Author Topic: 1.2 Gameplay Changes  (Read 1111490 times)

Luigi1

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Re: 1.2 Gameplay Changes
« Reply #60 on: September 17, 2009, 06:15:21 am »
^^
timed jetpack with fuel would win at life, also, it shouldn't be so steady

agreed on the fuel part, i dont mind the steady part.. but to make it more realistic your right
Why would it need fuel?

-limits jetard'tion

- just kinda a neat idea

although i also would like to see it be faster if its timed, its pretty slow in 1.1

N-Ron

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Re: 1.2 Gameplay Changes
« Reply #61 on: September 17, 2009, 04:30:45 pm »
imo, it looks like the devs are nerfing aliens because they win too often, which i feel has less to do with the overall strength of the alien team, and more to do with newb players who always go human.

ofc, i'm probably wrong about that, the trem devs have taken years to carefully calculate all these changes.

Kriegsgott

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Re: 1.2 Gameplay Changes
« Reply #62 on: September 17, 2009, 05:16:42 pm »
Will there be a cvar to make sprint a toggle, or do I do it with scripts? Too used to 1.1 style...
because boost ends up wasting a ton of bandwidth and doesn't allow the behavior most people expect it to have (hold button->run faster)

I vastly prefer the toggle. Is it possible to at least include a separate unbound sprint toggle for players to switch to if they prefer it?
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kevlarman

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Re: 1.2 Gameplay Changes
« Reply #63 on: September 17, 2009, 05:26:32 pm »
Will there be a cvar to make sprint a toggle, or do I do it with scripts? Too used to 1.1 style...
because boost ends up wasting a ton of bandwidth and doesn't allow the behavior most people expect it to have (hold button->run faster)

I vastly prefer the toggle. Is it possible to at least include a separate unbound sprint toggle for players to switch to if they prefer it?
Code: [Select]
set sprinton "+button8;set togglesprint vstr sprintoff"
set sprintoff "-button8;set togglesprint vstr sprinton"
vstr sprintoff
bind x "vstr togglesprint"
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Kriegsgott

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Re: 1.2 Gameplay Changes
« Reply #64 on: September 17, 2009, 06:00:35 pm »
I was unclear. I meant something similar to "boost" behavior. Could a /delay command be implemented? I know next to nil about q3 resources.
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David

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Re: 1.2 Gameplay Changes
« Reply #65 on: September 17, 2009, 06:30:41 pm »
With the alias stuff you could make awd all call -button8 when lifted, while still working normally.
Don't think it's doable without alias though :(
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commander scrooge

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Re: 1.2 Gameplay Changes
« Reply #66 on: September 17, 2009, 07:13:56 pm »
limited jet fuel? I think not, if you limit jet packs you would need to limit aliens wall walking. In most cases an adv goon shoots down the jetpack on sight, you could increase the range of the adv goons spit ball if you want to make it harder for humans to use jetpack.
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StevenM

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Re: 1.2 Gameplay Changes
« Reply #67 on: September 17, 2009, 07:14:36 pm »
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

why dont you devs use some common sense and make the slash and grab range equal to each other. not that it really matters, but what fucking sense does that make, i can grab a human, yet i cant swipe at them :S.

Quote
justified feel free to ask

so dont go flaming me.

commander scrooge

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Re: 1.2 Gameplay Changes
« Reply #68 on: September 17, 2009, 07:56:10 pm »
errrr...after reading all this info... how hard would it be for you guys to make a few standard command lines to change damage, range, repeat fire, reload time, jetpack *limitations*, and hp, so it can be as easy as  saying "g_humabuildpoints" if you did that this topic could be easily closed and players could customize their servers easily.
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Bissig

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Re: 1.2 Gameplay Changes
« Reply #69 on: September 17, 2009, 08:30:15 pm »
errrr...after reading all this info... how hard would it be for you guys to make a few standard command lines to change damage, range, repeat fire, reload time, jetpack *limitations*, and hp, so it can be as easy as  saying "g_humabuildpoints" if you did that this topic could be easily closed and players could customize their servers easily.

In more recent qvms for 1.1 this is already possible. And I shall think it will be possible with 1.2 too. So, whats the point of your post again?

David

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Re: 1.2 Gameplay Changes
« Reply #70 on: September 17, 2009, 08:55:33 pm »
Because people want to play tremulous, and want there to be players in the future to play with.

All this every server being different crap is stopping new people, and killing the game.  I'm pushing for server to be marked on the list if they have modified gameplay, but I doubt it will happen.

