By the way, if you put a forth one that is not accessible, it will make 1 sec minimum to capture it.
You can, for example, put 2 checkpoints at the same place, 2 checkpoints at another and 1 hidden. It will make capture time of 5 seconds without taking checkpoints, 3 if the attacker go only one place and 1 if he goes both.
The goal being to test the best formula.
Beta 1.3
Moderator: English Moderator
Re: Beta 1.3
Here's my feedback.
I already tried it at your studio, but that was short, now, i've tested it more, so i can say what i think about it.
Positive:
- Faster Speed.
- Possibility of wall jumping and rail jumping.
- The checkpoints things can be a good idea, but as far as i saw, their positions aren't good.
- Hitbox smaller.
- Possibility of choosing who attacks first.
Negative:
- Movements are sometimes uncontrollable.
- Railgun which destroys the rocket if you shoot on it is really random in my opinion, and i really don't like it + Hitbox of the rocket too huge.
That's all for the moment, remember it's only my opinion.
I already tried it at your studio, but that was short, now, i've tested it more, so i can say what i think about it.
Positive:
- Faster Speed.
- Possibility of wall jumping and rail jumping.
- The checkpoints things can be a good idea, but as far as i saw, their positions aren't good.
- Hitbox smaller.
- Possibility of choosing who attacks first.
Negative:
- Movements are sometimes uncontrollable.
- Railgun which destroys the rocket if you shoot on it is really random in my opinion, and i really don't like it + Hitbox of the rocket too huge.
That's all for the moment, remember it's only my opinion.
Re: Beta 1.3
Good to see opinion here and thanks to bringing it in such a simple and clear way
If you can, I would also be happy to read your update in a week. It may be the same, but since you have both gameplay at your disposal, maybe it will help to see more clearly what you prefer. Anyway, if it is the same, just tell me and maybe add your opinion on 3 rockets and progressive jumps.
And 1000 thanks again for your visit at the studio. I am aware that an opinion on the deepness of a gameplay can hardly be given on first day, but the way expert players react at the studio always help me to see what type of things interest them or make them uncomfortable. The goal is less to work on it than to provide me a feeling on how I should work on it.
I may have to do a week long workshop one day, I will see. The gameplay has reached 203 parameters or functions, and it takes time to get into the understanding of all the required ones to make a solid gameplay. Current inertia is due to the lack of a concept at high speed that we may have to introduce. It would be the 204th function ^_^
If you can, I would also be happy to read your update in a week. It may be the same, but since you have both gameplay at your disposal, maybe it will help to see more clearly what you prefer. Anyway, if it is the same, just tell me and maybe add your opinion on 3 rockets and progressive jumps.
And 1000 thanks again for your visit at the studio. I am aware that an opinion on the deepness of a gameplay can hardly be given on first day, but the way expert players react at the studio always help me to see what type of things interest them or make them uncomfortable. The goal is less to work on it than to provide me a feeling on how I should work on it.
I may have to do a week long workshop one day, I will see. The gameplay has reached 203 parameters or functions, and it takes time to get into the understanding of all the required ones to make a solid gameplay. Current inertia is due to the lack of a concept at high speed that we may have to introduce. It would be the 204th function ^_^
Re: Beta 1.3
I agree. Need more aircontrol.aKmzzz wrote:Here's my feedback.
I already tried it at your studio, but that was short, now, i've tested it more, so i can say what i think about it.
Positive:
- Faster Speed.
- Possibility of wall jumping and rail jumping.
- The checkpoints things can be a good idea, but as far as i saw, their positions aren't good.
- Hitbox smaller.
- Possibility of choosing who attacks first.
Negative:
- Movements are sometimes uncontrollable.
- Railgun which destroys the rocket if you shoot on it is really random in my opinion, and i really don't like it + Hitbox of the rocket too huge.
That's all for the moment, remember it's only my opinion.
Re: Beta 1.3
So, after playing a good amount of matches in both versions of Elite, I'd like to post some feedback.
Negative points:
- rockets can be destroyed with laser. It's really annoying when your opponent simply shoots your rockets off instead of dodging. Dodging should be the basic skill. And it feels very awkward blowing someone's rockets in attack, when it would be a sure hit. Some randomly shot rockets often save defenders' lives. Also, it's much easier to hit rockets than people with new hitboxes.
- big inertia. Dancing around the pole becomes fairly weird.
Positive:
- faster movements;
- walljump.
Overall, I prefer the old elite, although some features are good. Experimental version feels totally different at the moment. Things like smaller hitboxes or new movements are something one can quickly get used to, but shootable rockets ruin everything.
Negative points:
- rockets can be destroyed with laser. It's really annoying when your opponent simply shoots your rockets off instead of dodging. Dodging should be the basic skill. And it feels very awkward blowing someone's rockets in attack, when it would be a sure hit. Some randomly shot rockets often save defenders' lives. Also, it's much easier to hit rockets than people with new hitboxes.
- big inertia. Dancing around the pole becomes fairly weird.
Positive:
- faster movements;
- walljump.
Overall, I prefer the old elite, although some features are good. Experimental version feels totally different at the moment. Things like smaller hitboxes or new movements are something one can quickly get used to, but shootable rockets ruin everything.
Re: Beta 1.3
My impressions:
Shooting rockets with rail is an amazing addition. Adds some very nice defensive options, and it allows for really great plays. Definitely would want to see this in all game modes!
