Think Acid Tube).

Dev-style answer: Why did you let aliens get to stage 2?
Title: Re: Gameplay Preview Phase 4 Results
Post by: Meisseli on April 08, 2010, 11:50:28 am
Code: [Select]
bind x toggle cg_drawteamoverlay simpler is better
Heh all right, forgot that toggle's in the new version too.

What about the teamoverlay, can it be done?
Title: Re: Gameplay Preview Phase 4 Results
Post by: Lakitu7 on April 10, 2010, 07:12:45 pm
Made a new topic for brainstorming about teamoverlay.

http://tremulous.net/forum/index.php?topic=13199.0
Title: Re: Gameplay Preview Phase 4 Results
Post by: _Equilibrium_ on April 15, 2010, 11:47:24 pm
Is the game data you use for your final stats when looking at each phase more strict that just tremstats? For example, the April Fools maps was extremely unbalanced and should be omitted. Also, more importantly, I noticed that there was a player that played on humans when no one else around and won a crap ton of games with no one else on the server by just killing the alien base. I don't know if he/she plans on doing this often, but if so, the stats for this phase could quite skewed. Perhaps you should only count if there is a certain amount of players on the server, such as 4.
Title: Re: Gameplay Preview Phase 4 Results
Post by: David on April 16, 2010, 02:38:24 pm
They only count games with more than 6 players, a set list of maps, and a ton of other crap.
The April Fools stuff also had a different tag to prevent it being counted.

Title: Re: Gameplay Preview Phase 4 Results
Post by: _Equilibrium_ on April 16, 2010, 07:34:40 pm
Cool beans.
Title: Re: Gameplay Preview Phase 4 Results
Post by: Meisseli on April 18, 2010, 11:53:54 am
Defence computers are still a laugh. 3 points per second is useless - people still do it the 1.1 way, 2-3 builders grab a conkit, repair, and the 3 point repair makes it 1/10th of a second faster.

Stacking the defence computers - I wonder what base has room for 1+ defence computers, and a tesla would benefit it way more. Why not remove the stack and increase the repair rate to be over the default human repair rate (12 was it?). 15-ish?

Basi gas could have more range to make it more useful.

That's all this time.
Title: Re: Gameplay Preview Phase 4 Results
Post by: F50 on April 18, 2010, 08:40:08 pm
Defence computers are still a laugh. 3 points per second is useless

I disagree, the DC may heal buildings at 1/10 of the speed, but it heals *all* buildings at that rate, which makes it almost as fast as a ckit in the case of mara zap. Furthermore, building it frees a player (usually a half-decent one if they are bothering to repair) to continue to concentrate on fighting despite the mara zap. Clusterbases really need these if they can afford the space.
Title: Re: Gameplay Preview Phase 4 Results
Post by: David on April 18, 2010, 08:58:34 pm
Also when some mara comes along and does some light damage, the DC will fix it before the next attack without you having to care.  Thus stopping repeated attrition attacks while you are all out attacking.  (Only really relevant if you are dominating preventing big attacks, but still handy).
Title: Re: Gameplay Preview Phase 4 Results
Post by: Meisseli on April 18, 2010, 09:53:47 pm
Defence computers are still a laugh. 3 points per second is useless

I disagree, the DC may heal buildings at 1/10 of the speed, but it heals *all* buildings at that rate, which makes it almost as fast as a ckit in the case of mara zap. Furthermore, building it frees a player (usually a half-decent one if they are bothering to repair) to continue to concentrate on fighting despite the mara zap. Clusterbases really need these if they can afford the space.
3 points to each building does no difference whatsoever. What you want is to repair the armoury so it doesn't get destroyed and lose you the game, not heal random stuff for 3 points, which does no effect in the upcoming attack. 3 points is way too low.

