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  1. 43 likes
    I'm working hard. I'm not going to promise features or hype anything, because what ends up being in the next build might change. When (or "wen" as people like to keep poking/hounding with) isn't known at this stage too, might be a few weeks away still. I'm more so interested on refinement than inflating/polluting the game with more features. In an ideal world large games would happen and mysteriously have people appear out of nowhere to form endless queues of large matches, but it just doesn't happen. For example, we put a lot of time into doing CTF (a lot more than just flags...), the tech for larger maps was pretty huge, team visibility/customisation of all the colours and having those go into the maps also, sounds, events, hud/lua... there's quite a bit to it. Regarding the abusive people saying they paid for X, game is ded devs are ded and pickering about trivial trash. You paid $10 or less and typically have hundreds of hours in-game. I'd like to know how many other games you pay for that have given as many hours and costed more. Get a reality check. Sit down. Think about how much money is pumped into marketing for other titles from big studios and what their player numbers are at or typically hours played. Millions of dollars pumped into marketing alone which far exceeds any actual revenue for the entire project, but people still like to draw comparisons... yep, well done. A lot of people like to think they have the secret magical answer to wave their wand and it's everything anyone ever could have possibly imagined, but the reality just isn't that. I know people will probably slam me, but they slam me anyway regardless. Bust our asses on a huge update monthly... slammed, what about X or Y? wen. Hype anything, get poked wen constantly, release, slammed... what about X or Y, do the devs even care. wen is X coming. Don't say anything, try focus on working. Slammed. Say something. Slammed. Stop with the negativity. Enjoy something, the amount of content is insane. The updates have for a long time have been huge and frequent. The update is yes taking a bit longer this time, no need to get out the pitch forks and abuse.
  2. 23 likes
    Hi everyone, as some of you may know already, I've been working on a custom ruleset that aims to improve the current competitive ruleset's gameplay and weapon balance. Here is the full detailed explanation : http://customruleset.easyga.me/ruleset.html The goal of the ruleset is not to "divide" the community but to refine these changes and then to propose them to the developers. This testing is only temporary. I'll be hosting 4 tournaments on this ruleset : 09/07/2017 : Custom Ruleset Duel Tournament [EU] 18:00 CEST (17:00 to 18:00 for checkin) --- 16:00 UTC 16/07/2017 : Custom Ruleset Duel Tournament [JP] 19:00 JST (18:00 to 19:00 for checkin) --- 10:00 UTC 16/07/2017 : Custom Ruleset Duel Tournament [NA] 02:00 PM EDT (01:00 to 02:00 for checkin) --- 18:00 UTC 23/07/2017 : Custom Ruleset Duel Tournament [AU] 05:00 PM AEST (04:00 to 05:00 for checkin) --- 07:00 UTC Players from all regions and skill levels are welcome in each tournament, servers will favor players from the original region ! How to play on the ruleset : http://customruleset.easyga.me/ruleset.html#Playing Changes from the current competitive ruleset : http://customruleset.easyga.me/ruleset.html#Changelog Custom Ruleset Duel Tournament [EU] Information : Date : 09/07/2017 Starting time : 18:00 CEST (17:00 to 18:00 for checkin) --- 16:00 UTC Stream : https://www.twitch.tv/arenafps (Gilanguar + Delementary) Bracket : http://challonge.com/7fbmgb95 Sign-up : http://challonge.com/tournaments/signup/OFddSVQMqq Map pool : -The Catalyst -Furnace -Pocket Infinity -Ruin -Simplicity Prize pool distribution : : 50% + 1 Supporter Short Sword from @Jaguar : 25% : 18.75%4th : 6.25% Current total : 400€ You can contribute to the prizepool by donating to the following Paypal address, Please indicate in your message if it's for the NA, EU or JP tournament : guillaumeaj@yahoo.fr Donators : -Ramagan : 10€ -danfel : 10€ -lolograde : 80€ -hello! : 10€ -beat0n : 40€ -Anon : 10€ -uaedude : 118€ -Kyto : 12€ -FlabCaptain : 25€ -chortas : 10€ -FrAgGy : 14€ -tripats : 10€ -Pakho : 10€ -erad : 31€ -Alva : 10€ Rules : General : Join https://discord.gg/KkmVPWp on discord for communication Please use the same nickname on challonge and discord ! Be autonomous, contact your opponent, play your match, report the score on discord. Unsporting behaviour may be penalised. Match system : Winner's bracket matches will be BO3, grand final will be double BO3 (if needed). Loser's bracket mathes will be BO1, except the last two matches which will be BO3. Map picking system : Use the 'roll' command to determine which player drops first. (Player with the highest roll is the roll Winner) W: Roll winner L: Roll loser BO3 : Drop(L)-Drop(W)-Pick(L)-Pick(W) - The last map is the tiebreaker map (Maps are played in order of picks) BO1 : Drop(W)-Drop(L)-Drop(L)-Drop(W) - The map remaining is the map to be played Servers/non EU players : No unauthorized spectators will be allowed on the servers. Servers will be provided, most likely DE, NL and one Dallas server. (Players from different regions than EU are allowed, they'll however have to play on EU servers if facing an EU opponent, EU vs NA will be played on a London server, if the EU player has a higher ping than the NA player on the London server, a German server will be used) In case of a ping/server disagreement, a DE server will be used. Good Luck ! Admins : DazedSpartan Ramagan
  3. 17 likes
