Official Exp v1.3 feedback

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Hylis
Nadeo
Nadeo
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Official Exp v1.3 feedback

Post by Hylis »

1. Checkpoints
Checkpoints introduces a new way to make Elite maps. I think I can integrate it to Elite for the months to come, since it will enable organizers to decide to use maps with them, or not. Without checkpoints, the mode is the same as before.

2. Toss
Toss is a plus, let's integrate it. We are working on callvote maps

3. Inertia and speed
I will work on being able to decelerate in more effeciant way before talking of the whole speed question. So, it will have to wait for 1.5 version, or something like that, to have another speed

4. Trajectories
Speed loss when changing of trajectory was too strong before, I will use the Exp setting. It will make a feeling of gain of speed in the action.

5. Walljump
I want to improve the walljump in two ways before including it. Once it is improved, I think I will integrate it in Storm. However, something new will appear in script that will enable to unactivate some features like this in it. So, walljump off for some modes, and falling damage on on some others ^^

6. Laser jump
Laser jump seems accepted by many. You can discuss it here if you feel otherwise.

7. Defense with 3 rockets
Three rockets in defense can make an attacker sure that you can not have him once you fired your first rocket. So, it makes a radical change in the 1vs1 situation if the attacker has 3 armors. The round should never be finished before being really finished, so I would avoid to diminish it to 3 rockets. If some players would rather nerf the defense, we should reduce the reloading time. You can discuss that point here, it is not entirely closed.

8. Progressive jump
Progressive jump should be tested more, maybe in more modes. I will wait for this. On one side it can be frustrating to lose because of a jump missed for lack of attention to such detail, but on another, it feels more physical, logical, smooth and deep.

9. Laser vs Rockets
We will add a better feedback, reduce the hitbox and have further tests before making them official.



Do not hesitate to give you oppinion here. However, please talk about your feelings and arguments and avoid to fight against others or to judge the question. The goal is to bring positive elements to help me think. Also, the number is quite useless. The goal is not to try to bring a maximum of buddies to support your opinion or make +1, but to give feelings and arguments for me to understand the quality or the trouble you feel.
Akbalder
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Re: Official Exp v1.3 feedback

Post by Akbalder »

Hylis wrote:5. Walljump
I want to improve the walljump in two ways before including it. Once it is improved, I think I will integrate it in Storm. However, something new will appear in script that will enable to unactivate some features like this in it. So, walljump off for some modes, and falling damage on on some others ^^
What are the 2 improvements to walljumps?
It's strange to only be able to do walljumps on castle blocs. I think that we should be able to do it anywhere.
Hylis
Nadeo
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Re: Official Exp v1.3 feedback

Post by Hylis »

No, walljump are on castle wall only for nuclear physics that are really logical.

Improvements I want to test are to have a walljump even if you are going down, but one jump that makes you not gain heigth, instead of falling simply like today. The other one is to test without having to move toward the wall to activate it. But I am not sure it is a good idea, since we probably did test it before (we made first walljumps in 2008 in shootmania, so I don't remember exactly why)
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PimK
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Re: Official Exp v1.3 feedback

Post by PimK »

Hylis wrote:1. Checkpoints
Checkpoints introduces a new way to make Elite maps. I think I can integrate it to Elite for the months to come, since it will enable organizers to decide to use maps with them, or not. Without checkpoints, the mode is the same as before.

2. Toss
Toss is a plus, let's integrate it. We are working on callvote maps
They are good features :thumbsup:
5. Walljump
I want to improve the walljump in two ways before including it. Once it is improved, I think I will integrate it in Storm. However, something new will appear in script that will enable to unactivate some features like this in it. So, walljump off for some modes, and falling damage on on some others ^^
I agree with Akbalder, it seems strange that we can't walljump on grids and some vertical walls...
I don't understand your "nuclear physics". What is it ?
8. Progressive jump
Progressive jump should be tested more, maybe in more modes. I will wait for this. On one side it can be frustrating to lose because of a jump missed for lack of attention to such detail, but on another, it feels more physical, logical, smooth and deep.


