New gameplay feedbacks since Beta 2
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Re: New gameplay feedbacks since Beta 2
you can not jump 1mm before to sprint. If you release and reclick you would jump, and if you keep, you would make big jump. The technology of the boots makes that you have to make a minimum jump before making a run, there is so much stamina in there ^_^
Re: New gameplay feedbacks since Beta 2
One major difference between this FPS and others is the fact that the spring and jump actions are made to work along side each other.
Being a competitive player, I found it refreshing and frustrating at the same time in regards to the idea of the progressive jump.
I got used to it by learning how it works and it seems to be that jumping in itself leaves you too vulnerable for it to be of any use far range.
A possible suggestion would be to separate the two actions while still leaving them connected in relation.
Currently you need to jump to start sprinting or "floating".
This rule can be kept the same but the action of a full jump (Vertical height) can be assigned to a separate option then a sprint. For example, the space bar.
The action of sprinting can be assigned to Shift.
This way you won't have to differentiate between a min jump and a progressive jump with two buttons but instead make the player learn how to use two buttons in unison.
Players would have to jump (Space) and then press shift whenever they want to spring in a direction.
This allows a greater range of motion, more controls to make the game more tactile and unpredicted in terms of being the attacker, as well as a solution to being vulnerable during a jump.
So in short: Space for jump, Shift for sprint, Rule of: have to be off the ground before you can sprint.
Being a competitive player, I found it refreshing and frustrating at the same time in regards to the idea of the progressive jump.
I got used to it by learning how it works and it seems to be that jumping in itself leaves you too vulnerable for it to be of any use far range.
A possible suggestion would be to separate the two actions while still leaving them connected in relation.
Currently you need to jump to start sprinting or "floating".
This rule can be kept the same but the action of a full jump (Vertical height) can be assigned to a separate option then a sprint. For example, the space bar.
The action of sprinting can be assigned to Shift.
This way you won't have to differentiate between a min jump and a progressive jump with two buttons but instead make the player learn how to use two buttons in unison.
Players would have to jump (Space) and then press shift whenever they want to spring in a direction.
This allows a greater range of motion, more controls to make the game more tactile and unpredicted in terms of being the attacker, as well as a solution to being vulnerable during a jump.
So in short: Space for jump, Shift for sprint, Rule of: have to be off the ground before you can sprint.
Re: New gameplay feedbacks since Beta 2
Making two different keybinds for normal and progressive jumps solves the issue of progressive jumps being uncomfortable and annoying to use for people that prefer normal jumps, but it doesn't solve some of the problems with progressive jumps.
One issue is that progressive jumps let you sprint with very little risk. Another issue is that it is difficult to control just how high you jump. I would prefer to just remove it completely, but if you really think it makes the game better then I have a suggestion.
Maybe instead of a separate bind for progressive jumps and normal jumps, you have a "jump" bind and a "hop" bind ("hop" being about half the height of a jump). This way you would still be able to start sprinting faster using a hop and you wouldn't have to worry about jumping too low or too high and messing up because of how hard progressive jumps are to control. This could also be used to safely hop behind certain walls in order to peak over them. Right now it's a pretty big risk to do a small progressive jump to peak over a wall because if you randomly jump too high you can get shot in the face. A "hop" would remove the randomness compared to progressive jumps and still let you start sprinting faster.
One issue is that progressive jumps let you sprint with very little risk. Another issue is that it is difficult to control just how high you jump. I would prefer to just remove it completely, but if you really think it makes the game better then I have a suggestion.
Maybe instead of a separate bind for progressive jumps and normal jumps, you have a "jump" bind and a "hop" bind ("hop" being about half the height of a jump). This way you would still be able to start sprinting faster using a hop and you wouldn't have to worry about jumping too low or too high and messing up because of how hard progressive jumps are to control. This could also be used to safely hop behind certain walls in order to peak over them. Right now it's a pretty big risk to do a small progressive jump to peak over a wall because if you randomly jump too high you can get shot in the face. A "hop" would remove the randomness compared to progressive jumps and still let you start sprinting faster.