    Recently I started collecting a list of small suggestions/bugs that every now and then bug me. None of these really deserve a topic of their own so I waited until I couldn't think of anymore that'd fall into the "small" category. - Spawning on suicide shouldn't be random and/or suicide disabled (in duel at the very least) - Dropped weapons shouldn't make the pickup sound when they expire - Don't require spectators to callvote map (often they are afk and the vote will fail) - Have a robo-hologram (or some other indicator) on spawn points - Remove penalty reload time when firing an empty weapon - Callvote timeout, callvote pause - Command to nullify string cvars - Forcing enemycolors on spec - Enemy/friendly sounds based on the player you're spectating - Expose spawns on LUA (% to on a specific spawn, flags that indicate what blocks a spawn) - Show crosshair when spectating enemies - Projectiles fired with Carnage should have 4x damage even if Carnage expires before they explode (and projectiles fired before Carnage was picked up shouldn't do 4x damage) - Projectiles fired with Carnage should have a Carnage-effect on them - Update stats in warmup, reset when warmup ends (for accuracy tracking etc.) - Show previous stats on scoreboard in warmup after a game has ended - Make scoreboard scalable - Lockdown cl_playercolour1/2/3, selected robot-parts/melee during the game (to prevent widgets that automatically change these things) - Weapon dropping in teammodes - Destroy projectiles after the game ends Feel free to post your own small suggestions/bugs or expand on any of these. Would also like to hear the devs thoughts on these (@shooter).
  4. 15 likes
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  6. 12 likes
    but what IS it? Here's some test I posted in the discord the other day
  7. 8 likes
    Final results : 1st place : Ramagan 2nd place : Kyto 3rd place : hyrveli 4th place: Danskq 5th place tie: gaiia, xLuftwaffel 7th place tie: Vigur, Laskerdoodlydoo 9th place tie: danfel, Lunokhod2, DazedSpartan, jalla 13th place tie: jorp, totallynotcupcake, Gubbins, ch1LLmA 17th place tie: LADam, OVERR1DE, Capwn Thank you to all the people that were involved in making this a great event : -Players that signed up and played on the ruleset before the tournament -Donators for contributing to the prizepool and hyping the event -DazedSpartan for helping me as a co-admin and organizer -Gilanguar and Delementary for the stream -entik for the esr and +f posts Replays : Dropbox link Twitch VODs : Part 1 : https://www.twitch.tv/videos/157807448 Part 2 : https://www.twitch.tv/videos/157813499 Part 3 : https://www.twitch.tv/videos/157820809 Part 4 : https://www.twitch.tv/videos/157834755 A Youtube VOD should be available soon on the AFPS channel. Make sure to play in the JP and NA tournaments next Sunday and the AU tournament the Sunday after if you're from those regions !
  8. 8 likes
  9. 8 likes
    Seperate HOME and MATCH tabs. So you could go to HOME while being in match. I often want to check home page while in match (check friends, go watch some matches and etc), but I don't want to disconnect from match.
  10. 6 likes
    I didn't know there were so many technical issues with larger player numbers on a server. If that is the case then maybe team modes aren't even worth working on. That said I don't think they really worked on team modes much. They gave interviews saying how important it was but team lock was never a feature for about 2 years. Clearly not an important part of the game. One important distinction to make regarding team modes might be to admit duel and team modes require different design. The problem with basically everything AFPS lately is they are designed around duel, then team modes fail horribly and everyone is like "well it's an AFPS we knew no one would play it." Why not actually design gameplay around teamplay modes for once? Hell most AFPS can't even recognize team modes need higher ammo caps which is incredibly basic. Sure 25 max rockets or whatever might work in duel but it is shit in team modes where you might have 3-5+ enemies on a team. More targets need more ammo. The reason QW TDM was magic was because the teamplay was good and revolved around self-sacrifice which was very unique. There's a big difference between basic coordination tactical play (deathball, OW ult combos, etc) and making plays that might hurt your own direct power but indirectly help you by making the team stronger. When you do an aggressive attack in QW TDM, secure a kill which drops a strong weapon pack for a team mate it might be very risky. After the fight you then have to sit around and guard it for a team mate to take (even riskier!). The selfish play would be to take the pack (more ammo!) and run. You're more likely to live but your team will be weaker off and if you need help later your team mate won't have a good weapon. Those are the decisions and unique aspects which make teamplay magic work yet it only happens if there are sharp power differences (strong QW RL, RA, quad every minute, etc) and scarcity (hard to get ammo, 30s weapon respawns). No one would save a weapon in QC because everything respawns in 5s. If you look at PUBG (which is insanely popular, shockingly popular) at it's core it's one life deathmatch. Yet it shares many AFPS qualities. Items are tied to map spawns and while random certain areas are much more likely to spawn certain things. In PUBG team modes players make tough quick decisions and need to do that sacrifice play which might be very risky for themselves but helps their team. It's very random (item spawns, circle, etc) which makes more crazy shit happen but also means it is a less serious competitive game. Yet at this point I think most AFPS players would be more than willing to trade a little casualness if it guaranteed an actual player base worth a damn. I also strongly believe no AFPS is going to have strong player base without a good solid team mode (and no CA isn't it because it's too simple). Maybe someday an AFPS will actually give team modes the effort they require.
