Author Topic: 1.2 Gameplay Changes  (Read 1111681 times)

jaypee

  • Posts: 25
  • Turrets: +0/-0
Re: 1.2 Gameplay Changes
« Reply #120 on: October 09, 2009, 01:16:20 am »
The flame should have burn damage, totaly agree! And maybe have some more damage :)

And the rest of the gameplay changes...

Norfenstein, you rules, i agreed with the all changes ^^

Saturn

  • Posts: 75
  • Turrets: +2/-12
Re: 1.2 Gameplay Changes
« Reply #121 on: October 10, 2009, 01:18:52 am »
I think the barricade should lower down FOR ALIENS only not humans.You know when a tyrant needs to pass by the barricade can slightly go down and go up again to normal. :barricade:

To contact me please ask me for my e-mail or PM me.
IGN - Saturn

Bissig

  • Posts: 1309
  • Turrets: +103/-131
Re: 1.2 Gameplay Changes
« Reply #122 on: October 10, 2009, 01:50:34 am »
I think the barricade should lower down FOR ALIENS only not humans.You know when a tyrant needs to pass by the barricade can slightly go down and go up again to normal. :barricade:

It does.

BumbullBee

  • Posts: 19
  • Turrets: +2/-1
Re: 1.2 Gameplay Changes
« Reply #123 on: October 10, 2009, 10:49:14 am »
This is going to make gameplay a lot lot harder. Which may turn away new players. As I know people who start 1.1. Get owned, then quit. Which can destroy the community. In Aussie or community is rather small, a good one, but small :P

Idea: Wall Walk on entities. Maybe not other aliens (Would be cool but...) Moving platforms, Button Operated doors, and stage operated doors.

Another one by WarpViper: With Mara jumping off entities, that is aliens right? Will aliens mara or smaller have knockback?

-Bee
« Last Edit: October 10, 2009, 11:15:20 am by BumbullBee »

David

  • Spam Killer
  • *
  • Posts: 3543
  • Turrets: +249/-273
Re: 1.2 Gameplay Changes
« Reply #124 on: October 10, 2009, 12:06:19 pm »
Wall Walking on buildings was tried, it doesn't work.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

BumbullBee

  • Posts: 19
  • Turrets: +2/-1
Re: 1.2 Gameplay Changes
« Reply #125 on: October 10, 2009, 12:16:27 pm »
Wall Walking on buildings was tried, it doesn't work.

Not on buildings. Have you played UTCS? Or uncreation? The stage triggered doors can not be walked on. Which is annoying, as you can be dodging fire as a dretch, then just fall... and get owned =0

Also an idea for mapping side. func_breakable? Would make for some interesting maps. :D

Minimum

  • Posts: 126
  • Turrets: +4/-7
Re: 1.2 Gameplay Changes
« Reply #126 on: October 10, 2009, 12:27:38 pm »
Moveable objects cant seem to be interacted with very well. Like doors. You can't wallwalk on elevators either which is annoying because you are stuck on the ground.

Quote
marauder can now walljump off entities and sloped walls

Yah bitch. I hate how in atcs it takes some real skill to walljump up the bunker in ATCS. And I want to walljump off a humans face.

{7}wrath

  • Posts: 232
  • Turrets: +25/-26
Re: 1.2 Gameplay Changes
« Reply #127 on: October 10, 2009, 05:33:41 pm »
Can we please do something about the hives?  :hive: Aliens can just put 3-5 hives above their door and the combined knockback denies any entrance at all to the door. If they were on the floor, they could be 'naded. So please either make them floor-only or heavily nerf the knockback.

Saturn

  • Posts: 75
  • Turrets: +2/-12
Re: 1.2 Gameplay Changes
« Reply #128 on: October 10, 2009, 06:58:35 pm »
So we get forcefeilds for humans?  ;D

To contact me please ask me for my e-mail or PM me.
IGN - Saturn

Minimum

  • Posts: 126
  • Turrets: +4/-7
Re: 1.2 Gameplay Changes
« Reply #129 on: October 11, 2009, 01:58:11 am »
Quote
muzzle offset lowered (can now fire in vents without self-immolating)

What the hell, no. Why would you?

Also, I'm not liking all the un-additions to basi.

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Re: 1.2 Gameplay Changes
« Reply #130 on: October 11, 2009, 09:02:05 am »
If 1.2 has shitty unlagged implemented I'm definetly never playing. It just makes the game unplayable.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

David

  • Spam Killer
  • *
  • Posts: 3543
  • Turrets: +249/-273
Re: 1.2 Gameplay Changes
« Reply #131 on: October 11, 2009, 01:21:36 pm »
Unlagged can be disabled per-client now (setu cl_unlagged 0) and have you even tried it recently?
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Sayeru

  • Posts: 75
  • Turrets: +4/-5
    • http://www.eVo-clan.eu.tc
Re: 1.2 Gameplay Changes
« Reply #132 on: October 11, 2009, 01:49:08 pm »
@mooseberry
Agree.