I tested it yesterday and I think it's a good feature but maybe it will be best to readjust it. To do a little jump, we have to do a very fast press of the key insomuch i didn't realize i could do a little jump before someone say it to me.
But I tested it just once so i'm not sure i have a word to say :)
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Kyb
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Re: Official Exp v1.3 feedback

Post by Kyb »

Hylis wrote:3. Inertia and speed
I will work on being able to decelerate in more effeciant way before talking of the whole speed question.
Nice.
Hylis wrote:4. Trajectories
Speed loss when changing of trajectory was too strong before, I will use the Exp setting. It will make a feeling of gain of speed in the action.
Great.
Hylis wrote:6. Laser jump
Laser jump seems accepted by many. You can discuss it here if you feel otherwise.
I think you should reduce the cooldown of the Lazer when we make a Lazer Jump, to allow to make great action with this move.
Hylis wrote:Improvements I want to test are to have a walljump even if you are going down, but one jump that makes you not gain heigth, instead of falling simply like today.
I dislike this idea. :?
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Mandark
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Re: Official Exp v1.3 feedback

Post by Mandark »

If you implement all these features, make sure most of them are in the casual/other modes as well. (Joust, Heroes, and all the others (even in custom modes if the author wants those features)

Elite shouldn't feel like "another game"
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yamaka
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Re: Official Exp v1.3 feedback

Post by yamaka »

I've this bad feeling that this game is going to die long before the release. It just seems the whole "scene" is withering away little by little.

All these new experiments are all fine and dandy, but are u seriously not going to market this game more than this? If you are seriously trying to make this game the new "esport" game, it should be on every fucking big gaming site so it attracts new players.
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TMarc
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Re: Official Exp v1.3 feedback

Post by TMarc »

It's a bit the henn-egg-problem. People complain the game is not ready, and it cannot really be promoted sincerely befor it is ready. On the other side people want to play, and Nadeo wants to make it good and fair enough for all, not only for the E-Sports niche.
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Forgot10
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Re: Official Exp v1.3 feedback

Post by Forgot10 »

Not in the least I would like to use it as my argument (since it would liken me to the likes of frostbeule), but nevertheless I'd like to point it out: just look objectively at how much people play the classic Elite, and Elite exp. From what I can see, people barely play Elite exp now. And though I cannot speak for others, why they prefer the classic Elite, and so on, I can say why I opt for ignoring the novelties.
Hylis wrote: 9. Laser vs Rockets
We will add a better feedback, reduce the hitbox and have further tests before making them official.
Destroyable rockets just ruin the fine balance of this mode. Maybe one could consider it as a unique feature, but it's the one that changes the basic concept quite significantly. For me personally, it diminishes any desire to play the aforementioned game mode.

And even though I can conquer my aversion, I doubt there are many chances for getting enough players for properly testing the following point. It definitely requires thorough testing to be judged. :p
Hylis wrote: 7. Defense with 3 rockets
Three rockets in defense can make an attacker sure that you can not have him once you fired your first rocket. So, it makes a radical change in the 1vs1 situation if the attacker has 3 armors. The round should never be finished before being really finished, so I would avoid to diminish it to 3 rockets. If some players would rather nerf the defense, we should reduce the reloading time. You can discuss that point here, it is not entirely closed.
_jordan_
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Joined: 29 Aug 2012, 19:37

Re: Official Exp v1.3 feedback

Post by _jordan_ »

1. 2. I have no problem with checkpoint and toss, so I want to see it in elite.

3. 4. Inertia, speed and trajectories : As I told you the first day, I do not like the movements that are created. I think you can improve the current inertia but the exp trajectories look like trackmania.

5. Walljump : try what you want but the release need wall jump ! :)


6.
hylis wrote:Laser jump seems accepted by many. You can discuss it here if you feel otherwise.
In fact there isn't lot of situations where it can be used correctly. I don't know if mappers can do good things with that but actually that's a good example of useless feature.
Kyb wrote:I think you should reduce the cooldown of the Lazer when we make a Lazer Jump, to allow to make great action with this move.
Good idea

7. Defense with 3 rockets
+1

8. Progressive jump : In Elite, I don't like it because you can fast stamina and be very hidden while taking information in defense so that it takes away shootmania's principal skills.
In other modes, I think that's can be better and I hope you include it in the option of script.

9. Laser vs Rockets
+1
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