#41
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I think the Grasslands level layout was actually just as Bomber friendly. Four things made it less effective imo:
1) Respawn timer was something like twice as long. Increasing the respawn timer always rewards the team that stays alive longer and makes suicide offense less powerful. 2) The Biplane secondary did a lot more damage to buildings. Add in the ammo powerup, and this was probably more damaging than a normal Bomber run. Why ever make bombers when you have a much more versatile option available? 3) Stars allowed defenders to wipe out incoming bombers more quickly, often before reaching attack range. 4) Bombers were just straight up buffed. More health in particular is a huge one since they can soak more damage while bombing. Not saying that I think these are all bad changes, but I disagree that it's the level layout that's to blame. |
#42
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#43
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I think bombers just need to have the same reduced damage against buildings that everyone else has and the plane just needs to be reworked to be a decent combat plane. Having a plane whose niche is to deal damage to the base is pretty retarded, since most players don't find it amusing to suicide repeatedly and deal damage to a stationary object, and it's going to be even stupider when cave/deathmatch is out. Better to fix the plane itself than worry about changing map layout/turrets. Its going to end up becoming a huge hindrance to player made maps if you have to have a specific formula to prevent bombers from raping the base. |
#44
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I checked the code and then tried to repro... every time you log in you DO get the friend invite request...
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#45
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#46
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Yeah, I couldn't repro it either when I went back and checked. Maybe I just missed it originally. Sorry about the false report.
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#47
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I didn't get any friend invite request thing when I logged in; I got it when I finally remembered about it and clicked on "friends." Is that what's supposed to happen?
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#48
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my guess is that you just missed the notification popup window. (or maybe they are broken in low resolutions? i havent checked that)... if you got the allow/deny window under friends menu then you got the notification message.
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#49
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I'm pretty sure you're right - if you already have a bunch of friends online it's easy to miss since that window just looks like the rest. I'm not sure what your plans are for the final UI, but it'd be nice to have different types of notification windows have different background colors or something so they're easy to tell apart.
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#50
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#51
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First impressions from last night's patch and some old stuff I had written down:
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#52
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#53
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#54
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#55
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make the ammo get used slower, and recharge slower. Also in terms of graphics, bring back the stars instead of the lines, and make all text the same size as the ping and fps in the bottom left hand corner.
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#56
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I ran into this problem too. I'm on a wireless connection that craps out every now and then. So when its down and I start the game it sits on the black screen for quite some time.
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#57
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EDIT: And for ****s and giggles, I squashed the explodet vertically since ppl were complaining about that. Here's what it looks like if you just do it in an image editor (as opposed the theoretically much cleaner version you'd get if you changed the art): Not terrible imo! Last edited by DiogenesDog; 07-22-2008 at 11:49 PM. |
#58
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Yeah, I definitely support the explodet going on a diet.
It's already more than long enough to make it a massive/easy target; I don't really think it is necessary to be even close to as wide as it is. As it is, I don't think the fatness really makes it much easier to hit the explodet, just quite a bit more frustrating to fly one with current map design. On the other hand, where else are we going to get our inspiration for making fun of King's mom? |
#59
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Making bombs hurt its bomber double might be a good way to balance it out. I don't mean that the bombs would hurt when they're dropped, but when an enemy gets right under you and you drop your bomb, if it hurt double, it might be easier to destroy bombers.
Or possibly make bombs hurt team mates. |
#60
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#61
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Need a good way to reply... inlined responses as A.
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#62
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* Would be cool to have explosion fx more closely match actual aoe size.