Quote
Unlagged can be disabled per-client now (setu cl_unlagged 0) and have you even tried it recently?
I wonder whats the point of this. Ul makes aiming a lot easier. It's not fair if I would use cg_unlagged 0 and other players will stay on 1. They'll play on unlagged hit-scan thingy (Overall: They will aim alot better) I hope this Cmd will be removed fastly because its slighty retarded.

Also: More than half of changes are very bad. Ofcourse, there're some good changes but like 80% of them are... ok. No comment.

David

  • Spam Killer
  • *
  • Posts: 3543
  • Turrets: +249/-273
Re: 1.2 Gameplay Changes
« Reply #133 on: October 11, 2009, 04:09:14 pm »
I know it's retarded.  The developers know it's retarded.  But people demanded it, and if you want to cripple yourself that's your call.

But I don't see why it should be removed, some people are too used to predicting and can't adapt, so will still use it.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Sayeru

  • Posts: 75
  • Turrets: +4/-5
    • http://www.eVo-clan.eu.tc
Re: 1.2 Gameplay Changes
« Reply #134 on: October 11, 2009, 05:05:23 pm »
I know it's retarded.  The developers know it's retarded.  But people demanded it, and if you want to cripple yourself that's your call.

But I don't see why it should be removed, some people are too used to predicting and can't adapt, so will still use it.

OK, then I have no more questions. This is kinda sad because many, MANY players were training their abilities (Aim and Strafe) on standard gameplay without unlagged. (And I guess I'm one of these players :/) Unlagged is far diffrent gameplay, and how to say, easier for everyone. Good lagged player doesn't want to accept unlagged because he has actually great aim (without ul) and pretty good strafe. I don't need unlagged to win, but giving my enemy's hit-scan setting (means: two times better aim and other things) won't be very comfortable. Instead of unlagged devs could work on better netcode.

My solution is: remove cg_unlagged, leave g_unlagged as in 1.1. (Oh wait, I'm really that stupid to belive that devs will change that?  ??? )

Vape

  • Posts: 254
  • Turrets: +30/-87
Re: 1.2 Gameplay Changes
« Reply #135 on: October 11, 2009, 06:07:11 pm »
EDIT: Either contribute to the discussion, ask a reasonable question, or start a new thread.
« Last Edit: October 11, 2009, 06:55:52 pm by Norfenstein »
-If you think its a joke, it's like thinking that kicking a dog/shooting someone innocent in the leg is funny.
Meisseli is a dump face ... Telling that gpp have no cheat is like tell that Meisseli mother dont suck cock !!!!

rotacak

  • Posts: 761
  • Turrets: +39/-64
Re: 1.2 Gameplay Changes
« Reply #136 on: October 11, 2009, 06:37:41 pm »
Don't listen these 'fuckdatshit' noobs, whose did nothing for Tremulous. Keep working on the new version. I don't like few changes too, but I appreciate devs work.  :granger:

Norfenstein

  • Posts: 628
  • Turrets: +81/-78
Re: 1.2 Gameplay Changes
« Reply #137 on: October 11, 2009, 06:57:25 pm »
If 1.2 has shitty unlagged implemented I'm definetly never playing. It just makes the game unplayable.
I have a hard time believing that you don't realize unlagged is a server setting. You won't have to play on 1.2 servers that have unlagged on, and as I've said elsewhere (in a thread you've been involved in) the beta period is when we'll devote time to adjusting the balance for non-unlagged. There really isn't anything more to say about unlagged at this time.

Winnie the Pooh

  • Posts: 442
  • Turrets: +45/-85
Re: 1.2 Gameplay Changes
« Reply #138 on: October 11, 2009, 07:46:57 pm »
Quote
I also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Re: 1.2 Gameplay Changes
« Reply #139 on: October 11, 2009, 08:13:28 pm »
If 1.2 has shitty unlagged implemented I'm definetly never playing. It just makes the game unplayable.
I have a hard time believing that you don't realize unlagged is a server setting. You won't have to play on 1.2 servers that have unlagged on, and as I've said elsewhere (in a thread you've been involved in) the beta period is when we'll devote time to adjusting the balance for non-unlagged. There really isn't anything more to say about unlagged at this time.

That post was mostly influenced by late night gaming frustration.  :-X I hate getting hit through walls by tyrants. I just hope there will be decent, populated (and in my case US) servers with unlagged off.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Luigi1

  • Posts: 227
  • Turrets: +86/-21
Re: 1.2 Gameplay Changes
« Reply #140 on: October 11, 2009, 09:44:09 pm »

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
Re: 1.2 Gameplay Changes
« Reply #141 on: October 11, 2009, 10:03:12 pm »

Amanieu

  • Posts: 647
  • Turrets: +135/-83
    • Amanieu
Re: 1.2 Gameplay Changes
« Reply #142 on: October 11, 2009, 10:16:02 pm »
If 1.2 has shitty unlagged implemented I'm definetly never playing. It just makes the game unplayable.
I have a hard time believing that you don't realize unlagged is a server setting. You won't have to play on 1.2 servers that have unlagged on, and as I've said elsewhere (in a thread you've been involved in) the beta period is when we'll devote time to adjusting the balance for non-unlagged. There really isn't anything more to say about unlagged at this time.

