Re: MAPS FOR ESWC
Posted: 07 Aug 2013, 13:32
Hello luxxiz, and first of all, thank you for a decent post, that indeed diserves an answer.
PapyChampy got really fed up with this thread's negativity and lack of respect, so he is not planning on answering it again. I'll transmit it to him though.
Clear point needs to be understood : This forum when used to discuss with nadeo members, is answered by people working, this is a professional-to-customer relationship, so keep that in mind while answering. No swearing, no screaming, no suggestion of going to jail for 25 years for a mapmaker, no asking of somebody getting fired on your own selfish demand, no agressive behavior, and not any lack of respect to anyone on this forum are bearable.
You can value yourself without devaluing other people, seriously just reading thread like this.. It's everytime a surprise to see how low some people can go, while some are already so low they are now digging to the horizontal.
So to some of you, get your stuffs together, so next visit it's a real adult and constructive discussion we see, that make people want to answer. Honesty does not mean straight bashing, there's proper ways to express honesty, and it always comes with justifications.
Back to your post luxizz, i'm going to answer only on the beta 3 and microjump part, i'll leave the mapping part to the mappers. Those responses are also merging in it my personal opinions as i play Elite quite often.
About the micro-jump, you said it yourself, it was not intended to have such a tiny-micro-small-unrealistic-cheated jump. What makes it a problem now is that you had acces to that "bug" for a while and now you're frustated to lose it. I think we can agree that if it was always like it is today, we would not probably be talking about it as an issue.
May I remember you people like Talespin or Strenx that said in the first place that the micro jump invention was really bad because it was "too random", "taking out the risk/reward of jumping for sprinting", etc.
Then people complained about macro-users and asked for this minimal jump height.
And now new people complain about having a minimal jump height, of course.
I now it's frustrating to give up advantages that you had, but they were made on incoherences. You still have an advantage, it's just less overpowered. Yes you are the one talking about laser 1/3 reload on hit being to overpowered for the attacker, but what about the people that love hitting 3 guy in a short window of time, and have the skill of doing it ? 1/2 was apparently overpowered, so it went for 1/3 of the reload. Micro jump was overpowered now it's getting nerfed.
So now you have the explication about micro-jump, it's not a new one, overpowered for the people who can use it at it's best, and preventing macro-users.
The only reason we can go on arguing about it would be because you think "bugged" micro jump is not overpowered, right ?
I can understand that it's not a difference of power between an attacker and a defender, but between two players of different level or experience and that can be justified on some situations. But then imagine if in counter-strike they would now allow speedhack on servers and in competitions. BUT, only 1 000 players would be allowed to use it. You would have to have this hability/feature to start playing with other people, without it you just got raped by any player that learned how to use a speedhack.
This extreme caricature, is trying to makes you realise that it's not fun to get rape if you can't afford to spend 1month training for a ridiculous bugged technique. The argument that "pros are pros because they can do what other people can't do, so please leave this synthetic hability to be sure we stay pros" which i often read is like hearing a rich guy say "Rich people are rich because they have money, the poor people should stay poor, if they are richer we won't be rich anymore !".
So yes it reduces a gap between really good players and really really good players, but they will always be better if they are really the best at what they do. It's not game mechanics that makes you lose a game, and that's because they are the same for everybody.
See it on the long term, less and less people are playing quake because if they try to, they just got raped by people playing it for years and years non stop. It's not fun to get raped or humiliated, games are made to be fun, shootmania is a game, let other people have fun with you in shootmania.
What i would add to this, because i haven't seen any body raising this point, is that nerfing the micro-jump just grows much bigger the importance of the map and the mappers. It was even clearer when we only had normal jump. But when you can't microjump automatically to escape real quick, you can't still use little asperity and verticality of some blocks to use your stamina real quick without jumping. It makes the game more strategic, less mechanic and more micro-intelligent.
I think what's fun to do, and makes a good player good, is finding your way around difficulties, and micro-jump when mastered is just the opposite of difficulty. If you can escape every-time you make a mistake or you are in danger, the game is EASY.
I hope it answerd parts of your questions, if you would like to go on arguing on the micro-jump matter, i invite you to do it on this thread : http://forum.maniaplanet.com/viewtopic. ... p&start=50
A thread that would need polite and constructive people like you after taking a quick look at all the (uncenssored) messages that i had the pleasure to read.