  11. 6 likes
    Hi everyone, as some of you may know already, I've been working along with players from all regions on a custom ruleset that aims to improve the current competitive ruleset's gameplay and weapon balance. The changes proposed in this ruleset have been thoroughly tested and only aim to refine the current gameplay, nothing is game breaking, it isn't a revolution. The changes are most noticeable at a higher level of play, many people that played games or spectated have said that they couldn't notice a major difference. These changes were designed so they could be seamlessly implemented into the current competitive ruleset. Full detailed explanation : http://customruleset.easyga.me/ruleset.html Gameplay Philosophy : http://customruleset.easyga.me/ruleset.html#Gameplay Complete changelog : http://customruleset.easyga.me/ruleset.html#Changelog How to play on the ruleset (servers in all regions) : http://customruleset.easyga.me/ruleset.html#Playing Tournaments in all Regions have been hosted to showcase the changes in the ruleset. VODs, replays and info in the specified forum threads : Europe North America Japan Australia If you wish (or not) to see the changes proposed in this ruleset applied in the competitive, Post below using the form template : Region : EU/NA/JP/AU Highest reached rank in Matchmaking : Prime Overlord/Overlord/Diamond/Platinium/Gold/Silver/Bronze Have you played games on the custom ruleset : Yes/No Have you watched games played on the custom ruleset : Yes/No Do you wish to see the changes proposed by the custom ruleset implemented into the current competitive ruleset ? : Yes/No Why ? Arguments Thank you !
  12. 6 likes
    Region : EU Highest reached rank in Matchmaking : Supreme Prime Great Overlord Beat0n Newbie Destroyer (AKA Platinum) Have you played games on the custom ruleset : Yes Have you watched games played on the custom ruleset : Yes Do you wish to see the changes proposed by the custom ruleset implemented into the current competitive ruleset ? : Yes/No Why? Breaking Control is impossible. No matter what ruleset. I dont care if it goes on live servers or not, since I think the majority of tweaks are to minor to change anything. Love the ammo nerf and the stronger IC. Everything else is just the same too me. And f*** you for forcing me to make a user on this weebsite to be part of the poll. :ok_hand:
  13. 6 likes
    Simply put allow players to select their pick and drop, and then click a button to confirm. Firstly it stops mistakes, and also means that if you aren't bothered which map to play you can just hit 'Confirm' and elect not to pick/drop instead of waiting for the timeout
  14. 6 likes
    new atdm/FFA map that i kicked of yesterday
  15. 6 likes
    I think all main components in game is here already. Now these great tools need to make most of current situation. I know portion will disagree. But Bots could be more implemented in online play. I think some kind of server side Bots management system that would manage Bots count in remote servers. Let me elaborate: Bots would only join when 1 person joins, so there wouldn't be only bots servers. Joining players would replace bots 1 by 1. After the threshold (max bots count), leaving players would be again replaced by bots. Simplify casual matchmaking, to make easier to get into matches. It seems that having tons of options is not the best solution when player base can't support it. One possible solution so strip down casual MM into: FFA Any of team mode Weekly or bi-weekly rotating fun modes (Arena duel, instagib, melee only, etc..) Of course game situation is not ideal, but I think it's nowhere near "end of no return" state. All main features are here just need to fiddle more and refine them to help player base grow. We all know most definitely that it can !
