Beta 3 RC1

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Hylis
Nadeo
Nadeo
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Joined: 14 Jun 2010, 11:58

Re: Beta 3 RC1

Post by Hylis »

there is no worldwide ranking anymore, but maybe it could help if you see his ladder points.

anyway, we intend to create some sort of reference levels and it should help. Don't know when.
MuNgLo
Posts: 314
Joined: 12 Jul 2012, 03:37

Re: Beta 3 RC1

Post by MuNgLo »

Hylis wrote:munglo, too many places in maps could be reached by former walljumps, making the maps solid only with too high walls. Air control is reduced in the direction of the wall being bumped
What is needed imo is a proper clip instead of that offbounce for the mappers to use. Then you could build the maps looking nice and all but still negate movement in some areas without obstructing spotting and gunfire. Also it looks pretty awful with a lot of off-bounce everywhere. :D
And on a sidenote. There might be a lot off people that want to play maps based on doing harder and harder jumps. Like the kz maps for games like counterstrike.

That some walljumps that was possible with a lot off skill now is not is just lowering the skillceiling and entertainmentvalue. We all like to see trickjumps to get a proper nice shot on some defenders.


But nevermind that. I think I might have bigger problems with the serverside. Running in beta3 mode makes the game sluggish and tax the cpu way to much (more then x3 normal load). But my consern is that after swithing the servers back to B2 mode its back to normal.
With this change it seems that the sluggishness of beta3 is gone. Hitboxes isn't trailing behind. Sprint feels normal. And finally walljump seems to be back to normal?

Can it be that some server(all?) running beta3 mode and gets the higher cpu load is slowing down the game a bit(maybe 5-10%). Has anyone else felt this at all?
And what of these things can the gamemode-change itself actually effect? I thought walljumping would be hardcoded and not accessible for gamemodescripts to change.

Gonna get something to eat but will do some proper testing later on.
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dreammyw0w
Posts: 690
Joined: 04 Jan 2013, 17:34
Location: Antwerp

Re: Beta 3 RC1

Post by dreammyw0w »

Hylis wrote:dreammyw0w
mainly due to the number of the things that has to be done. Maniaplanet is big, only the list of features would make a book ^^ Changing everything to make it perfectly consistent would take too much time I think. We improve, with time, but new evolution comes on top of others. Make your favorite best 5 if you wish to help us go step by step, even if I can't tell we will take this route.
I know you have a lot of work and that you have to prioritize. And its not easy for you :?
Im just trying to help in any way I can.

You changed the scoreboard in every update ( so this is on your list every time ) & every time its not perfect. That's not good...
My feedback most of the time is about readability , usability & consistency throughout the game. You already have GOOD gameplay.

My top5 is :
1) Change Elite back
2) Change the scoreboard+ HUD ingame
-->http://www.imgdumper.nl/uploads6/5117d8 ... eboard.jpg
3)Serverbrowser is inaccurate.
4)Let me spectate who I want in Elite in defense
5)Horns/Skins disable bug
Last edited by dreammyw0w on 10 Feb 2013, 18:29, edited 2 times in total.
evlish
Posts: 53
Joined: 28 May 2012, 15:45

Re: Beta 3 RC1

Post by evlish »

By the way, we still can't change the POV of our allies when we die in ELITE (would be cool if we could switch between the 2 remaining players)

+ im sorry Hylis but everyone plays with Beta 2 and disable beta3 on their serv, how can you have feedback if all the serv are running on beta 2 mode. This just shows how we see the laser in def.

You get 3 monsters with the rail against one, you have no way of managing an attack.

Everything is better but that.

keep up the good work anyway
Last edited by evlish on 10 Feb 2013, 18:27, edited 3 times in total.
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eyebo
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Re: Beta 3 RC1

Post by eyebo »

evlish wrote:By the way, we still can't change the POV of our allies when we die in ELITE (would be cool if we could switch between the 2 remaining players)
Can't you hit 1 or 2 on the numeric keypad to switch who you spectate? I'm fairly sure I've done it before.
Former QC Manager at Ubisoft Nadeo.
My tracks on: Mania Exchange (TM2) | TrackMania Exchange (TMUF)

For the devs: Ryzen 7 1800X / 32GB RAM / GTX 1080 (477.22) @ 3840x2160 / Win10 64bit
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dreammyw0w
Posts: 690
Joined: 04 Jan 2013, 17:34
Location: Antwerp