So basically, stop trying to kill tremulous you arseholes.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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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.

commander scrooge

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Re: 1.2 Gameplay Changes
« Reply #71 on: September 17, 2009, 10:28:11 pm »
In more recent qvms for 1.1 this is already possible. And I shall think it will be possible with 1.2 too. So, whats the point of your post again?

i didnt know sorry  :-[ , where would i find one of those qvms? (pm me with link please?)

servers with mods often have a website so players can give feed back to make the mods more enjoyable for every one.

P.S.
errrr...after reading all this info... how hard would it be for you guys to make a few standard command lines to change damage, range, repeat fire, reload time, jetpack *limitations*, and hp, so it can be as easy as  saying "g_humabuildpoints" if you did that this topic could be easily closed and players could customize their servers easily.
+  :grenade:
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bleach

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Re: 1.2 Gameplay Changes
« Reply #72 on: September 17, 2009, 10:51:01 pm »
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

why dont you devs use some common sense and make the slash and grab range equal to each other. not that it really matters, but what fucking sense does that make, i can grab a human, yet i cant swipe at them :S.

Quote
justified feel free to ask

so dont go flaming me.

That is a very interesting point StevenM.  I look forward to what Norf or someone'll say.

Winnie the Pooh

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Re: 1.2 Gameplay Changes
« Reply #73 on: September 17, 2009, 10:53:40 pm »
It's for easier use of the basilisk obviously but I think an explanation would be that the basilisk can grab with one claw and scratch with the other.
Quote
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Pazuzu

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Re: 1.2 Gameplay Changes
« Reply #74 on: September 18, 2009, 12:54:14 am »
Maybe it was just to reinforce the idea that the :basilisk: is supposed to be a support class. I don't get why, though, since I've never (in two years of playing) seen someone evolve to basi just to support other aliens. It just doesn't make sense, from a 'getting kills' perspective.

ok, can you give me the tool thingy app that can code?

Bissig

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Re: 1.2 Gameplay Changes
« Reply #75 on: September 18, 2009, 01:13:41 am »
Because people want to play tremulous, and want there to be players in the future to play with.

All this every server being different crap is stopping new people, and killing the game.  I'm pushing for server to be marked on the list if they have modified gameplay, but I doubt it will happen.

So basically, stop trying to kill tremulous you arseholes.

You are very wrong. No update in several YEARS, is what is killing this game. And those few that are left to play the game, have no interest to play vanilla games on ATCS 24/7.

Luigi1

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Re: 1.2 Gameplay Changes
« Reply #76 on: September 18, 2009, 02:23:34 am »
limited jet fuel? I think not, if you limit jet packs you would need to limit aliens wall walking. In most cases an adv goon shoots down the jetpack on sight, you could increase the range of the adv goons spit ball if you want to make it harder for humans to use jetpack.

who u.

Helix.

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Re: 1.2 Gameplay Changes
« Reply #77 on: September 18, 2009, 03:32:50 am »
limited jet fuel? I think not, if you limit jet packs you would need to limit aliens wall walking. In most cases an adv goon shoots down the jetpack on sight, you could increase the range of the adv goons spit ball if you want to make it harder for humans to use jetpack.

who u.

Ms. Swan?


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SlackerLinux

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Re: 1.2 Gameplay Changes
« Reply #78 on: September 18, 2009, 04:00:12 am »
Because people want to play tremulous, and want there to be players in the future to play with.

All this every server being different crap is stopping new people, and killing the game.  I'm pushing for server to be marked on the list if they have modified gameplay, but I doubt it will happen.

So basically, stop trying to kill tremulous you arseholes.

you are soo very wrong. server customization is whats keeping tremulous alive. lack of updates, showstopping bugs w/out a official bug fix release(i hope after 1.2 if it ever comes out that it'll be changed so bug fix releases come out for any big bugs), overplaying of unbalanced maps like atcs(and crappy joke maps like *cannon paint highrise), general imbalance in tremulous(some of which has been fixed in 1.2).

if you want vanilla 1.1 David i suggest putting up a real 1.1 server see how long till people come and crash it constantly it isn't hard.

im not a fan of x an its other 1 letter server series changes but they are doing better to keep players in trem then most other servers.

errrr...after reading all this info... how hard would it be for you guys to make a few standard command lines to change damage, range, repeat fire, reload time, jetpack *limitations*, and hp, so it can be as easy as  saying "g_humabuildpoints" if you did that this topic could be easily closed and players could customize their servers easily.