  16. 6 likes
    i feel like its great how it is and there is one thing i like the most about it. u have to win 300 ranked matches. everyone! so the top players cant lean back and sit on their elo being afraid to lose it. no, they have to risk it this means progress in the ladder and not standing still
  17. 5 likes
    Region : NA Highest reached rank in Matchmaking : Diamond Have you played games on the custom ruleset : No (working on it) Have you watched games played on the custom ruleset : Yes Do you wish to see the changes proposed by the custom ruleset implemented into the current competitive ruleset ? : Yes Why ? My impression is that overall these rules provide a better experience for players and spectators across the board. We saw more interesting and close match-ups in the EU and NA tournaments. After watching, analyzing, and casting 10+ hours of tournament games, it is very apparent that the ruleset changes don't benefit any particular play style or weapon over others; it leaves more room for creative play OOC and more to manage in control. I can appreciate the design philosophy of prioritizing weapon buffs, while promoting smart use of ammo and positioning. I think at a bare minimum, this provides a better starting point than the current competitive ruleset to continue exploring further tweaks to settings if it's necessary in the future. It would be nice to have an opportunity in the main build of the game to collect more information on how the ruleset plays outside of duel. I think it is smart to focus Reflex's design around high level duel gameplay as the core experience, but seeing the impact to team modes is important too. Luckily, I think casual gameplay is largely unaffected by these changes. I hope this gets more players reinvested in competitive Reflex. Thanks again for taking the initiative Rama.
  18. 5 likes
    Region: EU Highest reached rank in Matchmaking: Overlord Have you played games on the custom ruleset: Yes, around 100 duels or so Have you watched games played on the custom ruleset: Yes Do you wish to see the changes proposed by the custom ruleset implemented into the current competitive ruleset?: Yes Why?: I feel like the ruleset promotes far more thought out, strategic play than in the current competitive ruleset while still rewarding good execution. As of right now, the balance between armours, movement and the weapons is slightly skewed as the armours are too powerful compared to the weapons. This leads to bad in-control play being unnecessarily hard to punish as the opponent can mindlessly cycle through items while basically being unkillable unless they get completely outaimed™ - positional mistakes don't matter if the weapons aren't strong enough to capitalize on them. To remedy this issue, the ruleset slightly buffs the weapons, not only in terms of damage but by improving the responsiveness. Rocket-jumping is a thousand times more reliable and the IC feels much more rewarding with the changes to the trace size and the reload speed. Ammo is also changed to further balance the weapon buffs, which I feel is a very needed change as managing ammo in the current ruleset isn't much of a task. The end result is more exciting gameplay - taking control back doesn't feel as much of a dice roll as it is right now because both players are offered more opportunities to regain it. Overall, I think the ruleset is a positive and refreshing change to the current competitive ruleset. I'm a bit undecided on the bolt reload change as it makes Danny a big disgusting bolttihomo, but I think it's fair that we give him a chance to shine))
  19. 5 likes
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  21. 5 likes
    Heyyo, back again. A remake of Q3CTF1. Collaboration between myself and tripats. Enjoy the map. http://steamcommunity.com/sharedfiles/filedetails/?id=880719215
  22. 5 likes
    Totally agree. Stakes are a great gameplay mechanic, which improve even more the main asset of the game : its movement system, and makes it unique. The current starting weapon is not great a all, a kind of weak shotgun, with (imo) poor design, and no particular interest. I think it's a bad idea to have more weapons, and this little shotgun is the only one to be removed. Plus, it's better if everybody is always enable to move the same way on the map. It's the perfect solution. i wonder why it hasn't been tested yet. Maybe not reduce the fire rate, just decrease drastically the damage.
  23. 5 likes
    Warmup is nice but as you mentioned it has self/team damage (+ a lower stack) and no self damage is an essential part of arena. I think it's just a design decision how to get to the non round based arena experience (warmup without self-damage or arena without rounds). Arena is just no self damage + full stack to me so I just suggested to just "outsource" the rounds. I would be happy with a no self/team damage mutator as well.
  24. 5 likes
    @MAD_JIHAD probably because you can only walk on the clip
  25. 4 likes
    Just some of the things, mostly promEUs, and me were working on.
  26. 4 likes
    Region : EU Highest reached rank in Matchmaking : Diamond Have you played games on the custom ruleset : Yes Have you watched games played on the custom ruleset : Yes Do you wish to see the changes proposed by the custom ruleset implemented into the current competitive ruleset ? : Yes Why ? Overall I think this custom ruleset achieves what it sets out to do - it rewards smarter plays and positioning for the out of control player, and makes ammo management a necessity for the in control player. The extra damage and larger trace size on hitscan weapons is generally nice across the board, whether you're new to the game or not. Critically the changes don't break anything and indeed as has been pointed out, they are not even noticeable at low levels of play. So this ruleset doesn't punish anyone and it doesn't seem to reward any particular style of play. You don't have to throw yourself at an armour and hope for two cheesy melee hits to get some measure of control back. My thanks again to Rama for all of his work tweaking this ruleset, taking onboard feedback, and hosting the tournaments.
