New gameplay feedbacks since Beta 2

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cl0ck
Posts: 22
Joined: 26 Sep 2012, 16:49

Re: New gameplay feedbacks since Beta 2

Post by cl0ck »

Talespin wrote: 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.

Not to mention it feels sluggish as hell compared to pre-beta2.
To be honest I think that would be an easy way to get rid of this problem. Why not introduce a seperate key for stamina/sprint? Id be interested to hear Nadeo's thoughts on it and why it wasn't done in the first place. I don't think it feels any different than beta1 though.
kriouf
Posts: 48
Joined: 13 Nov 2012, 11:12

Re: New gameplay feedbacks since Beta 2

Post by kriouf »

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.
:) jump rox, wall jump rox, sound is fixed internaly , just remove the +0 now :D or give an advantage to the attacker like two laser in a row instead of one.
sadzealot
Posts: 337
Joined: 04 Aug 2012, 03:38

Re: New gameplay feedbacks since Beta 2

Post by sadzealot »

Hylis wrote: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.
But a lot of attackers end up being surprised too often because you can hit a rocket that you don't see be fired. (defender fires rocket 0.05 sec before attacker shoots off his laser, you don't see rocket so you assume a kill, but nope, you hit a rocket that you didn't know was fired). What I propose would be to let laser shoot through rockets and continue on untill rockets have travelled a certain distance/time. I believe someone mentioned such a thing as a possible solution before?

I feel +0 gives defenders somethinge extra that can let them play a bit more aggressive and maybe take some chances here and there, which again will open up for more exciting play. Take a look at the way this game is played on some (poorly) designed maps, even now with +0. It's nothing but 3 defenders almost humping the pole the entire round. (This will obviously change once some really good maps come out that allow for defenders to play more out on the map and still rotate/pull back somewhat safely unless they're being stupid about it)

It's not fun to play (both as attacker and defender) and it's most certainly not fun to watch from a spectator point of view.

Wooden glide platforms Ok, why have you made it so you have to hold down mouse button and release it to jump? First of all, they're annoying as hell to be on in the first place, they seem to only work well in downhill when you jump onto them with some speed, but even then, jumping off them correctly seems far too random with the way you have to let go of button to jump.

I know you've made it so that holding down button initiates this glide motion (which also prevents you from recharing stamina when doing so?), but wouldn't a better idea be to make a player glide on them once they reach a certain speed and then just use jump normally to get off? It's not like you can use stamina on the platform anyway (unless I've missed something important)
Nexize
Posts: 6
Joined: 20 Jun 2012, 18:04

Re: New gameplay feedbacks since Beta 2

Post by Nexize »

hi i have played the game from alpha and i love it!!

+0
i really dont like it it feels so random

walljump
100% fun !

Suggestions
Chat system something like mIRC
Slow Pad when you run on it you run slower
Voice chat in the game but you can mut all players att any time
Ranks level Grade Max 60 so is more fun to unlock and play the game
Better server browser
Better friend list/more chat windows
Party System
Teleport you go in and com out different location (cooldown) so you dont spam
More map environment Snow/space/lava/desert
Character customization



logixev.benczek
aKmzzz
Posts: 6
Joined: 23 May 2012, 17:10

Re: New gameplay feedbacks since Beta 2

Post by aKmzzz »

Remove completly the +0 imo and the progressive jump on a single button, like i already suggested, put 2 buttons if you want to make different jumps.
Sephis
Posts: 96
Joined: 31 May 2012, 21:25

Re: New gameplay feedbacks since Beta 2

Post by Sephis »

May we know when you plan to release the next update to change the sound and the +0? I'm slowly getting tired of this.
Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: New gameplay feedbacks since Beta 2

Post by Hylis »

I would love to be tired just by waiting when I see how much the team and I are working ;)

Anyway, it will be soon.
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Forgot10
Posts: 244
Joined: 16 Jun 2010, 05:21
Location: Russia
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Re: New gameplay feedbacks since Beta 2

Post by Forgot10 »

A quotation from a sister thread, but whatever. ^^
luxxiz wrote: 2) *Rail vs Rocket*
I stated in my previous comment that it should be removed and I am still there. It destroys so much. You outbrain someone with a nice move for example and the opponent is just spamming rockets because they're in panic and that saves their life. It prevents so much. It's decreasing the skillgap again and we don't want that. Before you schooled someone, now you sch+0+0l them. :) REMOVE!
Just so true. Also, there is such thing when attacker does some tricky jump to get a split second glimpse of a defender. For pro guys that is almost certainly a kill. But imagine that defender just decided to randomly spam some rockets in that direction. Rail hits a rocket, and the moment is gone for the attacker, even though his laser is recharged. (I did see that quite a few times)

The awkwardness of myself running around in the open and getting saved by spam rockets, or of great reaction shots getting cancelled by defenders' luck was already mentioned many a time before, I believe.
Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: New gameplay feedbacks since Beta 2

Post by Hylis »

Also, there is such thing when attacker does some tricky jump to get a split second glimpse of a defender. For pro guys that is almost certainly a kill. But imagine that defender just decided to randomly spam some rockets in that direction. Rail hits a rocket, and the moment is gone for the attacker, even though his laser is recharged. (I did see that quite a few times)

The awkwardness of myself running around in the open and getting saved by spam rockets, or of great reaction shots getting cancelled by defenders' luck was already mentioned many a time before, I believe.
And I agree, I already said it really early and that it is even more true with ping conditions, while we are in LAN at the studio.

But, I would like to try to improve it for some reasons. Imagine a map where people can fall from high, jump, slides or other moves that brings a involvement on time. If the attacker is in the air, he can deny rockets. A worse, I would do that the laser go through rockets without being eliminated. But I prefer the deny, so the attacker can parry a rocket when he is having one of the move before.. these moments when you are going toward a spammed rocket and can do nothing against the rocket. If we keep the parry of rocket, then attackers will be ok to go in the air and provide some good moves as well to the game.

So, like I said many times so far, we will try to improve the +0 and the first test is to let a minimum time of life before a rocket block a laser and a laser destroy a rocket. It will remove the +0 at short range also if defender go more in contact with the attacker.

Maybe good stuff will happen out of the next step, maybe not, and we will adjust from there.

Sorry for it taking too much time, but we do as we can.
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Forgot10
Posts: 244
Joined: 16 Jun 2010, 05:21
Location: Russia
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Re: New gameplay feedbacks since Beta 2

Post by Forgot10 »

What worries me is that 23 January was declared a release date for SM Storm, and there was not a single major update since beta 2. We had over a month of testing these deniable rockets without a single change. If you make it a release version on Wednesday with some adjustments to "+0", and then stoutly deny any possibility of its complete removal, you shall never be forgiven for that. :P
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