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Re: Beta 2.1
Posted: 24 Jan 2013, 17:02
by strenx
Hello!
I have tried the beta 2.1 so far, and there are several point that I like.
- The sound is perfect
- The 0.5 ping is perfect
- The texture is fine
But there is still a problem. I really think that the ping should be the same as before. At least you need to hit the guy in order to see the nickname during 0.5 second or 1 second. Indeed, from the maps I've tried, players I have faced against have special spots so they know how to keep the crosshair in it perfectly. In my opinion, the game should be harder than that they should deserve the info by hitting the guy with the ping, as before. I hope you would take this point into consideration.
Re: Beta 2.1
Posted: 24 Jan 2013, 17:18
by Kyb
strenx wrote:But there is still a problem. I really think that the ping should be the same as before. At least you need to hit the guy in order to see the nickname during 0.5 second or 1 second. Indeed, from the maps I've tried, players I have faced against have special spots so they know how to keep the crosshair in it perfectly. In my opinion, the game should be harder than that they should deserve the info by hitting the guy with the ping, as before. I hope you would take this point into consideration.
I love the PGM who want to add difficulty everywhere. <3
I think the difficulty should not be increased to the detriment of ergonomics of the game. And the new ping is much more ergonomic.
Re: Beta 2.1
Posted: 24 Jan 2013, 17:26
by strenx
It's not about giving difficulties, it is just about that players keep their positions and keep their crosshair on it. You really should deserve the ping you give.
Re: Beta 2.1
Posted: 24 Jan 2013, 17:53
by cl0ck
I think the new ping is much better than the old one. The new one encourages teams to rely on more communication and teamwork rather than quickly poking your head out and hitting a button, then tracking the enemy through walls for the next 3 seconds.
In my opinion the change to the ping feature is the best update of the patch, besides the sound.
There will always be those "spots" players can use to ping players regardless of what pinging system Nadeo uses.. Now all you have to do is take a different attacking route to avoid it.
Re: Beta 2.1
Posted: 24 Jan 2013, 18:05
by Forgot10
Oh, and why not make the game remember player's status? I don't want to see any notifications, so I have to switch to "busy" status every time.
Re: Beta 2.1
Posted: 24 Jan 2013, 18:20
by kripkee
jonthekiller wrote:slugish wrote:
Additionally, I have a request. Since each recent update has required the recomputation of shadows for maps, is there a way to compute shadows on maps in a specified folder via the command line? I realize that I can compute shadows on all user maps, and did it this way for the last update. It is just somewhat confusing to move all of my maps to a backup folder and place only the ones needed in the maps folder to be computed. I have many half-finished and proof of concept maps that I don't need to recompute each time.
It's already possible. It will compute all maps in My Maps folder.
Code: Select all
ManiaPlanet.exe /computeallshadows /useronly /collections=Storm /LmQuality=High
LmQuality (Fast, Default, High, Ultra).
It will launch the game and compute all maps.
hmm... ty.. but it only freezes sometimes?^^... Maybe I will find a crashlog or something..
http://kreipe.patrick.coolserverhosting ... -17-59.txt
http://kreipe.patrick.coolserverhosting ... Detect.txt
Re: Beta 2.1
Posted: 24 Jan 2013, 19:10
by jonthekiller
Maybe a problem of DirectX.
Re: Beta 2.1
Posted: 24 Jan 2013, 19:14
by faserg1
jonthekiller wrote:
Maybe a problem of DirectX.
It's really problem with DX. I know what it about. For get image you need device, create world in it, render and translate image to next step. And as I know, device can lost. (Hm, I think I sad some wrong here.)
Re: Beta 2.1
Posted: 24 Jan 2013, 19:21
by Xeiom
I personally feel the delay on +0 has actually taken some of the more fun gameplay away from the game.
There are no extremely intense 1v1's between the elite and a single defender who has been caught out, now he just dies and his missile probably hits the elite player, maybe not. In 2.0 the elite player would shoot and bam +0, he had to take another shot (assuming he didn't just aim for the legs), and this could keep going up to 5 shots, then the elite player takes a victory shot unless that defending player has got himself out of there. These moments were intense for both teams, these moments no longer exist.
It's no longer possible to displace a defender by shooting his rockets.
The elite player is no longer able to win hilarious close combat situations via quick reactions.
70 meter shots used to be jaw dropping because it was so hard to hit someone at that distance if they were firing rockets. (you had to use angles and stuff)
I'd like to see the delay removed again and possibly have rocket displacement increased for shot rockets (allowing it to throw defenders out of comfortable positions when shots are close to the defender)
I'd also like to hear the arguments for the delay, only one I've heard is that it makes long shots really difficult (which I feel making something more difficult makes it more impressive when it happens)
Re: Beta 2.1
Posted: 24 Jan 2013, 19:43
by SIMOON
Sound problem has been fixed.
Everything seems good now.