1. I thought they did... I know for sure EMP does Just checked the nuke (which I was almost positive was wrong), and it turns out I was just insane... I thought everything was using the same standard explosion fx, so I assumed it was off. Looks like it's scaled up though, so whee. I dunno, maybe it's that the gaps between the spikes get bigger when they're stretched, so it's harder to tell if you're "in" the fx radius? Probably a non-issue, especially since I imagine that the nuke at least will eventually get its own custom explosion fx. But anyway, I need to start reading through these before posting so I can filter the **** I clearly need to test. This is like the third time I've posted something that isn't true because I didn't bother to check it out before posting. :/ * Would be nice if afterburning didn't cost energy for Miranda so you don't fruitlessly burn ammo when you don't have enough energy. Would need to increase cost of dash to compensate. 1. i pointed this out when Lam implemented it. It doesnt actually take ammo until it goes off... just super confusing IMO Well... this is sort of true. It does takes the ammo off, but it just replenishes ultra fast to where it "should" be once you let go. But if you're out of ammo and you're leaning on the up arrow, it prevents you from firing until you finally dash. Not that this is super common or anything... :P But yeah, definitely confusing. * emp would be more noticable if the electricity were a brighter blue. 1. yea, glow blend is super map background dependant I think it's actually more dependent on the color of the plane... just checked it out, and it shows up more clearly for me on the blue than the silver guys. I think maybe the best way to go is to make the lightning out of two (or more) contrasting colors (or outline it, like text). Shrug. Not like it's bad right now though! * Ctrl-click should also multi-select objects in map editor ala windows 1. doesn't shift+click work? (I know lam is weird) Shift+click works, but ctrl+click is the standard for "add one more thing to selection". Shift+click is usually used for "add everything that is physically located in the list in between your original selection and the click", although it often also mirrors ctrl+click functionality in places where you'd never need the standard shift+click concept (which is what I think makes sense here - just have them both do the same thing). And for some reason most RTS games uses shift+click instead of ctrl+click (I guess because ctrl+number is already used for control groups? I dunno.) Btw, at this point I think I've already posted everything that I think actually matters, so everything I put up at this point are nitpicks. Don't be surprised if much of it isn't worth addressing... I'm just throwing up anything I notice, big or small. And if you'd prefer I stick to bigger ****, just lemme know and I'll filter out this kind of silliness. |
#63
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This kind of feedback is very useful -- please keep it coming. For example, your instinct that the explosion graphics are off is exactly the kind of direction I rely upon outside sources to provide. It's something everyone will subconsciously react to -- usually with annoyance and frustration if the graphical effect does not intuitively demonstrate the underlying gameplay element. Meanwhile I have painfully tweaked and refined the effect over hours of iterative testing and in so doing have lost anything resembling an unbiased intuitive perspective on said agreement. In this iterative haze I chose to make the outermost edge of the gameplay effect line up with the outermost edge of the explosion image star (at its most extended point). Slowing things down and scaling the effect way up I can see that this results in an odd effect for large explosions -- there are regions within the overall blast effect which, due to the variance in the length of the "arms" of the explosion star, are never drawn on by the explosion effect but are effected by the blast. I have since tweaked the effect scale so that the area of gameplay effect very closely matches the core of the blast animation at its most extended point (the stars actually reach slightly outside the gameplay blast radius). Hopefully people will find the new representation more intuitive; if not it's easy to roll back.
On a related sidenote I've tweaked the big bomb's blast radius (slightly decreased its radius and significantly changed the damage distribution within the blast) to fix the very strange-feeling "death at edge of big bomb's enormous blast radius" issue. |
#64
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Friendly fire damage on bombers = lol. You'd finally give me a reason to play the bomber, and that reason would be to kill King whenever he's on my team repeatedly. |
#65
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A few things I've probably mentioned on AIM but will record here anyway.
Snows misc suggestion post:
Last edited by Snowsickle; 07-23-2008 at 05:23 PM. |
#66
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Bars/stars/whatever the hell people call them now are not as easy as stars were to distinguish at a quick glance. My suggestion would be to have the color shift from white/bronze/silver/gold and having 5 bars replaced with a single star.
They will most likely be a nice pretty picture... along the lines of Air Force insignia. Friends list boxes seem like they could be changed to roughly half the size they are now. Dunno, having a scrollbar for only a few friends is kind of annoying. agreed. i think they are currently so huge because of the Icons used for showing when your friend is in a game or hosting a chat room. As i've said before the whole UI needs to be overhauled. Projectiles reflected by a shield still need to change team color. coming soon Also, bonus exp for killing a bomb carrier. indeed |
#67
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1- The only "risk" in landing was someone walling you/bombing you while you landed. You shouldn't (regularly) be dying on the landing strip. Increasing it's sensativity only hurts newbies which isn't something this game needs.