PapyChampy got really fed up with this thread's negativity and lack of respect, so he is not planning on answering it again. I'll transmit it to him though.
Clear point needs to be understood : This forum when used to discuss with nadeo members, is answered by people working, this is a professional-to-customer relationship, so keep that in mind while answering. No swearing, no screaming, no suggestion of going to jail for 25 years for a mapmaker, no asking of somebody getting fired on your own selfish demand, no agressive behavior, and not any lack of respect to anyone on this forum are bearable.
You can value yourself without devaluing other people, seriously just reading thread like this.. It's everytime a surprise to see how low some people can go, while some are already so low they are now digging to the horizontal.
So to some of you, get your stuffs together, so next visit it's a real adult and constructive discussion we see, that make people want to answer. Honesty does not mean straight bashing, there's proper ways to express honesty, and it always comes with justifications.
Back to your post luxizz, i'm going to answer only on the beta 3 and microjump part, i'll leave the mapping part to the mappers. Those responses are also merging in it my personal opinions as i play Elite quite often.
About the micro-jump, you said it yourself, it was not intended to have such a tiny-micro-small-unrealistic-cheated jump. What makes it a problem now is that you had acces to that "bug" for a while and now you're frustated to lose it. I think we can agree that if it was always like it is today, we would not probably be talking about it as an issue.
May I remember you people like Talespin or Strenx that said in the first place that the micro jump invention was really bad because it was "too random", "taking out the risk/reward of jumping for sprinting", etc.
Then people complained about macro-users and asked for this minimal jump height.
And now new people complain about having a minimal jump height, of course.
I now it's frustrating to give up advantages that you had, but they were made on incoherences. You still have an advantage, it's just less overpowered. Yes you are the one talking about laser 1/3 reload on hit being to overpowered for the attacker, but what about the people that love hitting 3 guy in a short window of time, and have the skill of doing it ? 1/2 was apparently overpowered, so it went for 1/3 of the reload. Micro jump was overpowered now it's getting nerfed.
So now you have the explication about micro-jump, it's not a new one, overpowered for the people who can use it at it's best, and preventing macro-users.
The only reason we can go on arguing about it would be because you think "bugged" micro jump is not overpowered, right ?
I can understand that it's not a difference of power between an attacker and a defender, but between two players of different level or experience and that can be justified on some situations. But then imagine if in counter-strike they would now allow speedhack on servers and in competitions. BUT, only 1 000 players would be allowed to use it. You would have to have this hability/feature to start playing with other people, without it you just got raped by any player that learned how to use a speedhack.
This extreme caricature, is trying to makes you realise that it's not fun to get rape if you can't afford to spend 1month training for a ridiculous bugged technique. The argument that "pros are pros because they can do what other people can't do, so please leave this synthetic hability to be sure we stay pros" which i often read is like hearing a rich guy say "Rich people are rich because they have money, the poor people should stay poor, if they are richer we won't be rich anymore !".
So yes it reduces a gap between really good players and really really good players, but they will always be better if they are really the best at what they do. It's not game mechanics that makes you lose a game, and that's because they are the same for everybody.
See it on the long term, less and less people are playing quake because if they try to, they just got raped by people playing it for years and years non stop. It's not fun to get raped or humiliated, games are made to be fun, shootmania is a game, let other people have fun with you in shootmania.
What i would add to this, because i haven't seen any body raising this point, is that nerfing the micro-jump just grows much bigger the importance of the map and the mappers. It was even clearer when we only had normal jump. But when you can't microjump automatically to escape real quick, you can't still use little asperity and verticality of some blocks to use your stamina real quick without jumping. It makes the game more strategic, less mechanic and more micro-intelligent.
I think what's fun to do, and makes a good player good, is finding your way around difficulties, and micro-jump when mastered is just the opposite of difficulty. If you can escape every-time you make a mistake or you are in danger, the game is EASY.
I hope it answerd parts of your questions, if you would like to go on arguing on the micro-jump matter, i invite you to do it on this thread : http://forum.maniaplanet.com/viewtopic. ... p&start=50
A thread that would need polite and constructive people like you after taking a quick look at all the (uncenssored) messages that i had the pleasure to read.