dovahk1n wrote:Maybe +0 as an option is not the solution, but at least, we can try no ? It's a beta, we are here to test things and say what's better for this game. So for example, if in few days we could test the game without +0, even after few hours of playing, we could say if it's a good idea or not, just before the release of the game.
I don't this is going to happen

That's what elite exp was supposed to be. The results pushed nadeo to include it in the game and that decision was hopefully supported by numbers and feedback from the players.
I think a lot of the frustration comes from the fact that players have commited a lot of time training for a game that doesn't exist anymore (with B2.0, most of the maps have become obsolete, tactics will have to change a lot, tricks have to be relearnt...). But that is something to expect from a game that is still in beta (players are welcoming the walljump for example!). Too bad some very active members of the community are leaving us because of that. (Please tatar, come back! Your maps are awesome!

)
Again,
I would love to know the original motivation behind the +0. Here's what I think the motivations were:
- It was to add a new move to the attacker's arsenal. Fair enough.
- It was to slow down the pace of the game and change the rythm of play (to a more chaotic one?).
- Give cover to a defender who is out of place or going through a dangerous zone. (side effect: give a second chance to a defender who played poorly)
Issues for me are:
- Why aiming for a chaotic rythm of play? Players and spectators love certain patterns of rythm (and this has heavily been documented) and on top of all: breaks the flow ("flow" as per Mihaly Csikszentmihalyi's definition)
- Shootmania is supposed to be fast paced (isn't it?), requiring players to make split-second decisions. Why forgive bad decisions in such an environment?
- Randomness that potentially can impact the issue of a game (and add a lot of frustration). If a game is close between two teams, you don't want the winner to be determined by a coin toss.
Here are some of the silly things I am starting to do to circonvent/abuse the +0:
- Aim for the feet of defensers when in close range because rockets come from the upper part of the body
- Press the left click for a longer period of time just in case my shot gets blocked (second rail usually misses my target though)
- Go for the cap earlier and keep left clicking in hope of stopping one or two rockets (This is incredibly effective)
- As a defender, spam rockets when I'm out of place
Something that saddens me is that we are talking about +0 (which is pretty high level) when there are still some lower level things to fix:
- Sound
- Netcode (one player shouldn't be able to make everybody lag)
- That little camera movement when you jump
(makes impossible to aim mid/long-range targets when variable jumping)
- Menu flow and UI that drive new players away
Thanks again for opening this thread!
(Here's an interesting read - and especially the quote - for people who want to learn a little more about psychology of shooters :
http://www.psychologyofgames.com/2010/0 ... -shooters/ )