That post was mostly influenced by late night gaming frustration.  :-X I hate getting hit through walls by tyrants. I just hope there will be decent, populated (and in my case US) servers with unlagged off.
There will be a client-side feature to turn unlagged off. Just set cg_unlagged to 0. You can try it in mgdev.
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Re: 1.2 Gameplay Changes
« Reply #143 on: October 11, 2009, 10:24:56 pm »
If 1.2 has shitty unlagged implemented I'm definetly never playing. It just makes the game unplayable.
I have a hard time believing that you don't realize unlagged is a server setting. You won't have to play on 1.2 servers that have unlagged on, and as I've said elsewhere (in a thread you've been involved in) the beta period is when we'll devote time to adjusting the balance for non-unlagged. There really isn't anything more to say about unlagged at this time.

That post was mostly influenced by late night gaming frustration.  :-X I hate getting hit through walls by tyrants. I just hope there will be decent, populated (and in my case US) servers with unlagged off.
There will be a client-side feature to turn unlagged off. Just set cg_unlagged to 0. You can try it in mgdev.

AFAIK, this won't stop other tyrants from hitting me through walls correct?
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

David

  • Spam Killer
  • *
  • Posts: 3543
  • Turrets: +249/-273
Re: 1.2 Gameplay Changes
« Reply #144 on: October 11, 2009, 10:48:09 pm »
No, but sort by ping will help by lowering average pings a ton.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Norfenstein

  • Posts: 628
  • Turrets: +81/-78
Re: 1.2 Gameplay Changes
« Reply #145 on: October 11, 2009, 10:53:10 pm »
We've played enough Saturday games without changing the balance that I feel confident about needing to change a few more things:
  • increased goon repeat 700 -> 900
  • increased advanced goon repeat 600 -> 800
  • increased goon (both) pounce charge time 700 -> 900
  • increased tyrant repeat 750 -> 800
  • decreased hive health 175 -> 125
  • swapped prices of flamer and prifle

During the beta we won't make gameplay changes without enough data to conclusively justify them (trends start to emerge after about 150 games, and solidify after about 200).

Can we please do something about the hives?  :hive: Aliens can just put 3-5 hives above their door and the combined knockback denies any entrance at all to the door. If they were on the floor, they could be 'naded. So please either make them floor-only or heavily nerf the knockback.
The issue isn't the knockback, it's that you're taking 50 damage per swarm. I think the only problem is that they're too hard to kill before they kill you -- but since the swarms have to run you down first, if you can run/dodge past them and do enough damage to the hives (i.e. luci blast) then it should be okay. Probably. We'll see how they do at 125 health (their old value, same as acid tubes).

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: 1.2 Gameplay Changes
« Reply #146 on: October 11, 2009, 11:35:40 pm »
spam spam spam, waste waste waste!

Winnie the Pooh

  • Posts: 442
  • Turrets: +45/-85
Re: 1.2 Gameplay Changes
« Reply #147 on: October 12, 2009, 01:38:28 am »
Yeah, keep in mind it only takes one rifle clip to kill an acid tube, so that's a little too low for me.
Maybe 150?
Quote
I also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

Blood-Lord

  • Posts: 16
  • Turrets: +1/-1
Re: 1.2 Gameplay Changes
« Reply #148 on: October 12, 2009, 11:41:07 pm »
i have said this over and over again, about the dodging thing, i love the idea, but i hate how you people have set it up, change the buttons around instead of hitting shift (my sprint button) and hitting a ( left stride) to dodge that way, you should make it like in unreal tournament 2000-08 hit a,s,d,w twice causing you to dodge in that direction, i think if you do this, it will improve the dodging ability by far, also you'll be able to dance around aliens still. Without relaying on back pedaling and dodging into strange directions.

thanks for reading (if you want any more ideas i could make some more up)

Norfenstein

  • Posts: 628
  • Turrets: +81/-78
Re: 1.2 Gameplay Changes
« Reply #149 on: October 13, 2009, 02:03:15 am »
Yeah, keep in mind it only takes one rifle clip to kill an acid tube, so that's a little too low for me.
Maybe 150?
Maybe, have to see. Realize that one hive isn't a big problem, it's when you have three of them plus tubes, trappers and defenders. It's not easy to empty an entire clip into something while dodging all that.

you should make it like in unreal tournament 2000-08 hit a,s,d,w twice causing you to dodge in that direction
I'm told there are technical reasons against doing it that way, but I also don't think it gives as much control over how it currently works (it'll always be a little slower to double-tap then to press one button). I can see benefits to double-tap, but I doubt we'll make any further changes to it for 1.2. I'm not opposed to it being an option though.

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?
Well I'm glad you asked! I felt humans were too vulnerable without helmets or bsuits, and didn't want them to feel required to reach stage two before being aggressive. The dretch was the biggest problem, and this kept me from dropping its damage into the twenties. The helmet's modifier and the head area of the bsuit were adjusted to make the change only really affect unarmoured humans.
« Last Edit: October 13, 2009, 02:05:13 am by Norfenstein »