  27. 4 likes
    Region : EU Highest reached rank in Matchmaking : Overlord Have you played games on the custom ruleset : Yes Have you watched games played on the custom ruleset : Yes Do you wish to see the changes proposed by the custom ruleset implemented into the current competitive ruleset ? : Yes Playing on the current ruleset I notice pretty fast that once an opponent has a strong cycle setup you are very limited in what you can actually do. You pretty much have to hit a lucky rocket/nade, hit 2-3 rails in a row or just yolo* armors to get back in control. In my opinion it creates inconsistent and boring gameplay. In this ruleset however, being OOC you are presented with a lot more options when every single weapon have received a damage buff, ammo is more scarse on every weapon and good positioning will be more rewarding. I like that positioning plays a much bigger role in the gameplay. The stronger player with more experience and better decision making will be able to punish weaker players more consistently. I also prefer the new ammo system on this ruleset, in the current ruleset you pretty much don't even have to think about ammo. I didn't know where the ammo boxes were even after playing almost 1000 duels on it. (dont tell anyone plz) It also creates another element for the in control player to handle, which is something the OOC player can exploit which adds an interesting aspect to the game. And I also think the rocket self knockback is right where its supposed to be in this ruleset, it makes for more consistent rocket jumps on maps like Catalyst (MH, upper YA). In general I think it's just a lot more fun with a bunch more viable guns, plasma is super strong in some situations on Furnace for example, stronger IC presents a lot more opportunity to punish your opponent for both players. Bigger splash on rockets mitigates the A/D spamming on new spawns and in general makes it a bit stronger, faster burstgun makes it a viable gun to either finish off your opponent or just make your opponent think twice about spawnfragging you. All in all an improvement to the DUEL gameplay. In my opinion.
  28. 4 likes
    Final results : 1st place : DazedSpartan 2nd place : Vigur 3rd place : kwong 4th place: Jankygoatsmugla 5th place tie: Ezormer, erad 7th place tie: writhe, LKO-,- 9th place tie: mittens, santile, Tw1tchy, porkRaven 13th place tie: totallynotcupcake, Pharaoh__, 自助者天助, Capwwn 17th place tie: madhyamika, ImRandyBaby, AyselSSBM, bitstr3m Thank you to all the people that were involved in making this a great event : -Players that signed up and played on the ruleset before the tournament -Donators for contributing to the prizepool and hyping the event -DazedSpartan for helping me as a co-admin and organizer -Delementary for streaming the event -entik for the esr and +f posts Replays : Dropbox link Twitch VOD : https://www.twitch.tv/videos/159638295 A Youtube VOD should be available soon on Delementary's youtube channel. Make sure to play in the AU tournament next Sunday if you're from that region !
  29. 4 likes
    This map is a prototype, designed for beginners to enjoy and learn duel mode while playing. When I say "beginners", I really mean people who barely know the game or any other afps, or just don't know what is going on in duel. I often play with such people, because I get my friends to test the game as soon as I can, and what I learned is that we don't even imagine what is difficult for them. Obviously, 2 main components are : WEAPONS (collecting and switching weapons, thinking of what weapon to select while fighting) MAP (orienting themselves on the map is difficult, that's why they run ramdomly most of the time) they don't even think about items at this point Problem is, before having just a glance of the tactical interest of the game, there is a long way to go... Therefore for them the game is just about wandering and shooting what is moving, and of course getting crushed =). My idea is to have a map that is way more simple than usual duel maps, but still fun =), so that it's less noisy, and easier and faster for beginners to come to focus on what matters (in theory). So on this map, the main features are : Only main weapons 1 GA / 1 YA (ya armor is in middle of the map in the air so easy and fun to punish. 2 25s hp and 1 50 hp lots of double jump, 2 triple jumps in BR room (quite optionnal : one tele jump & one stair jump) All the spawn points are very close to weapons Very simple map plan Just one 1-way tele Feedback and ideas are welcome on 2 aspects : - on the concept of having more simple duel maps for beginners. - on the map in itself. Cheers, Map name : beginner_duel_1 Workshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=974358091
  30. 4 likes
    I just added elo history to the community server stats thing. This allows for trend information http://62.75.159.85/replays/showglicko.php + it allows to plot those nice elo graphs http://62.75.159.85/replays/userplot.php?user=76561198043833379 A bot was added to the noobschleuder discord that you can query about your elo and the elos of players currently playing on the server (maybe useful to even out teams).
