Timmeh7 wrote:I guess Royal is now seperate because it will be free-to-play. Royal Exp is, the name tells it all, an experimental version of the title with some changes.
As I said - it's just irritating, having a seemingly seperate title, which then appears as a normal gamemode within another title. That's all.
TStarGermany wrote:Random number of multiple lives? I can't remember that playing royal. There is a new feature, that when you are eliminated before the offzone got activated, you will respawn with 1 armor.
For some unknown reason, the majority of players yesterday didn't go for pole activation points anymore, but got lost in many battles in outer skirts of the map. People respawned and respawned multiple times.
I thought the game mode was broken and only realised the change after someone finally decided to activate the pole and only THEN, people stopped respawning = Pole activation was too rarely seen to understand quickly what was going on.
Concerning the trading of exp pts, I don't like it either, it just sucks to start with 1 armor, 1 ammo (with a super long reloading time) and barely no stamina at all.
It's super strange to play - either you're one of the guys with high attributes - or someone without. In either case, it causes an imbalance in play which is opposed to the "everyone has the same chance" player vs. player action attitude, which is essential for royal and melee
(BTW: Is it coincidence that I didn't see any melee server yesterday or did I miss something in the changelogs ?)
I agree, the feeling of the movement somehow changed, but why do think that everyone's movement is suddenly more predictable?
It ~seems to me~ that the movement of the players was changed in a way that it resembles "natural" movement a bit more.. meaning i.e. if you run fast and you try to stop suddenly, the "body weight" of the player persona will cause the player's body to somehow "roll on" forward after you let go your forward key...
And this phenomenon becomes more obvious if you try to navigate quickly in confined spaces (like when going up stairway case build parts 2-2-5).
Instead of quick movements, you have the feeling of steering a tugboat, having to steer in 1 direction early, while the player body is still going in the other direction. And because these smoothed movements are unavoidable, they are predictable.
I played 1 or 2 hours of Royal last night and I can say that predicting peoples' movements was INCREDIBLY easy - It almost felt like shooting at sitting ducks on a rifle range. Unfortunately the good players were able to do the same thing with me

That's why I made the comparison to a flipper arcade game.
In case of doubt, I'd even say it's less predictable due to progressive jumps.
Progressive jumps are cool, but due to these smoothed out movements, a jumping player has also become an easy target.
O BTW:
The seemingly increased "weight" of players has lead to some irregularities on known maps, i.e. that you either land short on calculated pad jumps or that you have a really hard time climbing up parts like 2-3-3 or 2-3-4, or trees... I'm pretty sure that's an undesired side effect, or is it ?
Hylis wrote:Let some time for it to stabilize among player and us to work.
Sure. It's just that I had to mention this, because after getting back to MP/SM after 2 weeks of abstinence or so, I was baffled by how cluttered and confusing the experience is at this moment.