Only situation I would see it handy is when a mara gets one chomp in the armoury, and you're too lazy to repair the building. Hardly worth using any build points.
Title: Re: Gameplay Preview Phase 4 Results
Post by: UniqPhoeniX on April 18, 2010, 10:06:08 pm
As said it repairs everything at the same time at 3hp/s. Maybe it should just have a total repair rate, and that is divided by all buildings that need repairing in dc range? And at niveus default you can build a base with 5 reps, 3 nodes, 2 armos, 2 medis, 11 rets, dc (2 bps left over), or replace 1 node with 2nd dc (4 bps left over). So that base sure has room for it.
Title: Re: Gameplay Preview Phase 4 Results
Post by: F50 on April 18, 2010, 11:11:24 pm
Maybe it should just have a total repair rate, and that is divided by all buildings that need repairing in dc range?
Neat idea.
Title: Re: Gameplay Preview Phase 4 Results
Post by: Meisseli on April 19, 2010, 08:52:44 pm
Maybe it should just have a total repair rate, and that is divided by all buildings that need repairing in dc range?
Neat idea.
Indeed.
Title: Re: Gameplay Preview Phase 4 Results
Post by: jit on April 27, 2010, 05:07:47 am
or we could have the DC have energy. it could heal other buildings by marking the DC and that specific building you want to be healed. The DC will generate energy overtime but if you want to heal, the energy will be used up. Once the building is fully healed, the DC will stop using its energy on that building and start storing up more energy. you could also set up the DC to heal multiple structures at one time but it would use up energy faster and at a proportional rate. I could see this being useful when being attacked by adv mara's where you can build 1-3 DCs and set them to heal turrets or teslas. idk just a concept.
Title: Re: Gameplay Preview Phase 4 Results
Post by: UniqPhoeniX on April 27, 2010, 10:15:26 am
Then you could camp to store more 'heal energy' and then rush...
Title: Re: Gameplay Preview Phase 4 Results
Post by: jit on May 05, 2010, 09:51:41 am
what if we had upgrades that could be bought with evo's? lets say... increase dretch speed or increase secondary attack strength. something that we could buy with evo's that could last the entire game. but would take like 1 - 2 minutes to upgrade. maybe... 9 evo's from the team to get a dretch speed upgrade?
Title: Re: Gameplay Preview Phase 4 Results
Post by: Asvarox on May 05, 2010, 09:55:12 am
I remember someone was talking about it on TF forums. I think it's good idea, but for a mod, it doesn't feel like it would fit in "official" game.
Title: Re: Gameplay Preview Phase 4 Results
Post by: _Equilibrium_ on May 05, 2010, 10:29:44 pm
I know the new phase isn't over yet, but can we see a new batch of stats for the current phase  as it is so far? I am interested in how it compares to last phase.
Title: Re: Gameplay Preview Phase 4 Results
Post by: Plague Bringer on May 09, 2010, 04:19:22 pm
what if we had upgrades that could be bought with evo's? lets say... increase dretch speed or increase secondary attack strength. something that we could buy with evo's that could last the entire game. but would take like 1 - 2 minutes to upgrade. maybe... 9 evo's from the team to get a dretch speed upgrade?
[cough]ns[/cough]
i think that if there were an upgrade system it'd be best to have it on an individual basis (since not everyone specializes in the same classes) with a small upgrade time (30 seconds?) that requires evos to be stockpiled and used all at the same time (to make you REALLY want to go goon, but also make you want to save up those evos for the 15% health upgrade). in NS they've got a gestation period where you're immobile while you upgrade ("you gaiz stole frum ns").

just my 1,233,564,432,788 yen.
Title: Re: Gameplay Preview Phase 4 Results
Post by: gimhael on May 09, 2010, 04:44:05 pm
Ideas are not protected by copyrights, so unless you take the actual code from NS that's no infringement. But don't you think that this system would encourage camping and killwhoring ?
Title: Re: Gameplay Preview Phase 4 Results
Post by: Plague Bringer on May 09, 2010, 05:05:18 pm
in dom? no way. in vanilla dm trem? yeah, probably.
Title: Re: Gameplay Preview Phase 4 Results
Post by: Haraldx on May 10, 2010, 08:40:21 pm
How about a new update? The game has some un-balancements still on some (most) maps.
Title: Re: Gameplay Preview Phase 4 Results
Post by: Norfenstein on May 15, 2010, 07:41:02 pm
Such as what? I have yet to see anything that really warrants further changing the balance.
Title: Re: Gameplay Preview Phase 4 Results
Post by: ULTRA Random ViruS on May 16, 2010, 11:26:32 am
Can dragoon repeat change to 600? (im pretty sure 500 is 1 per second and 1.1 was 1.5 times a second and 1.2 is 1 per second) because goon vs helmet is obvious human will win, expecially because all my strikes depend on 'luck'. No helmets is no problem, as soon as i strike BAM dead. :) and i like this feature, it's challenging to be human...
Title: Re: Gameplay Preview Phase 4 Results
Post by: A Spork on May 16, 2010, 03:01:38 pm
500 would be 2x a second, and 600 would be 2x in 1.2 seconds....
Title: Re: Gameplay Preview Phase 4 Results
Post by: StevenM on May 17, 2010, 02:54:58 am
Can dragoon repeat change to 600? (im pretty sure 500 is 1 per second and 1.1 was 1.5 times a second and 1.2 is 1 per second) because goon vs helmet is obvious human will win, expecially because all my strikes depend on 'luck'. No helmets is no problem, as soon as i strike BAM dead. :) and i like this feature, it's challenging to be human...

Try pouncing them instead.