Re: New gameplay feedbacks since Beta 2
Hello everybody, i recieved beta 2 days ago, played some royale first and it was most fun i had in FPS game, and i played quake, ut, cs... I really hope this game could save fps genre from dying in competitive gaming. I have to say for now i don't like how you cant really see the edge of the offzone in royale(the tornado) . It needs to be precise.... And in game mode joust, i dont like how name dissapears after one second, so i can still track players movement trough wall... It needs to dissapear completely... Thanks and i hope you guys at nadeo will make this game real good, because i plan on buying it !
Re: New gameplay feedbacks since Beta 2
I would not be against a parametric binding since it is only like a macro settings a specific time of pressure for accomplishing the jump. So, you would bind short and big jumps I suppose. But before, I suggest to keep the only big jump, like requested by some, to start testing this feature (instead of making dev for nothing in a period of time that is so dense) The important thing to keep in mind is that it would be possible to achieve same results with the right click, so the initial requirement to play with all of the capacities are only with default controls.Talespin wrote:Making two different keybinds for normal and progressive jumps solves the issue of progressive jumps being uncomfortable and annoying to use for people that prefer normal jumps, but it doesn't solve some of the problems with progressive jumps.
One issue is that progressive jumps let you sprint with very little risk. Another issue is that it is difficult to control just how high you jump. I would prefer to just remove it completely, but if you really think it makes the game better then I have a suggestion.
Maybe instead of a separate bind for progressive jumps and normal jumps, you have a "jump" bind and a "hop" bind ("hop" being about half the height of a jump). This way you would still be able to start sprinting faster using a hop and you wouldn't have to worry about jumping too low or too high and messing up because of how hard progressive jumps are to control. This could also be used to safely hop behind certain walls in order to peak over them. Right now it's a pretty big risk to do a small progressive jump to peak over a wall because if you randomly jump too high you can get shot in the face. A "hop" would remove the randomness compared to progressive jumps and still let you start sprinting faster.
By the way, some players really like the diversity of moves and the smoothness of them. I think it requires much more training and since I saw you play a lot, I just can imagine how hard it should be if you even have difficulties to master it today. One pro players were at the office first time we did the progressive jumps and was against it, months ago. Nonetheless, we tried it internally for weeks and assumed there was something interesting to be tested. I then had a feedback from him that it was great.
Re: New gameplay feedbacks since Beta 2
thanks nost, and I agree. It will be reduced to 0.3 I think.
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Re: New gameplay feedbacks since Beta 2
Ofcourse u have to jump to use the stamina! Should be too hard to deffend, because you cant predict when he's going to 'rush' towards you!
Re: New gameplay feedbacks since Beta 2
VARIABLE JUMP/PROGRESSIVE JUMP:
I feel like the variable jumping is great. I haven't had a problem with it when I used space bar to jump (beta 1) or now that I've switched to mouse 2 to jump(as I have in beta 2). Maybe people just need more practice with it? I mean I haven't logged nearly as many hours as most of the people I see complaining about this feature and I have managed to figure it out without any problem, and I don't feel like I'm that much better or any different than the other competitive/top players. I feel like the argument of it taking away the previous risk of a full jump just to sprint is sort of silly. Think about other competitive games, can you think of any that make sprinting risky? Sprinting, running and "stamina" as it's called in SM is a fundamental part of competitive FPS games and you should never have to be penalized to use it. I think introducing the variable jump was one of the better additions of beta 2.