  31. 4 likes
    Hi guys, I've recently finished the layout of my duel map "wdm_rumble". I would really much appreciate advices and if someone wants to test the map out he'll be welcome Pictures:
  32. 4 likes
    This is the feedbackpage for all of my maps, since i did not want to open a thread every single time. So tell me what you have on your mind - suggestions, advice, general feedback, etc. This is the place to do it. 2v2 sanguine keep http://steamcommunity.com/sharedfiles/filedetails/?id=894642062 isengard - http://steamcommunity.com/sharedfiles/filedetails/?id=828498657 FFA hades - http://steamcommunity.com/sharedfiles/filedetails/?id=849065658 kronos - http://steamcommunity.com/sharedfiles/filedetails/?id=748809761 atlas - http://steamcommunity.com/sharedfiles/filedetails/?id=768731169 ares - http://steamcommunity.com/sharedfiles/filedetails/?id=774142239 minerva - http://steamcommunity.com/sharedfiles/filedetails/?id=626520371
  33. 4 likes
    If there are more important things in life than grinding golden weapons, then things are as they should be and you should focus on them more. If you want progression, play MMORPGs. I swear I don't get why everybody wants to have golden weapons without putting effort into the process. They are a sign of commitment, not just rando gimmick to show off to your boss on an off day. A token of recognition for experience and/or hard work. Don't feel anxious because you think you won't get one - it's just a video game.
  34. 3 likes
    Hi, We all love team modes (TDM and CTF) but they never took gravity in reflex. I just want to share my 2 scents why I think Reflex is not ready for team modes boom. And also invoke more discussions and possible solutions. There has been a lot of discussions and a lot of suggestion for features and etc. But I think issues start to pop up at the base level. Issues: Servers can't handle larger amount of players. Currently servers are struggling and crashing when there are more than 10 people in the server and this is really bummer for team modes. And here is why we need more than 10 playable slots: For competitive play to exist, you need casual player base to back it up. 4v4 is good for competitive play, but for casual or public play teams have to larger. Because in public play, people are jumping in and leaving constantly. And when 1 person leaves in 4v4, teams balance is completely ruined and there is no break or wait for other people to hop in. But in case of 7v8 it's not that terrible, it's still remains playable and enjoyable. This issue is also is very hard fix because networking bugs are incredibly tricky to diagnose and fix. Reflex can't handle large maps. for 8v8 to be fun, it needs big maps, but sadly currently engine can't really deliver that. Even smaller "big" maps like Monolith are performing poorly. Counter argument might be "Have better PCs", while it's legit, but maps performance should be consistent. And fixing this is incredibly hard. Engine is already settled in, not only it's hard to improve performance, engine updates will possible create new issues. Also low player base, I don't really want to dive into this much, since it's discussed enough. So in the end, I don't think Reflex is ready for classical CTF that we're used to. Maybe Reflex should adopt some kind of hybrid to allow casual play with lower players count and smaller maps. Because these mentioned issues are tricky to fix and won't even guarantee that CTF will all of the sudden take speed. What's your thoughts? <3
  35. 3 likes
    Region : NA Highest reached rank in Matchmaking : Overlord Have you played games on the custom ruleset : Yes Have you watched games played on the custom ruleset : Yes Do you wish to see the changes proposed by the custom ruleset implemented into the current competitive ruleset ? : Yes Why ? I played the ruleset almost exclusively over the live game since exp plus's return and experienced most of its iterations in high level duels. When I first played on the exp plus ruleset against a mid level player, I barely noticed any difference and it didn't feel any better. Once I dueled against some better players on the ruleset I was surprised at how much more fun it was than the current live ruleset. We had the best duels in recent memory, and the quality of the ruleset has mostly improved since then. It changes playstyle at the top level without being very noticeable in lower level games. The individual changes of the ruleset are all minor and do not change the core gameplay. The cumulative effect of these small tweaks is a change the incentives for players who constantly look to make optimal decisions in duel. The appeal of reflex for its biggest fans has always been the love of the game and the strive for improvement. Replacing the current ruleset with this improved version would go a long way in showing that the developers still share this sentiment. This exp plus ruleset does a much better job at creating healthy incentives than the current comp one. Hard cycling and attacking into bad fights with higher stack is rewarded often the current ruleset. This exp plus ruleset allows in control and out of control players to punish braindead play like this and makes for much more engaging duels at the top level. An important thing to understand is that the ruleset does not change the game, every option and playstyle seen in the current comp ruleset is possible in exp plus. All it changes are the incentives, and only those at a high level will be taking advantage of the changes. Top level duelers are not as concerned with what playstyle is fun, they are more concerned with which playstyle is most effective. Meaning top level players are simply at the mercy of the ruleset because it determines which type of decisions are rewarded and punished. If current comp rewards a certain playstyle, top players are going to play closer to that. The exp plus ruleset changes what is punished and what is rewarded, thereby bringing the optimal playstyle closer to a playstyle that creates fun and engaging duels. The effects of the ruleset are difficult to notice for the majority reflex players, and that’s a good thing. Having witnessed a lot of feedback on the ruleset I can say that almost all responses have been positive or some form of "I can't tell the difference." It makes sense that the effect of the ruleset change increases along with the skill level of the duel. Considering the vast range in skill levels in reflex, the majority of players will be barely affected by the differences in the exp plus ruleset, and that is why it is safe to implement. It improves the most important level of play in reflex and does not change mid and low level play significantly. After seeing the exp plus ruleset develop as a result of the feedback of dozens of players, it seems like rama ruleset is not really the best name for these changes. The effects of individual changes are not often clear, so the ruleset went through many iterations and was tested by a wide range of playstyles before being used in the tournaments. The final ruleset is not based on any one player’s opinion. It was tested by most of the active good players. Since reflex is highly competitive, some criticisms of the ruleset are completely understandable. However, considering the number of players involved, the amount of suggestions that were implemented, and the difficulty of understanding the cumulative effects of so many small changes, it is laughable to say that the ruleset was created specifically to favor a certain playstyle. I can say with complete confidence that this ruleset was created out of passion for the game. However, the ruleset is not perfect. For example, the strength of A-D strafing continues to create inconsistency in fights, and this current version of exp plus does nothing to fix it. Regardless, this ruleset is a far improvement over the current comp. The work has already been done here, the ruleset is tested in tournaments and proven to be well received, and the only thing left is for it to be added.
