Beta 2.1

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Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Beta 2.1

Post by Hylis »

Talespin, the fulljump key was introduced much after your request. We are in a beta. The engineer that made it was capable to test it by looking at if it was technically making the requested feature, meaning that it simulates a pressure that is the minimum amount of time required to have a full jump. There is maybe a bug, we will look at this, and we are capable of doing quick fix if required on this type of things (often easier to fix than to develop)

We will see.

About the abnormal speed acquired by hitting the head on grids, for example, we had to tune it down indeed. I have seen the map on IPL6, but I doubt it would be a right choice to let the bug stay in order to have this start of the map working. What would be more interesting would be to imagine some replacement for the desired effect. For example, if it is to provide an attacking angle that is really different quickly at the start, maybe to offer the attacker to chose between spawn points can be an option to think about.

Please be constructive in the feedback. I know that you are against the progressive jump and some are for it. So, it is always difficult to work in this environment.

thanks

and verdi, if you want a multiplayer Q&A for the scope of the features of Maniaplanet and the diversity of PC configuration, it takes weeks to achieve. This is why we are in beta with the players, and if you want more stable quality, I really invite you to wait for the launch. I am sorry, but it looks like we are really bad at what we are doing, but yet, you want to play before the release. I don't say we are good, but please, at least, be respectful. Thanks.
Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Beta 2.1

Post by Hylis »

kremsy wrote:I guess you changed the walljumps too, now they are too easy and you can do too much things with it, this makes most of the jailbreak maps unplayable because you can easily jump out of jail.
we normally have not changed it. It could be a bug, but whatever it is, I intend to reduce a little the walljump capacity to go front on either front small wall or big angles like the one in the map Castle on the rigth of the steps that are beside the bumper when you arrive as a defender. It requires too much of protection when maps are created. It should not change it a lot, it would maybe just reduce the air control in the direction that is opposed to the walljump of a length of time equivalent to two good walljump. I don't know yet.
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Talespin
Posts: 27
Joined: 12 Oct 2012, 04:20

Re: Beta 2.1

Post by Talespin »

Hylis wrote:About the abnormal speed acquired by hitting the head on grids, for example, we had to tune it down indeed. I have seen the map on IPL6, but I doubt it would be a right choice to let the bug stay in order to have this start of the map working. What would be more interesting would be to imagine some replacement for the desired effect. For example, if it is to provide an attacking angle that is really different quickly at the start, maybe to offer the attacker to chose between spawn points can be an option to think about.
Ok sure. In the meantime, we're in the middle of a qualifier tournament and for a large portion of your dedicated player base tournaments are the only reason to play this game. If you didn't like this feature (which I can't see why not since it's actually fun and interesting unlike +0's) then you should have a replacement in place BEFORE you change it so the map isn't stuck being broken. Or at least say something about it beforehand so we have time to change the maps ahead of time.

And about not liking progressive jumps, I didn't say a word about that. My concern was that fulljump's are completely broken from the get go. This is simply a case of not testing changes before releasing them and it's pretty frustrating when you say you are going to implement something then it turns out to be unusable. For the first time in the last month I was somewhat excited to play this game and when I finished patching I found out fulljumps were broken, sound is worse than before, and my map I worked on for IPL6 is broken.
ph0enX
Posts: 25
Joined: 01 Jun 2012, 23:45

Re: Beta 2.1

Post by ph0enX »

billz wrote:Thanks for the update Nadeo, but I agree not one of the best for Elite.

The sound now makes it very difficult to judge enemy distance, sounds like someone is behind you when they are all the way across the map. Other FPS games I played worked similar to the previous version.

I think reducing/changing ping time is a good idea, but now is too short maybe even pointless? Pinging should actually be considered a skill for defense, and a skill to avoid as an attacker. It was a good plus point, possibly make it longer than it is now, but shorter than before? Not 100% sure about this one yet however.

Other than that all looks OK in my opinion.

billz.

I agree totaly with billz.
The pingin is completely pointless right now. But was OP before.

My FPS actually didnt improve at all and im at the worst PC in this scene. It actually felt more fluit before this update.

I have no idea what u did to the tree's and fence's. They look all blurry to me when im close to them, i have hard time seeing through fence when im close to them now.

