Maniaplanet Update #2 - feedback (#2.3 released)

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dreammyw0w
Posts: 690
Joined: 04 Jan 2013, 17:34
Location: Antwerp

Re: Maniaplanet Update #2 - feedback (#2.1b released)

Post by dreammyw0w »

steeffeen wrote:
dreammyw0w wrote:Btw where can I see this 1v1v1v1? I wanna see what it is :(
join the practice lobby and get 4 players ready
http://www.pictures.esc-clan.net/upload/practice.jpg

Ow , I thought the warm-up game on all Elite servers was different now.
Thought I read this somewhere, but I probably missunderstood.

Anyways ty for the reply
HuMPtY
Posts: 2
Joined: 13 Jul 2013, 14:01

Re: Maniaplanet Update #2 - feedback (#2.1b released)

Post by HuMPtY »

the jump limitation is silly..please change it back:|
HaagseSmurf
Posts: 2291
Joined: 13 Apr 2011, 19:46
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Re: Maniaplanet Update #2 - feedback (#2.1b released)

Post by HaagseSmurf »

xbx wrote: I double checked, and it does skip intros.

However there's a indeed a difference with before (which was the very reason for the change!):
Before:
1. Intro plays
2. you pressed the key to skip intro,
3. the intro stopped, and the server was informed you were ready
4. you were on the start line waiting for the go
5. the server said "everyone's ready, start the race" and you started racing.
After:
The intro keeps playing during step 4.
Thx for the explanation xbx, and indeed it skips intros.
This morning we did a mx-ko and had to explain to most players that using respawn and give up to skip the intro leads to a give up in rounds which is not really nice in a ko ;) . They just had to wait for the intro to end. When playing in rounds it gives you no time for chatting anymore before a round starts. Can you give us an explanation what the reason is for this change, because its really different from what is was before. Thx in advance!

Greetz,
HaagseSmurf

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bRambiShow
Posts: 4
Joined: 09 Feb 2013, 17:28

Re: Maniaplanet Update #2 - feedback (#2.1b released)

Post by bRambiShow »

OK nice think is the first time for me in this forum.
So first i'm sorry about my maccaroni english. i'm really to bad!

Hylis I think that you are a great developper and you did a really fucking work with Shootmania Storm, a new conpect of fps arena , but like all great developer you did some mistake in my opinion, and it's normal that a lot of player rage about that becouse the really belive in this game.
Especialy about micro-jump, you can't istant remove it and say that you will find another things that will replace it... cuz atm now what can we do ?? we have to wait 2 weeks before watching something that make the game faster as before with micro... this game is based on e-sports, and you can't change the gameplay from the day to the night... is really bad...
You continue to make patch that change gameplay when the game was realised on april... what about all player that buy this game for his movements... ?? Why you didn't consider it?

I hope you will find a solution soon but i think is really hard cuz atm you breake a game that was based on 50% by fast movements...

So good luck!

Good luck for next patch...
D16
Posts: 9
Joined: 17 Jan 2013, 20:42

Re: Maniaplanet Update #2 - feedback (#2.1b released)

Post by D16 »

In my opinion if you want remove microjump you need make new system for fast movement, for exemple one key for use stamina without jump because if you use microjump is so low and its equivalent is not to jump. This is only idea, if you want really remove microjump you need make VALID alternative for faster movement
Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Maniaplanet Update #2 - feedback (#2.1b released)

Post by Hylis »

We added the rocket deny, then adapted it, we added the progressive jump, and then adaptated it, we added the walljump, and then adapted it, once was the strafe spam and we had to adapt it. Often the reason behind is also the ping (among many others) It is complicated to mix "fast" & "ping" constraint. It's complicated to have micro things like micro jump and also to adapt with macros. It's complicated to make a game that is full of skill and yet enable players from different level to enjoy play together. It's complicated to make a versatile map editor and fully immersive scenery, etc. We are fighting on all the aspects at the same time, and it can not go in the direction you would like first (some people say that macro is not an issue because there are LAN, but that can not cover the whole range of competitions) So, I understand the frustration, but we are making it for the lifetime of the game on the long run, not the short term.
MuNgLo
Posts: 314
Joined: 12 Jul 2012, 03:37

Re: Maniaplanet Update #2 - feedback (#2.1b released)

Post by MuNgLo »

I've tried the new microjump and it is pretty much what I personally wanted. Now you have to pay with taking a risk again to get rush going.
However it might be a bit to high/slow. Lowering height/time it takes with about 20~30% would probably make it more acceptable for players while keeping the risk cost and negating any benefit for macro users.

One thing that might be worth thinking about is to have the mechanic of no floating in air if you only do minimal jump. making it so you could do a tap and hold without risking delaying hangtime before u get rush.

I have just had a glance on how it works so if there already is some finer machnics to it I might have missed it. I only play in B2 settings. Can't live with boring B3 walljumps. :P
pksens
Posts: 107
Joined: 11 Sep 2012, 13:12

Re: Maniaplanet Update #2 - feedback (#2.1b released)

Post by pksens »

I still don't agree with the B3 walljump simply because it removed the option of sliding up the walls with a different technique of aiming/strafing into it. If you could incorporate that mechanic into B3 jumping so you can use it to do technical jumps (ie the commonly used but very useful approach for Paladin, getting above the archway as an attacker instead of going through the archway where a ton of spam & railpad is pointing at you).
If you also then removed the fast reload for elite in Beta3, you might actually tempt competitive play to use the 'intended' features you patch in every so often, and we'd get to use the new blocks abilities and so forth. As it is, we'll always stick to B2. Its true that competitors are stubborn to change, but this is really a road block.

As for the microjump, well, it would suck if it was removed. But I just played elite B3 a minute ago and it seemed easier than ever, allowing players with any mouse to do it. I thought that was the correct approach :) If it's now going to be a minimum height only, argh;o. No more chance of Beta2 ever not being used anymore..
Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Maniaplanet Update #2 - feedback (#2.1b released)

Post by Hylis »

I am quite confident that if we put the underlying polygon issue that have into the Beta 2 walljump to obstacle players, they would be quite sad. In fact, some defrag players that went to play on Shootmania were pretty happy of the greater stability of it. I know it is less dynamic, but that's a little like the micro jump, it is a compromise to make things more solid, not a testimony of bad taste of our part, I hope ^_^
pksens
Posts: 107
Joined: 11 Sep 2012, 13:12

Re: Maniaplanet Update #2 - feedback (#2.1b released)

Post by pksens »

I am not suggesting removing the new stability of walljumps at all.
So to clarify there is no positive way to compromise on the situation by combining the stability you see with the current settings beta 3 and the sliding mechanic seen in Beta 2. I would have assumed obstacle players would welcome this mechanic heartily, it's a little trick that they can do to get on a high platform with 2 walljumps in a corner quickly without having to put your stamina bar close to zero.

The compromise on microjumping is a negative compromise, when the positive compromise also exists by making it easier for everyone instead. Gameplay increases, everyone;s happier, etc etc.
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