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    Region : EU Highest reached rank in Matchmaking : Gold Have you played games on the custom ruleset : Yes Have you watched games played on the custom ruleset : Yes Do you wish to see the changes proposed by the custom ruleset implemented into the current competitive ruleset ? : Yes Why ? Honestly I didn't feel any major changes during the few games I played with the ruleset, so if people are happy with it, I don't see any reason to vote no. Just one remark though ; imo the SG should be the most efficient weapon to use (if used well) at very close range over the RL. This is not the case in the current ruleset, but I don't think it is better in the custom one. maybe give more love to the SG.
  37. 3 likes
    Region : EU Highest reached rank in Matchmaking : Diamond Have you played games on the custom ruleset : No Have you watched games played on the custom ruleset : Yes Do you wish to see the changes proposed by the custom ruleset implemented into the current competitive ruleset ? : DONT KNOW Why? i dont actually think that the weapon balance is that bad in basereflex - at lower skills rockets dominate theres no question, but at highmid skill it evens out ok. im skeptical of the strong IC knockback which leads to more defensive style play imo and could lead to alot less use of aggressive movement options in higher level play. if the goal is to reduce the +forward rocket-zerging of in control players, you could always have just nerfed the armors a bit.
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    Couldn't that be edited for clan arena specifically? I don't know for sure but if it's possible what would be better? back to 25? We need to ask "Pakho" atdm all day
  39. 3 likes
    Region : EU Highest reached rank in Matchmaking : Prime Overlord Have you played games on the custom ruleset : Yes Have you watched games played on the custom ruleset : Yes Do you wish to see the changes proposed by the custom ruleset implemented into the current competitive ruleset ? : Yes Why ? : Burstgun is actually useful, I am scared of a fresh spawn if I am low and I don't automatically switch to melee when I spawn anymore. It is a bit harder to manage ammo but it is easier to remember how much ammo i will get from boxes and weapon pickups. bolt/rocketlauncher/ion are all buffed just a little especially the rocket buff makes the game even more exciting. Rockets boost yourself further. Plasma is now super spooky in situations it should. All good changes in my eyes. Some things I disagree on: I think burstgun should have more ammo at spawn 12? 15? 20? the more ammo the more likely you can use it as a shotgun for finishing off people throuhgout the game. I still think grenades shouldn't do 100 damage on directs (more like 80 to be specific, splash 80 as well). I still think shotgun should have 10 maxammo and 5 pickup/box.
