Maniaplanet Update #2 - feedback (#2.3 released)

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MuNgLo
Posts: 314
Joined: 12 Jul 2012, 03:37

Re: Maniaplanet Update #2 - feedback (#2.1 released)

Post by MuNgLo »

dreammyw0w wrote:
MuNgLo wrote:
Elite: Allied nametags always visible
If that's not optional it would be yet another stupid thing in SM.
ur way of communicating is wrong :) . ur old enough to know, but lets hope its an option.

btw : is there a server update too? or... ?
yes there is. and again its a matter of trial and error to get stuff running again since they don't tell you what has changed.

Examples of stupid things in SM..
fixed fov, trilaser (to limit skillcieling), stamina limitation in maniascript, global reloadspeed for gamemodes(not per weapon), in fact u hva alot of strange limitations in gamemodes, that annoying dropdown scorethingy that adds absolutely nothing to the game, the small dropdown from maniaplanet with maniaplanet in center that blocks timer in Elite, servers preferring files in pack files instead of the mapfiles you want, nadeo not forcing serverupdates when you clearly have movementbugs if you play on older servers, I could go on......
But this isn't the place

--EDIT--
On a side note it seems like ManiaConnect side of serverinfo now updates quicker, or I've just been lucky. Usually a passworded server don't lose the password for a couple of minutes. You even have to type in the old password right to connect, which means ManiaConnect knows the password and remembers it.
Well I hope its faster now at least.
Last edited by MuNgLo on 11 Jul 2013, 22:34, edited 1 time in total.
Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Maniaplanet Update #2 - feedback (#2.1 released)

Post by Hylis »

munglo,

if you don't want to see your mate in defense, it is strange

if it is to have the mode without it, it is unlikely to be the future, since it helps match to happen from players with different langage or simply less on team speak

if it is the fact that it takes too many pixels on the screen, I agree, but the answer is not to disable it, but to have an alternative vision for it with smaller nametags, even if there is already an option about this in the launcher. I think it should be only the avatar and the echelon, with maybe a letter or so.

Trilaser is not about limiting the skill ceiling, it is to enable more open maps while keeping it more visible for players with lower resolution and spectators. It also introduce a skill of distance and a significant parameter to the weapon to be manageable, like the zoom. The fixed fov is to avoid players to increase it to win more easily and then the spectator to be unable to follow the match withtout having fov to change from plaeyrs to players (or they would loss the information of what the players is seeing on his screen)

In fact, maybe our stuff is no so stupid sometimes. I don't say everything is perfect, but I would be really surprise that we are stupid, since I don't think you are stupid enough to play games made by stupid people :P
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TitiShu
Posts: 372
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Re: Maniaplanet Update #2 - feedback (#2.1 released)

Post by TitiShu »

Is it normal that now the PowerGraplle is cut when you "fly" trought some blocks ???

It was an good idea to make an "invincible" grapple rope... and add some good new moves
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Kryw
Posts: 441
Joined: 15 Jun 2010, 11:39
Location: Pelagic IV

Re: Maniaplanet Update #2 - feedback (#2.1 released)

Post by Kryw »

When you will add real blocks needed by community ?
MuNgLo
Posts: 314
Joined: 12 Jul 2012, 03:37

Re: Maniaplanet Update #2 - feedback (#2.1 released)

Post by MuNgLo »

Hylis wrote:munglo,

if you don't want to see your mate in defense, it is strange

if it is to have the mode without it, it is unlikely to be the future, since it helps match to happen from players with different langage or simply less on team speak

if it is the fact that it takes too many pixels on the screen, I agree, but the answer is not to disable it, but to have an alternative vision for it with smaller nametags, even if there is already an option about this in the launcher. I think it should be only the avatar and the echelon, with maybe a letter or so.