LASER VS ROCKETS:
I see both sides of this argument. On one hand it does introduce a sort of luck variable to the game, on the other hand it gives the defenders a bit more options to stay alive. I enjoy this feature. I think there needs to be a more obvious way of IMMEDIATELY being able to tell that you didn't kill the defender, rather just blew up his rocket. I feel like the +0 is sort of distracting. I think there needs to be a more distinct sound effect when the laser blows up the rocket, something unique and distinguishable. I think replacing the 0 with a much larger "X", perhaps colored brightly accompanied with a better sound effect would be a better way to do this.
SOUND:
This has to get better. When I first started playing SM in beta 1 my first thoughts was how terrible the sound was in terms of accuracy. Now in beta 2 it has managed to get much worse. The accuracy is a bit better but things are so quiet now, and in some situations you simply don't even hear the player anymore. Being able to eliminate or turn down the ambient sounds and noises (e.g. birds chirping) is imperative. I think the volume cap also needs to be raised. The volume should be able to be turned up much higher. I max out my windows sound and my game-sound when I play and it still isn't a quarter of as loud as other FPS games are on their max volume.
I feel like the variable jumping is great. I haven't had a problem with it when I used space bar to jump (beta 1) or now that I've switched to mouse 2 to jump(as I have in beta 2). Maybe people just need more practice with it? I mean I haven't logged nearly as many hours as most of the people I see complaining about this feature and I have managed to figure it out without any problem, and I don't feel like I'm that much better or any different than the other competitive/top players. I feel like the argument of it taking away the previous risk of a full jump just to sprint is sort of silly. Think about other competitive games, can you think of any that make sprinting risky? Sprinting, running and "stamina" as it's called in SM is a fundamental part of competitive FPS games and you should never have to be penalized to use it. I think introducing the variable jump was one of the better additions of beta 2.
LASER VS ROCKETS:
I see both sides of this argument. On one hand it does introduce a sort of luck variable to the game, on the other hand it gives the defenders a bit more options to stay alive. I enjoy this feature. I think there needs to be a more obvious way of IMMEDIATELY being able to tell that you didn't kill the defender, rather just blew up his rocket. I feel like the +0 is sort of distracting. I think there needs to be a more distinct sound effect when the laser blows up the rocket, something unique and distinguishable. I think replacing the 0 with a much larger "X", perhaps colored brightly accompanied with a better sound effect would be a better way to do this.
SOUND:
This has to get better. When I first started playing SM in beta 1 my first thoughts was how terrible the sound was in terms of accuracy. Now in beta 2 it has managed to get much worse. The accuracy is a bit better but things are so quiet now, and in some situations you simply don't even hear the player anymore. Being able to eliminate or turn down the ambient sounds and noises (e.g. birds chirping) is imperative. I think the volume cap also needs to be raised. The volume should be able to be turned up much higher. I max out my windows sound and my game-sound when I play and it still isn't a quarter of as loud as other FPS games are on their max volume.
Re: New gameplay feedbacks since Beta 2
The sound is fixed internally, just waiting for a release to be done. About the +0, I think that if we wait for the rocket to be deniable, then the attacker would not be surprised so much if he fires on it, enabling us to reduce the feedback instead of increasing it. But it has to be tested before. Otherwise, I would like to find another option. If you need a too big feedback afterward, it means somehow that you are surprised. If you are surprised too often, it becomes to uncertain, even if no dice are thrown of course.
Re: New gameplay feedbacks since Beta 2
No other FPS games require you to jump before you sprint, that's the issue. In a game with no strafe jumping everyone is moving at the same speed, sprint is what gives a person an advantage and in order to get it you have to jump. With progressive jumps you are nearly removing the jump requirement which has been a huge part of Shootmania. The way it is now they might as well just make a separate sprint keybind and remove the jump requirement altogether.cl0ck wrote:Think about other competitive games, can you think of any that make sprinting risky? Sprinting, running and "stamina" as it's called in SM is a fundamental part of competitive FPS games and you should never have to be penalized to use it. I think introducing the variable jump was one of the better additions of beta 2.
Not to mention it feels sluggish as hell compared to pre-beta2.
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