2- Like current homing missile AI. Dunno why everyone seems to want this thing to be auto-hit. 3- I'm okay with big bomb spawn rate. What needs to be fixed is plane spawn time. It's too fast (IMO) and doesn't compensate for uneven teams. A slower big bomb spawn rate would just lead to more side camping, which is ****ing boring. 4- Bonus XP for killing the easiest target in the game (no afterburner giant ****ing arrow pointing out where he's at) doesn't make sense. If anything, you should give bonus XP to your entire team (not just the bomber) whenever a big bomb is successfully dropped... because THAT is a ****ing accomplishment. Of course, that's all pointless at the moment because bars/stars are basically meaningless :| Bonuses far too smal/unnoticable. |
#68
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2. I'm not advocating any quicker homing ability or increased accuracy, it would just be nice if my missile didn't go absolutely bat**** insane and try to track 4 different targets at once and end up flying off into the sun when there are multiple people onscreen, which in a larger city game can be basically anywhere on the map.
4. This is a design decision - reward exp to people who do something that takes some skill, or reward exp for people who do something that helps the team. The current system seems to be more focused on the latter, with the existence of assist exp. Last edited by Snowsickle; 07-23-2008 at 11:11 PM. |
#69
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Only big bomb should be able to DESTROY a base. Kind of anti-climatic when someone pisses on the base when it's low on health and it dies.
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#70
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I like this idea. Only problem is that it's not intuitive, but it wouldn't be that hard to explain in tutorial.
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#71
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I wouldn't mind if there were maps where you could make the big bomb be the ONLY thing that does damage to a base. Making the teamwork to get bomb runs together more important.
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#72
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I really like that idea too. Its a good compromise between bomb-only base damage and what we have now. I've kind of supported the big bomb only thing for a while but this would probably achieve a lot of the same goals and would contribute something to solving the mass bomber issue.
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#73
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Just as a thought, a decent way to implement this might be to break the bar up into two sections: a small bit that can only be affected by the big bomb, and a larger, different-colored part for the main bar. I think Lam was considering giving the base an energy shield at one point too, which would work well with this. You have a shield that recharges and can be easily hurt by anything, and a hardened interior that can only be affected by the nuke.
And if you REALLY want to get fancy, you could have the base look like a wooden structure or something, then once the main bar is destroyed it falls apart to reveal the hardened bunker underneath. (This probably works best if you separate the base from the runway.) |
#74
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#75
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oh, I wasn't really talking about his original intentions. was just commenting that something similar would work nicely with blank's idea.
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#76
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#77
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Minor bugs I noticed:
-the /mutePlayer command is case sensitive, (if you type muteplayer it doesnt work), all of the console commands should be case insensitive -replying to dio does not work, it fails to insert the quotes around his name causing the reply to fail |
#78
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Few more suggestions:
-a vote shuffle teams command that rearranges the current teams -ability to add or remove bots through console -make muteplayer permanent -make 1 normal plane kill = 1 star, its much more intuitive -implement tie, so if both bases die within a certain short time period, like 2-5 seconds, the game ends in a tie Balance suggestions: In general the strongest planes (not counting kami bomber) seem to be loopy and biplane -log kills/deaths/team wins by plane, pilot, and matchup or conduct controlled studies, its not only interesting and fun for the player its also helpful in balancing -make miranda charge up beam thicker, last much less time, and do less damage (than a normal full blast) -make miranda afterburner thingy require less ammo (hard enuf to use as is) -make miranda secondary require less ammo (nothing more annoying than being unable to use this skill) -up explodet's speed, decrease his size (he is ridiculously slow and big, so much so that any survivability bonus he has in terms of raw health is way offset by his crappy handling, plus he's a horrible bomb carrier) -make explodet's afterburner more unique, perhaps with a giant cone of fire coming out the back that does damage -decrease loopy's size, that was one of things that used to make him unique Other stuff: -I like missile more when its something you can actually target, not something with such ridiculously tight turn radius that u can shoot it and it will hit the guy flying behind you, maybe if you got a little lock on graphic like you did with loopy, and the missile was faster but turned slower -point blank missiles don't feel fun, maybe make it have a minimum range -missiles shouldn't boost planes forward when they hit the enemy plane from behind, nothing lamer than shooting a missile at a guy running the bomb in, and when it hits him it actually makes him go faster and helps him close the distance to the base so he can more easily land the bomb -same thing with bomber bombs, they shouldn't drastically speed up or completely stall enemies, its largely determined randomly and it feels lame |
#79
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This isn't related to the game, but a changelog or something would be nice.
Also, is there a command to list all the maps a server has? I tried maplist and it didn't work. |
#80
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There's not a command, but the autocomplete thing will show you a list of maps if you type in the command to vote for a mapchange.
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