Re: New gameplay feedbacks since Beta 2
Posted: 06 Jan 2013, 21:39
Really good post Rodounet, and I also confirm the need to deeper testing that brought us to make it in B2. In fact, I doubt I would have had a good post like your without this.
I will explain the motivations of the +0 if some positive and constructive player would like to search for answers.
1. I feel that it would be positive if a fight can happen in the open: the attacker would decide to expose himself and more surely go toward a defender: meaning that he would first try to avoid the shoots, then if one arrive on him, use the laser to parry it at last moment and resume the attack. At the moment, he hides, get out to fire and hide again. This being said, dodging with a more fast paced move would create trouble online, based on ping. To sum up this point, it is the goal to have some sort of parry.
2. For the diversity of the action, I think it is positive to have projectile interactions. When I connect to a game, I think it is positive if something rare can happen. To deny a rocket or a nucleus after a quick move, to survive, can be a nice move. It is somewhat related to the arsenal of the attacker you are saying.
3. Rocket or nucleus users can use this to cover themselves. So, they are firing double use projectiles. It is moving shield. I think that in some months, some players will be able to do great thing out of it.
Now, there are issues I feel I have with this:
4. Too much difficult to predict. Clearly, there are many +0 that was not expected before firing. I knew this, but I did not had time enough to include the delay, but this is why I quickly suggested to test with a delay according to the fear I had. The thing is that we tested it more in LAN here, and I think it is not hell-ping.
5. Someone with the laser often have only a very narrow window to trigger because he his moving fast or the defender is only making a small mistake. This window can be cancelled by a rocket and remove the successful opportunity the attacker had. I don't really have a solution for this, unless the number of rocket that are spammed is reduced. I know some players are against rocket spamming, but some find this more interesting. On this point, it is difficult: if players are for spamming, this point should less be a trouble, if they are against, then the solution is more to remove them.
So, without entering the debate of rocket spamming, the best option would be to have a replacement that brings diversity and things like I said in 1 to 3.
You have a good way to express quality for a game, like using the flow, and I quite agree it must be kept. Yet, do not mix 'flip of a coin' and uncertainty in sport. In soccer, there is maybe 10 seconds for the goal that makes the difference in a 90 minutes match and no flip coin. What makes the +0 random is more based on the ping than on the concept itself: you don't yet see that your opponent fired a rocket that your laser is shot. With a delay, the choice to fire or not will be in the hand of the attacker and will have nothing to do with randomness. The firing of rockets, which described as random by some players is more about uncertainty. The fact that if you leave a wall and can't see them coming before hand could be even diminished by the +0. I offered to some players to have a sound in front of the rockets in order to warn they are arriving, but some players disagreed. And about the current sound, it was some sort of a mistake based on a focus maid on the type of sound more than the balance, brought a little by the postpone of the ambient sound balance that would take us too much time right now compared to other features, even if I know it is positive and would like to do it one day.
About menus, we are still working on it and I think that it will be ok for the release, to welcome players. The front desk is made after the back desk. I know we have lost many players there, but at least, I think we are good on the 'get into the game' factor. Once the menus are clear and the free entry available, I suspect it to look like Trackmania, which did prove some right numbers.
I think sound, menus, +0 question will be fixed for release.
The camera move, is it flip coin or difficulty according to your experience?
About netcode, it is long debate. In fact, the maximum ping allowed can be set, and the game is just going faster when it can. I made a post here and we made some good optimizations since then. But I intend to look at maybe some other options in the future. Either it is a question of taste based on choices, either it is pure quality. On the later, we can more easily do it after release. On choice, it is difficult because they are many various likes and dislikes about time nudge, lag compensation and other tricks on the netcode. But like I said, it is deep question and sometimes a question of taste.
I will explain the motivations of the +0 if some positive and constructive player would like to search for answers.
1. I feel that it would be positive if a fight can happen in the open: the attacker would decide to expose himself and more surely go toward a defender: meaning that he would first try to avoid the shoots, then if one arrive on him, use the laser to parry it at last moment and resume the attack. At the moment, he hides, get out to fire and hide again. This being said, dodging with a more fast paced move would create trouble online, based on ping. To sum up this point, it is the goal to have some sort of parry.
2. For the diversity of the action, I think it is positive to have projectile interactions. When I connect to a game, I think it is positive if something rare can happen. To deny a rocket or a nucleus after a quick move, to survive, can be a nice move. It is somewhat related to the arsenal of the attacker you are saying.
3. Rocket or nucleus users can use this to cover themselves. So, they are firing double use projectiles. It is moving shield. I think that in some months, some players will be able to do great thing out of it.
Now, there are issues I feel I have with this:
4. Too much difficult to predict. Clearly, there are many +0 that was not expected before firing. I knew this, but I did not had time enough to include the delay, but this is why I quickly suggested to test with a delay according to the fear I had. The thing is that we tested it more in LAN here, and I think it is not hell-ping.
5. Someone with the laser often have only a very narrow window to trigger because he his moving fast or the defender is only making a small mistake. This window can be cancelled by a rocket and remove the successful opportunity the attacker had. I don't really have a solution for this, unless the number of rocket that are spammed is reduced. I know some players are against rocket spamming, but some find this more interesting. On this point, it is difficult: if players are for spamming, this point should less be a trouble, if they are against, then the solution is more to remove them.
So, without entering the debate of rocket spamming, the best option would be to have a replacement that brings diversity and things like I said in 1 to 3.
You have a good way to express quality for a game, like using the flow, and I quite agree it must be kept. Yet, do not mix 'flip of a coin' and uncertainty in sport. In soccer, there is maybe 10 seconds for the goal that makes the difference in a 90 minutes match and no flip coin. What makes the +0 random is more based on the ping than on the concept itself: you don't yet see that your opponent fired a rocket that your laser is shot. With a delay, the choice to fire or not will be in the hand of the attacker and will have nothing to do with randomness. The firing of rockets, which described as random by some players is more about uncertainty. The fact that if you leave a wall and can't see them coming before hand could be even diminished by the +0. I offered to some players to have a sound in front of the rockets in order to warn they are arriving, but some players disagreed. And about the current sound, it was some sort of a mistake based on a focus maid on the type of sound more than the balance, brought a little by the postpone of the ambient sound balance that would take us too much time right now compared to other features, even if I know it is positive and would like to do it one day.
About menus, we are still working on it and I think that it will be ok for the release, to welcome players. The front desk is made after the back desk. I know we have lost many players there, but at least, I think we are good on the 'get into the game' factor. Once the menus are clear and the free entry available, I suspect it to look like Trackmania, which did prove some right numbers.
I think sound, menus, +0 question will be fixed for release.
The camera move, is it flip coin or difficulty according to your experience?
About netcode, it is long debate. In fact, the maximum ping allowed can be set, and the game is just going faster when it can. I made a post here and we made some good optimizations since then. But I intend to look at maybe some other options in the future. Either it is a question of taste based on choices, either it is pure quality. On the later, we can more easily do it after release. On choice, it is difficult because they are many various likes and dislikes about time nudge, lag compensation and other tricks on the netcode. But like I said, it is deep question and sometimes a question of taste.