Trilaser is not about limiting the skill ceiling, it is to enable more open maps while keeping it more visible for players with lower resolution and spectators. It also introduce a skill of distance and a significant parameter to the weapon to be manageable, like the zoom. The fixed fov is to avoid players to increase it to win more easily and then the spectator to be unable to follow the match withtout having fov to change from plaeyrs to players (or they would loss the information of what the players is seeing on his screen)

In fact, maybe our stuff is no so stupid sometimes. I don't say everything is perfect, but I would be really surprise that we are stupid, since I don't think you are stupid enough to play games made by stupid people :P

I never said you where stupid. I said you put stupid things into the game. There is a huge difference between the two.(guess I could have phrased it clearer)

Fov is only a matter of of comfort for the player. Those extra degrees makes pretty much no difference in skill since it is usually so that the players using higher fov are sitting closer to screen and peripheral sight only goes so far. Unless you talk about upping fov from ridiculous low console couch angels like 60. SM today has a borderline fov. Borderline as in just playable. If it was 5 or 10 degrees lower some user would probably start feeling sick playing the game on a normal PC setup.
Oh and size of screen is also important. Bigger screen and you need higher fov to be comfortable.
Trilaser is a convoluted way to trick the player as it is now. Nowhere are a new player told that he infact don't shot a single pixelperfect laser like the one that it looks like he's shooting. Infact he shots a blunt thick stick that needs to have not only clear line to target but also make a pointsurface 100% hit to register as a hit. So he has no way of knowing why he cant shot through small openings. Say the metalbox next to pole on ironfist. ~25m and you can get a laser through the slit at all.
It get even worse. The laser will go through the slit if there is no enemy on the other side. Only when the pixelperfect laser would hit but trilaser wouldn't is the laser drawn of center to the crosshair and game forces a miss.
This is the game actively working to tricking new players imo.

As a last note on fov. Nobody I asked would hesitate to bump the fov in SM. All asked seems to think it's fine or barely fine as is but nobody wouldn't want more.

There are plenty more examples then the ones I mentioned but as I talk about "tricking" the player we can also note how the volume slider ingame infact is only a volume slider to 75%. Above that and it is a mixer. Changing the soundlandscape completely for the game. Again a new player has no way of knowing this and it is so counter-intuitive and strange that it classifies as a stupid designchoice. At the very least make it obvious what it is and don't trick new players.

--EDIT--
On the allied tags subject though. There is a chance it is implemented in a way I can stand it. :D But I doubt it.
The way I see it markers should be on screenedge as waypoints for allies offscreen. And then only have markers for allies onscreen but in cover. If I remember correctly hud3dmarkers have support for that kind of implementation.
What I don't need is even more stuff that potentially can provide cover and obscure line of sight to the enemy. It happens quite enough times as it is.
Kryw
Posts: 441
Joined: 15 Jun 2010, 11:39
Location: Pelagic IV

Re: Maniaplanet Update #2 - feedback (#2.1 released)

Post by Kryw »

some stupids choices killed this game munglo..
xXSoOnXx
Posts: 97
Joined: 13 Jul 2012, 00:08

Re: Maniaplanet Update #2 - feedback (#2.1 released)

Post by xXSoOnXx »

Minimum jump height (micros still possible in b2 gameplay)
WHY ?!?
Elite: station quick launch interface
Nice start, need updates. (like a "clan war" when we choose a team)
Elite: Practice mode 1vs1vs1vs1 ranked by (attack count, hit ratio)
One of the best idea and mode ever.
(Just rename and formalize this mode to try in competition)
Greg2fram
Posts: 48
Joined: 09 Jun 2012, 17:11

Re: Maniaplanet Update #2 - feedback (#2.1 released)

Post by Greg2fram »

The feeling in Joust is even better now ! :thumbsup:
Thank you for this change :thx:
( I only tested Joust and I'm glad there is still no height limit to the micro jump)
xXSoOnXx
Posts: 97
Joined: 13 Jul 2012, 00:08

Re: Maniaplanet Update #2 - feedback (#2.1 released)

Post by xXSoOnXx »

Greg2fram wrote:The feeling in Joust is even better now ! :thumbsup:
The feeling ?

I see more fluidity in the game, ty for this update nadeo !
(wonderful to see many updates, continue !)
blablub
Posts: 39
Joined: 22 Feb 2013, 13:59

Re: Maniaplanet Update #2 - feedback (#2.1 released)

Post by blablub »

what's different greg?
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