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    Hi everyone, as some of you may know already, I've been working on a custom ruleset that aims to improve the current competitive ruleset's gameplay and weapon balance. Here is the full detailed explanation : http://customruleset.easyga.me/ruleset.html The goal of the ruleset is not to "divide" the community but to refine these changes and then to propose them to the developers. This testing is only temporary. I'll be hosting 4 tournaments on this ruleset : 09/07/2017 : Custom Ruleset Duel Tournament [EU] 18:00 CEST (17:00 to 18:00 for checkin) --- 16:00 UTC 16/07/2017 : Custom Ruleset Duel Tournament [JP] 19:00 JST (18:00 to 19:00 for checkin) --- 10:00 UTC 16/07/2017 : Custom Ruleset Duel Tournament [NA] 02:00 PM EDT (01:00 to 02:00 for checkin) --- 18:00 UTC 23/07/2017 : Custom Ruleset Duel Tournament [AU] 05:00 PM AEST (04:00 to 05:00 for checkin) --- 07:00 UTC Players from all regions and skill levels are welcome in each tournament, servers will favor players from the original region ! How to play on the ruleset : http://customruleset.easyga.me/ruleset.html#Playing Changes from the current competitive ruleset : http://customruleset.easyga.me/ruleset.html#Changelog Custom Ruleset Duel Tournament [JP] Information : Date : 16/07/2017 Starting time : 19:00 JST (18:00 to 19:00 for checkin) --- 10:00 UTC Stream : https://www.twitch.tv/ztkfps Bracket : http://challonge.com/3u4drrf8 Sign-up : http://challonge.com/tournaments/signup/aNH0xuHbFE Map pool : -The Catalyst -Furnace -Pocket Infinity -Ruin -Simplicity Prize pool distribution : : 50% : 25% : 18.75%4th : 6.25% Current total : 38$ USD You can contribute to the prizepool by donating to the following Paypal address, Please indicate in your message if it's for the NA, EU or JP tournament : guillaumeaj@yahoo.fr Donators : -Ramagan : 10$ -Alva : 28$ Rules : General : Join https://discord.gg/KkmVPWp on discord for communication Please use the same nickname on challonge and discord ! Be autonomous, contact your opponent, play your match, report the score on discord. Unsporting behaviour may be penalised. Match system : All matches will be BO3, grand final will be double BO3 (if needed). Map picking system : Use the 'roll' command to determine which player drops first. (Player with the highest roll is the roll Winner) W: Roll winner L: Roll loser BO3 : Drop(L)-Drop(W)-Pick(L)-Pick(W) - The last map is the tiebreaker map (Maps are played in order of picks) Servers/non JP players : No unauthorized spectators will be allowed on the servers. Servers will be provided, servers will be located in Tokyo. (Players from different regions than JP are allowed, they'll however have to play on JP servers if facing an JP opponent, Singapore servers may be used if it's a match up between 2 Singapore players) In case of a ping/server disagreement, a Tokyo server will be used. Good Luck ! Admins : ZTK Ramagan
  41. 3 likes
    Any plans to implement a VOIP system, say during any games through the browser and not match making? It'd be great if during a FFA with 8 of us we have the option to hang out and talk. Full control, like muting, etc etc
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    VoIP would be great but there's already other software for that (as annoying as that is). Regarding binds, chat "tokens" would go a long way. For instance, beyond just binds saying "EFC high" or "EFC low", things like being able to hover your crosshairs over an item and being able to press a single bind that says, "#nearbyfriendly, there's a #item available. Please take!" Other cool stuff might be for map editors to be able to designate and name map zones. For instance, on a TDM map, you can name an area "RA room" and use a bind like, "Enemies in #room. Please help!" Maybe someone has already worked that in Lua, though?
  43. 3 likes
    @Veeall I agree with you, we must be aware that this type of game is elitist in the sense that it is 100% skill based, very fast and quite tactically deep. Thus the potential target audience is restricted compared to a 'normal' game. However, I think that : (1) this potential target audience is way more important than the current player base, so it's possible for reflex to get more players if it get more famous. Plus, (2) there can be players that would enjoy to play casual modes in a regular basis without engaging in the competitive modes too much and never reaching a considerable level. A game like starcraft for instance, is -as reflex- extremely demanding, but it has succeeded to attract lots of casual players nonetheless, that enjoyed playing the game anyway I think. But the difference is that starcraft got the hype, thanks to the insane propaganda power of a big editor. I must admit that it's even worse for a fast-FPS, because lots of people just can't play this type of game without feeling sick. TLDR : even if the game is elitist, it doesn't necessarily imply that we have reached the maximum amount of players possible. They just don't know about the game.
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    round based tdm seems funny
  46. 3 likes
    To be fair, reflex is a clone of a quake 3 mod. Gameplay wise its not really groundbreaking either. The groundbreaking parts of reflex are the intuitive multiplayer map editor and the netcode (even tho it has its issues).
  47. 3 likes
    Hello, I'm not sure if Bugs is the right forum for this, but I don't know where else it would go. As it stands now there is no set time limit for custom sound effects in the game, which are very easy to create for yourself. If you wanted to, you could, say, create a 30 second countdown sound effect for when mega health expires, so you would know exactly when it spawns due to the custom sound cue. I don't know if any players abuse this, but it probably needs to be addressed. Current version 1.0.4
  48. 3 likes
    Please put this in the workshop! would make life much easier installing this
  49. 3 likes
    Clipping a pipe no one will ever walk on.
  50. 2 likes
    Region : EU Highest reached rank in Matchmaking :Diamond Have you played games on the custom ruleset : Yes Have you watched games played on the custom ruleset : Yes Do you wish to see the changes proposed by the custom ruleset implemented into the current competitive ruleset ? : Some Why ? Ammo changes are great, IC, plasma and GL changes are good. Burst combined with bad spawn system is terrible since there's no way to predict enemy spawning right into you/ between you and health. With the current movement and weak RL knockback it allows for way too much freedom in troll engagements where you rely on hitting far more than you should considering your stack and position. Due to movement, weak RL knockback and IC trace spammy dodge is far too valuable because you can avoid most directs without getting knocked up and tracking it with IC is impossible.