Nadeo, can you test your updates before release ?
Double grapple hook just don't work (except with new grapple ( "neon" style ). With all other grapple, it just make bug where you shoot all your rocket (current weapon) ........
You removed micro jump for ALL mod and there is no server/mod option to make it back ? you really want to clash with the community ?
Weapon overlay (near armor overlay) do not work more.... we now can't see how much weapon we have in combo/SDPROS.... nice test again !
I understand you don't want listen community because we are just ... customers, but just try again :
- STOP CHANGE GAMEPLAY
- BEGIN to make COMMUNNITY TOOLS :
vote map INGAME.
send feedback to mapper in 2clicks.
mappool vote ingame and easly done for modder.
You make a game where community make a big part of job, but don't give tool for this... that's why we have to use website as maniaactu to vote mappool,....
Result ? Elite is begin to be abandoned, especially since last trouble around map pool vote ... Why ? because big part of community is excluded since they don't have reflex to use external tools.... GG, kill your game more ....
Maniaplanet Update #2 - feedback (#2.3 released)
Moderator: English Moderator
Re: Maniaplanet Update #2 - feedback (#2.1 released)
Munglo, so you say that many points are less bad for the game in itself than for new players. It is really difficult to keep everything instantly known by a new player, but the goal is that most knowledge that is required does not prevent to play before. I am pretty sure that there will be guides etc.
For tri laser, the initial crosshair has three dots on it. You need to register a hit on each of these three dots to hit your target. It's an help, but not a clear explanation. I am not sure that games like Starcraft, Leagues of Legends or Counter-Strike were more clear at start, or even more clear now thinking how much knowledge you need to know to perform (including maps) Shootmania is designed to be closer to sport, where the knowledge in itself is less important than the skill alone. The training is useful in both situation, one to learn things, the other to practice and master things. For example, we try to avoid maps that are like labyrinth where you don't know where you have to go, therefor, there are some blocks to avoid for this. It would be stupid to add stuff without being careful. Another exmaple is providing defense allies location. A new players would be handicap a lot compared to teamspeak mates without it, so it's better to give it. Anyway, I think we agree it can be improved.
That's what we usually do: we add a feature, and improve on it. Look at the progressive jump that some players was saying that the community did not wanted it. I don't think coming back to a single full jump would be validated by "the community" (which means no that much, since there is a lot of diverse oppinions)
For tri laser, the initial crosshair has three dots on it. You need to register a hit on each of these three dots to hit your target. It's an help, but not a clear explanation. I am not sure that games like Starcraft, Leagues of Legends or Counter-Strike were more clear at start, or even more clear now thinking how much knowledge you need to know to perform (including maps) Shootmania is designed to be closer to sport, where the knowledge in itself is less important than the skill alone. The training is useful in both situation, one to learn things, the other to practice and master things. For example, we try to avoid maps that are like labyrinth where you don't know where you have to go, therefor, there are some blocks to avoid for this. It would be stupid to add stuff without being careful. Another exmaple is providing defense allies location. A new players would be handicap a lot compared to teamspeak mates without it, so it's better to give it. Anyway, I think we agree it can be improved.
That's what we usually do: we add a feature, and improve on it. Look at the progressive jump that some players was saying that the community did not wanted it. I don't think coming back to a single full jump would be validated by "the community" (which means no that much, since there is a lot of diverse oppinions)
Re: Maniaplanet Update #2 - feedback (#2.1 released)
I don't know if it was normal, but I played Joust and there was still the micro jump.dacthulhu wrote: You removed micro jump for ALL mod and there is no server/mod option to make it back ? you really want to clash with the community ?
By a better feeling I meant that the game is faster, and jumping is more enjoyable because of the tiny boost we get with the new micro jump.
The difference is not huge but I like it.
Re: Maniaplanet Update #2 - feedback (#2.1 released)
What is the objective of the "Double grapple hook"?
I haven't seen anything possible with the "Double grapple hook" which wasn't possible by using many times the normal grapple hook.
I haven't seen anything possible with the "Double grapple hook" which wasn't possible by using many times the normal grapple hook.
Re: Maniaplanet Update #2 - feedback (#2.1 released)
Akbalder, it is only on the power grapple hook, but we will try to add it today on the normal ones as well: When you left click after being attached on right click, it triggers another hook
Dacthulhu, we can not afford to spend time playing on all modes with engineers here to know what is working or not. Of course we do some tests, but since we find stuff that we fix, that could generates other trouble, it is complicated to do all tests each times on all topics (the list is quite long) But we do quick fix, like we are going to make today. So, the best is to do good reports. And about that, I am not sure to undertand the bug you are talking about (a bug where you shoot all your rocket?) I believe it is that you tried to hook and it failed since it is not yet implemented, but not sure there is not something else. Tell us.
Dacthulhu, we can not afford to spend time playing on all modes with engineers here to know what is working or not. Of course we do some tests, but since we find stuff that we fix, that could generates other trouble, it is complicated to do all tests each times on all topics (the list is quite long) But we do quick fix, like we are going to make today. So, the best is to do good reports. And about that, I am not sure to undertand the bug you are talking about (a bug where you shoot all your rocket?) I believe it is that you tried to hook and it failed since it is not yet implemented, but not sure there is not something else. Tell us.
Re: Maniaplanet Update #2 - feedback (#2.1 released)
I understood how it works.Hylis wrote:Akbalder, it is only on the power grapple hook, but we will try to add it today on the normal ones as well: When you left click after being attached on right click, it triggers another hook
I just don't see why I should do it instead of using the normal grapple hook.
Releasing the grapple then grappling to the next hook seems as efficient.
Re: Maniaplanet Update #2 - feedback (#2.1 released)
there are moves that would be strange to achieve, like going through a door with two grapples on each side. Now, you will ask me why someone would make a map like this? It's the game 

Re: Maniaplanet Update #2 - feedback (#2.1 released)
Great Job Nadeo! Honestly! With every update I get more enthusiastic playing SM. With the latest update I noticed Horns are not working anymore, but I know this will be fixed sure enough.
Remember that many people are playing the game, but only a few take time to post positive stuff in a forum. So here you go: Another job well done!
Remember that many people are playing the game, but only a few take time to post positive stuff in a forum. So here you go: Another job well done!
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Re: Maniaplanet Update #2 - feedback (#2.1 released)
Great update indeed
I hope next to the horns, as reported by chco, the intro-bug (as reported here http://forum.maniaplanet.com/viewtopic. ... 70&t=21363) can also be fixed in the upcoming client update.
But the main thing still is that we really appreciate the job youre doing!!
Greetz,

I hope next to the horns, as reported by chco, the intro-bug (as reported here http://forum.maniaplanet.com/viewtopic. ... 70&t=21363) can also be fixed in the upcoming client update.
But the main thing still is that we really appreciate the job youre doing!!
Greetz,
HaagseSmurf
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Re: Maniaplanet Update #2 - feedback (#2.1 released)
tx chco & HaagseSmurf
we are going to make a quick fix today, for the intro and other stuff.
for the horn, it was working here, do you have more specifics?
we are going to make a quick fix today, for the intro and other stuff.
for the horn, it was working here, do you have more specifics?
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