New gameplay feedbacks since Beta 2

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Zell
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Re: New gameplay feedbacks since Beta 2

Post by Zell »

tatar wrote:What concerns me and I really would like to know why +0 is not an option anymore? would it just set the point for everybody?
If some league wants it let them have it. Maybe it's a matter of not splitting the community e-sport in little groups with own tweeks?
This way a small group of elite players who are friends with the admins will decide the future of Elite gameplay for all of us.
Or worse, it will cause a split in the community - those that want +0, and those that don't.

In my opinion, gameplay with +0 is completely different to the old gameplay... If we have it as an option, only a small number will truly master it, then those that like it, but play competitions without it, will end up hating it because they are at a disadvantage versus those who play with +0 all the time.

An option would be the worst thing for the game.
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dovahk1n
Posts: 85
Joined: 24 Nov 2012, 20:46

Re: New gameplay feedbacks since Beta 2

Post by dovahk1n »

An option would be the worst thing for the game.
It will be worst if they'll keep the +0, lot of players will leave the community. And i don't think it will split the community, i'm not playing differently because of the +0, my moves are the same, i just hope not to shoot a rocket when i'm shooting on a player ^^. It will be fun if we could have competitions with and without +0, and at least we could compare something, and maybe we could see that the +0 is usefull with those new moves and blocks.
I just want to compare with or without, as lot of players, and i think that the +0 as an option is the great deal, for the moment, until the release of the game.
Because guys, only 20 days left to make changes which we can test, after it will be too late, so do something now please.
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Kraguesh
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Re: New gameplay feedbacks since Beta 2

Post by Kraguesh »

To put these features in option is not the solution i think, that means for each competition, we have used again with +0 or not.

Leavzou and Hybrid gave lot of arguments... and i'm agree. This feature is nice but he need maybe a change to satisfy the totality of the community.

The distance is not the solution, too random (i think). But i read some good idea :
-cancel of +0 when the pole isin these last 15s
-inconvenient for the defenser when he gains a +0 (cancel 1 roxs or other)
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tatar
Posts: 17
Joined: 09 Mar 2012, 16:16

Re: New gameplay feedbacks since Beta 2

Post by tatar »

Ok,
I did not realized some people liked it.
As far as I knew all the competitive players I know didn't like it.

My bad.

As far as i'm concerned, I'm going back to TM.
Alexey85
Posts: 465
Joined: 14 Jul 2012, 10:54

Re: New gameplay feedbacks since Beta 2

Post by Alexey85 »

+0. I tried to not judge +0 too fast and tried to get used to it. In joust I could live with it. As for elite, I don't play it yet, but watch once in a while. Sometimes the attacker does great shots and when he is "rewarded" just by +0, it frustrates even me as a viewer. In general, don't like it so far.

Progressive jump. On one side it is intereseting idea and gives more control. On the other hand if I am not going to do short jump, I need to make sure I hold right mouse button long enough to make a full jump, which is a bit annoying. Short jump seems impossible to perform consistently, its value seems not being worth the effort. After two weeks, I still prefer right mouse doing always full jump instead of progressive jump.

Sound. Would be nice to hear where the opponent is as before, but no big deal.

Walljump. It's awesome. :thumbsup:

Design. I don't like 3d effect in menu.
dovahk1n
Posts: 85
Joined: 24 Nov 2012, 20:46

Re: New gameplay feedbacks since Beta 2

Post by dovahk1n »

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.
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rodounet
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Joined: 02 Jan 2013, 06:18

Re: New gameplay feedbacks since Beta 2

Post by rodounet »

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! :thx: )

Again, I would love to know the original motivation behind the +0. Here's what I think the motivations were:
  1. It was to add a new move to the attacker's arsenal. Fair enough.
  2. It was to slow down the pace of the game and change the rythm of play (to a more chaotic one?).
  3. 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/ )
dovahk1n
Posts: 85
Joined: 24 Nov 2012, 20:46

Re: New gameplay feedbacks since Beta 2

Post by dovahk1n »

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 played on elite exp, and i've never met a player which like the +0, so who are those "ghosts" which liked it ?
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rodounet
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Joined: 02 Jan 2013, 06:18

Re: New gameplay feedbacks since Beta 2

Post by rodounet »

dovahk1n wrote:
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 played on elite exp, and i've never met a player which like the +0, so who are those "ghosts" which liked it ?
I don't know :D Never tried exp before.

EDIT: ... which makes me think: maybe there weren't enough feedback regarding +0 in exp and nadeo wants to get the community's feedback by forcing the change in B2.0?
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coolsnake
Posts: 131
Joined: 02 Jun 2012, 07:29

Re: New gameplay feedbacks since Beta 2

Post by coolsnake »

I can hardly discern the target marker(when you press CTRL) regardless of whether I'm in the red or blue team.

I have quite a lot of trouble finding it even when I do it, it's near unfindable when my team does it.

I strongly prefer the one in the used in the alpha(or early beta I believe).
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