Reduced loading time? Felt more like it doubled the time then before. With alot of freezing inside the ui.

My biggest question related to another update. Will u change back rocket speed to what they were before? I hate what it is now, if ur opponent using stamina its just random to hit rockets into him.
Nqbral
Posts: 16
Joined: 30 May 2012, 17:02

Re: Beta 2.1

Post by Nqbral »

Menu : Cool !

Ping and target : I love it. It's a cool idea.

Sound : This is an ultra fail. Rocket sounds are to louder. Same for footstep. We can't find where the sound comes from. PLZ 1.3 SOUND !

+0 : Love it.

Fulljump key : I will not use it but you listen players' tips. Cool again !
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cl0ck
Posts: 22
Joined: 26 Sep 2012, 16:49

Re: Beta 2.1

Post by cl0ck »

Hylis wrote:Talespin, the fulljump key was introduced much after your request.
Uh, Ya Hi Hylis,

Can we please stop introducing things based on this guy's feedback? I dont think Nadeo should be wasting their time on features like this based on the feedback of one or two people. I feel like polls and such are a great way to obtain community consensus, rather than the placebo of which- by who can be the loudest on the forums or elsewhere.

As for the patch, nice work. I think this is a huge step in the right direction, just some issues with the sound still need to be figured out, but it is definitely going to be a huge improvement once it's all figured out! Keep it up.
Last edited by cl0ck on 23 Jan 2013, 22:29, edited 2 times in total.
pksens
Posts: 107
Joined: 11 Sep 2012, 13:12

Re: Beta 2.1

Post by pksens »

Hello again.

It's very easy to have a knee jerk reaction with negativity to any sort of change, but in overall terms of Elite gameplay, this game is way nicer now for sure. I don't care what anyone says ^^

It's way better because
1) No +0 random stuff in closer combat
2) You can actually hear if people are around you, sure it's way louder than normal but with good audio settings it feels pretty okay to get used to after several games. It can still be tweaked, but, remember it's still BETTER than the previous patch where you heard nothing at all instead.
3) The ping for wallhack vs limited time w/ aiming.
This is the one contentious change in the patch and should be the one that gets most attention when it comes to discussing balance / game play. Whilst the other 2 changes are obvious benefits, the sound as it is actually works in tandem with this ping change because you can use it with that, so all is not lost. There are some nice elements to this you can work in with individual play/awareness and team skills, using communication and what not. Won't describe them all... ;)
4) I really think that you have improved the hitbox or laser shot mechanic, it feels nicer. Some how. Though this could entirely be because I'm not hitting +0's anymore, it just seems that the shot I make feels more 'right'.

All in all, it's removed a lot of random elements to this game. Good job nadeo, positive thoughts!
For actual criticism: The sound does seem a bit too large with its radius. But I'm getting used to it. Doesn't bother me too much right now. Can critique it later... but I'm not sure it's as bad as "ultra fail". If people are using "HRTF" in audio settings, its way worse, but with it off, it's nicer.
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cl0ck
Posts: 22
Joined: 26 Sep 2012, 16:49

Re: Beta 2.1

Post by cl0ck »

Talespin wrote: And about not liking progressive jumps, I didn't say a word about that. My concern was that fulljump's are completely broken from the get go. This is simply a case of not testing changes before releasing them and it's pretty frustrating when you say you are going to implement something then it turns out to be unusable. For the first time in the last month I was somewhat excited to play this game and when I finished patching I found out fulljumps were broken, sound is worse than before, and my map I worked on for IPL6 is broken.
Seriously?
Talespin wrote:What about progressive jumps? I think they are even more of an annoyance and have more of an impact on game imbalance than even +0's. The delayed feel and complete removal of risk when jumping needs to be addressed before release. It's just frustrating to run around by yourself let alone in the middle of a fight. Progressive jumps make the game feel clunky and slow.
http://forum.maniaplanet.com/posting.ph ... 0&p=136687
Talespin wrote:After a week of testing beta2 Elite, I honestly don't enjoy playing this game anymore with progressive jumps and +0's. Progressive jumps are just restrictive and annoying, something that wasn't needed at all and even breaks the risk/reward balance of starting sprints...
http://forum.maniaplanet.com/posting.ph ... 0&p=135127
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