Re: Beta 3 RC1

Post by dreammyw0w »

eyebo wrote:
evlish wrote:By the way, we still can't change the POV of our allies when we die in ELITE (would be cool if we could switch between the 2 remaining players)
Can't you hit 1 or 2 on the numeric keypad to switch who you spectate? I'm fairly sure I've done it before.
Not in Elite :)
sadzealot
Posts: 337
Joined: 04 Aug 2012, 03:38

Re: Beta 3 RC1

Post by sadzealot »

Hylis wrote:munglo, too many places in maps could be reached by former walljumps, making the maps solid only with too high walls. Air control is reduced in the direction of the wall being bumped
First off, you could easily add some kind of "plating" that can be put on the side of castle blocks to disable walljumps. Or create a copy of all castle blocks and make them something different, like metal? That way it's up to the mapmakers to decide where and when walljumps can be done. In all honesty, I feel this was the biggest problem from the getgo with walljumps - lack of blocks and options to limit walljumps.

I think it would be far far better to let mapmakers put limitations on what can be done on their maps instead of you limiting walljumps overall. Atleast if this was part of the reasoning, but if you stick with it, you stick with it.
Hylis wrote:sadzealot, I don't use the argument of the internal appreciation as an argument of being better, but as being played with time. we had opposition of the laser that were diminished with time. We don't have skill or time to play like top players and I don't say that. This is why we need them to test seriously, without insults, and eventually send us their replays.
I never said you used it as an argument, I said that based on my personal taste for Elite, I fear that you guys liking this is bad news for me, because I don't. And I'm thinking you're more likely to put something in the game that you guys personally enjoy playing :) (From experience, gamedesigners tend to make games they themselves enjoy and hope that the rest of the world enjoy them too)
eyebo wrote:Can't you hit 1 or 2 on the numeric keypad to switch who you spectate? I'm fairly sure I've done it before.
No, this is for spectators, not for the players on the defending team when they die.
Kaspah
Posts: 2
Joined: 10 Feb 2013, 17:41

Re: Beta 3 RC1

Post by Kaspah »

Hylis wrote:there is no worldwide ranking anymore, but maybe it could help if you see his ladder points.

anyway, we intend to create some sort of reference levels and it should help. Don't know when.
What was the reasoning behind taking off worldwide rankings?
Hylis
Nadeo
Nadeo
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Joined: 14 Jun 2010, 11:58

Re: Beta 3 RC1

Post by Hylis »

sadzealot, we are seeking to make the best game as possible, not the best game for us as possible. We are not newbs in making games and I have a lot of responsabilities towards the team here. My goal is not to have fun with a game, but to make it succesful. Of course I play, I try to feel some stuff, but only like players can also share their feelings. Once I have the feelings, I act as a pro that is doing his job since 15 years now, double time ^_^

Kaspah, hardly meaningful if players can not play one against the others. We will keep it for the asynchronous solo of Trackmania, of course.
platernitycs
Posts: 39
Joined: 10 Feb 2013, 18:56

Re: Beta 3 RC1

Post by platernitycs »

Hey everyone.

I was so happy finding a new changelog with a defense that could have more than just 3 rockets def pole on elite.
I asked myself why everyone hated it, it's a great change.

But, now that i tried it, a problem occures. Now its 3 defs pole just more cheated version. (Attack was already the most difficult). And if the round starts, there is no change for the whole round. No suspens, no changes etc. It's just as always, i would say.

Then i came to an idea: checkpoints. Those were really great because they could change the way of playing, but sadly only for the attacker. The Problem in SM is the Defense ! no room for creativity or smth else.
But if checkpoints are places were you can change weapons for both def and attack... That could be Amazing if the maps are good. Because Defense has to go through those points if they want to change their configuration and Attacker can Defend those ! More importantly they could change back in the middle of the round ! But its risky !
The most cheated Checkpoint would be Railgun cps (yeah just remove the wallhack for the attacker) but the mapper has to be intelligent to make it hard to get.

So : Checkpoints for the mappers were you can define the weapon you get (and IG you see the logo you used as wallhack just above- different logo for each weapon).
Attacker can change weapons on them too (immagine an attacker who gets rockets and rush pole bouncing the others if they are all pole)
-> If its too unbalanced you could remove the attacker's possibility to change weapon.

I think it would be far better than actual b3 and it would be even more in the Idea of Shootmania: Getting different Weapons from different places (not from choices).

I would add a comment over fastreload on Hit: Its great ! truly great, but only for Railguns. Rockets needs constancy in shooting (to avoid them, to make team coordinate shooting), and nucleus are too cheated with it.

I hope you'll get my point !

Continue the amazing job !
Platernity
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