Walljumps are a good addition, but the system is a bit clunky. I welcome anything that makes the movement more interesting and deep, but it doesn't seem to always work as intended. I think a walljump system like in Warsow would be better, you can bounce off a wall at any angle and keep all your speed (even do a 180, conserving speed).
General movement, I think inertia stuff is great, as it allows you to conserve speed and do some interesting stuff. I think it doesn't feel great at low speeds though.
Finally, variable jump size is good; it was annoying to jump and get railed every time just to gain some speed, and not that interesting finally. Although now it's a bit silly to have to jump to sprint, as you can do a tiny tiny jump to start the sprint...
Shooting rockets with rail is an amazing addition. Adds some very nice defensive options, and it allows for really great plays. Definitely would want to see this in all game modes!
Walljumps are a good addition, but the system is a bit clunky. I welcome anything that makes the movement more interesting and deep, but it doesn't seem to always work as intended. I think a walljump system like in Warsow would be better, you can bounce off a wall at any angle and keep all your speed (even do a 180, conserving speed).
General movement, I think inertia stuff is great, as it allows you to conserve speed and do some interesting stuff. I think it doesn't feel great at low speeds though.
Finally, variable jump size is good; it was annoying to jump and get railed every time just to gain some speed, and not that interesting finally. Although now it's a bit silly to have to jump to sprint, as you can do a tiny tiny jump to start the sprint...
Re: Beta 1.3
I won't list what i like, just what i really dislike:
- checkpoints
- 3 rox defenders
- high amount of inertia making it really hard (not in a good way that you could learn in time) to control your character.
Everything else that is in the Elite Exp is really cool and i'm looking forward to adding it in normal Elite ASAP.
- checkpoints
- 3 rox defenders
- high amount of inertia making it really hard (not in a good way that you could learn in time) to control your character.
Everything else that is in the Elite Exp is really cool and i'm looking forward to adding it in normal Elite ASAP.
Re: Beta 1.3
I agree with you! +1ylem wrote:I won't list what i like, just what i really dislike:
- checkpoints
- 3 rox defenders
- high amount of inertia making it really hard (not in a good way that you could learn in time) to control your character.
Everything else that is in the Elite Exp is really cool and i'm looking forward to adding it in normal Elite ASAP.
Re: Beta 1.3
I agree with all of this, but with a few more additions:aKmzzz wrote:Here's my feedback.
Positive:
- Faster Speed.
- Possibility of wall jumping and rail jumping.
- The checkpoints things can be a good idea, but as far as i saw, their positions aren't good.
- Hitbox smaller.
- Possibility of choosing who attacks first.
Negative:
- Movements are sometimes uncontrollable.
- Railgun which destroys the rocket if you shoot on it is really random in my opinion, and i really don't like it + Hitbox of the rocket too huge.
That's all for the moment, remember it's only my opinion.
- Walljumps as they are now are weird. You kind of have to strafe into/press up against the wall for them to work, which makes you fail a lot of walljumps even if you are gliding along them. Perhaps make it so they work as long as you're hugging a wall and don't have to move into it?
- Checkpoints are a really good idea as it forces defending team to do more than sit back near goal and mass spam rockets from defendable positoins. But as he said, right now they're not working out well because maps have to be designed with them from the start. You can't plaster a new function onto existing maps and make it work (but I can understand why you did so right now, this is simply a beta and is done to test how they work etc)
- Railgun destroying rockets simply have to be removed. Way too often you end up hitting rockets instead of the opponent. Makes for too much randomness in my opinion. Seen so many times defenders being saved from spamming rockets near end of capturetime and attacker hitting rockets instead of defender. In theory a good idea, but put to practice it doesn't work. This could have to do with hitboxes on rockets being huge, but I don't think it'll work out in the end.
- Railjumps. I haven't played around too much with this, but from what I gather jump distance is based on speed, and height is based on how far in front of you you shoot. I would rather make height be based on how directly below yourself you aim, not how far in front. Right now you can actually not be on speedblocks and shoot them far in front of you and still do the railjump. Is this intentional?
It does seem like a good idea, since you can simply place a small speedblock somewhere to allow attacker a place to jump by hitting it without being on the actual block. I will simply have to play around with it a bit more to make up my mind about it

Also, as someone else mentioned, maybe rail should reset instantly, or atleast quicker, after doing railjumps (kinda like when hitting rockets). That way you can alllow for railjumps to be used as a way of moving about the map while allowing attacker freedom to shoot at defenders while using railjumps.
- New maps need less clutter on them. There's too many maps who have too much stuff on them and too much randomness. This makes for a lot of awkward gameplay where attacker (or defenders) lose speed by hitting something silly. Or they can get trapped in between some small objects etc. Try and keep future maps a bit cleaner and smoother, it makes for much better gameplay imo.
- Aircontrol (although not strictly about 1.3 update, I'll mention it here anyway) should be increased sometime in the near future. Having to line up every jump you make because you have very little aircontrol is limiting for movements imo.
That's my 2 cents anyway. Overall I like the Elite Exp much better and I can only see it getting better as it gets tweaked more and more.
Last edited by sadzealot on 09 Sep 2012, 21:46, edited 1 time in total.
Re: Beta 1.3
I havent played the game since the beta 7 day pass.
A team-mate bought the game for me and i decided to play, but i have 10 frames no matter what i do. Even the menu lags
A team-mate bought the game for me and i decided to play, but i have 10 frames no matter what i do. Even the menu lags

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