In more recent qvms for 1.1 this is already possible. And I shall think it will be possible with 1.2 too. So, whats the point of your post again?

for jetpack fuel(my implementation cqvm is customised for more cvar setting changes - there is others around somewhere)
  http://code.google.com/p/cqvm/ - cvars for both time and enabling/disabling
  http://code.google.com/p/slackers-qvm/ - cvars for enabling/disabling

cqvm also has a whole set of gameplay modifying cvars for various stuff(im pretty sure everything can be turned off)
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SlackersQVM/

temple

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Re: 1.2 Gameplay Changes
« Reply #79 on: September 18, 2009, 04:30:04 am »
Because people want to play tremulous, and want there to be players in the future to play with.

All this every server being different crap is stopping new people, and killing the game.  I'm pushing for server to be marked on the list if they have modified gameplay, but I doubt it will happen.

So basically, stop trying to kill tremulous you arseholes.
That's one of the dumbest things I've heard on this forums and I've heard a lot.

And if people modded 1.1, what do you think is going to happen to 1.2?

Asvarox

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Re: 1.2 Gameplay Changes
« Reply #80 on: September 18, 2009, 03:17:56 pm »
Maybe server mods keep players alive, but certainly not newbies.
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your face

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Re: 1.2 Gameplay Changes
« Reply #81 on: September 18, 2009, 04:59:27 pm »
if it hadn't been for all the mods/weird qvms, trem would have died quite a while ago. :P
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Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #82 on: September 18, 2009, 11:08:05 pm »
errrr...after reading all this info... how hard would it be for you guys to make a few standard command lines to change damage, range, repeat fire, reload time, jetpack *limitations*, and hp, so it can be as easy as  saying "g_humabuildpoints" if you did that this topic could be easily closed and players could customize their servers easily.
Because we're making a game, not a create-your-own-game toolbox. The toolbox is the source code, which already allows server operators to customize the game.

That is a very interesting point StevenM.  I look forward to what Norf or someone'll say.
If he has a question he should ask it. Politely. Perhaps with a question mark at the end.

About hovel - my opinion is if it is useless building, then make from it usable building. Instead of remove it.
Of course we would have preferred that that, but as I said, there just weren't any ideas for it that I felt were good enough, and I think the game is better off without useless elements.

The hovel is not going to change for 1.2. The jetpack is not going to change for 1.2. Let's please try to keep this thread on the topic of gameplay changes that haven't been discussed ad nauseum. That excludes what may or not be "killing trem".

your face

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Re: 1.2 Gameplay Changes
« Reply #83 on: September 18, 2009, 11:29:34 pm »
That is a very interesting point StevenM.  I look forward to what Norf or someone'll say.
If he has a question he should ask it. Politely. Perhaps with a question mark at the end.

Decon'd.  Don't make lame excuses to squirm your way out of answering something.
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Hendrich

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Re: 1.2 Gameplay Changes
« Reply #84 on: September 18, 2009, 11:43:10 pm »


If he has a question he should ask it. Politely. Perhaps with a question mark at the end.

:/

Luigi1

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Re: 1.2 Gameplay Changes
« Reply #85 on: September 19, 2009, 12:10:26 am »
If he has a question he should ask it. Politely. Perhaps with a question mark at the end.

?

Rocinante

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Re: 1.2 Gameplay Changes
« Reply #86 on: September 19, 2009, 04:24:47 am »
What don't you get?

why dont you devs use some common sense and make the slash and grab range equal to each other. not that it really matters, but what fucking sense does that make, i can grab a human, yet i cant swipe at them :S.

...reads quite douchey to me.  If I said "Why does your_face suck ass so much" I wouldn't expect you to politely reply either.  Don't be a dick, or GTFO.

(As for why this might make sense, think about a spider - it's arms can reach further than its jaws can)
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your face

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Re: 1.2 Gameplay Changes
« Reply #87 on: September 19, 2009, 04:54:22 am »
but but basis don't use jaws, they use their arms?
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Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #88 on: September 19, 2009, 02:18:23 pm »
Realism has never been priority; Tremulous really isn't a particularly atmospheric game, and is definitely not a simulation, so I've never thought approaching its design from that standpoint was the right way to go.

I'm not sure I remember why those basilisk changes were made, but I'm pretty sure the grab range was increased simply because I wanted it to be easier, and then the slash range was reduced, probably to put it at parity with the painsaw (which is at 64 now). So basilisks still have the advantage if they can position themselves well, but painsaws aren't quite as helpless. And 64 for the basilisk slash is much more appropriate than 96 -- that's almost what the tyrant's reach is.

rotacak

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Re: 1.2 Gameplay Changes
« Reply #89 on: September 19, 2009, 09:20:27 pm »
What about that ogg support, will be?