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  1. 40 likes
    Officially confirmed for next update. Everything from my end is done with implementation of it. Just want to say, this is how custom rulesets should be handled. Everything about the process was done right. Documentation, discussions, changelogs and explanations. Thanks to everyone that provided feedback and to Rama for coordinating it all. I believe it addresses a lot of consistency issues while providing more solidified roles for weapons. By providing this contrast it makes the gameplay less flat/uniform overall. I think it'll give an improved platform moving forward. Another added bonus is that for the most part, the more casual players won't notice any drastic changes. A good step towards evolving the gameplay I think. Thanks again everyone.
  2. 24 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://reflex.fun/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://reflex.fun/ruleset.html#Playing Changes from the current competitive ruleset : http://reflex.fun/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. 18 likes
    Inspired by the fact that a few people running servers for Reflex have made the recorded demos available for download, I thought that it would be a good idea to create a topic where we can collect these resources (for now). This might also come in handy for people who just had a great match and want to snatch the demo for making clips, movies etc. If you're also running a server and have a place where people can download them from, feel free to contribute below. For now I'm mainly thinking of live demo resources but if there'd be a place where demo packs from cups and tournaments get uploaded to every once in a while, I could also create a new subdivision for those. Desired format for contributions: Country | Server name(s) | IP address(es) and port(s) | Admin name(s) | Link to download resource List of live demo resources E U R O P E #reflex.de Community | discord.me/reflex-de IP: 172.107.97.154:24022 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - London #1 by Swiftnode.net IP: 172.107.97.154:23972 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - London #2 by Swiftnode.net IP: 172.107.97.154:23997 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena | RACE - London by Swiftnode.net IP: 172.107.97.154:24097 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena | RACE [EASY MAPS] - London by Swiftnode.net IP: 172.107.97.154:24072 Admin: @MnstH Demos: Click here (HTTP) Join #pickups-eu @ www.discord.gg/reflex | London IP: 172.107.97.154:24122 Admin: @MnstH Demos: Click here (HTTP) [BOXR] London (Replays ldn.boxr.gg) IP: 172.106.17.210:23697 Admin: @Nathan Demos: Click here (HTTP) - Replays older than 45 days get deleted automatically! [EU] Dhaagon's IP: 178.33.42.146:15300 Admin: @Dhaagon Demos: Click here (HTTP) - Replays older than 45 days get deleted automatically! [EU BEGINNERS] Reflex EU Newb Gather IP: 178.33.42.146:15301 Admin: @Dhaagon Demos: Click here (HTTP) - Replays older than 15 days get deleted automatically! nosce te ipsum - lazery IP: 79.137.83.157:25788 Admin: @yakcyll~ Demos: Click here (HTTP) - Replays will be stored for at least 7 days! Noobschleuder Servers IPs: 62.75.159.85:22317 ([EU] Noobschleuder 2) 62.75.159.85:23317 ([EU] Noobschleuder 6) 62.75.159.85:25387 ([EU] Noobschleuder 10) Admin: @/fragile Demos: Click here (HTTP) Qualx's Happy House of Fun Servers (SERVERS ARE OFFLINE BUT DEMOS ARE STILL AVAILABLE) IPs: 178.62.160.135:25787 (Qualx's Happy House of Fun #1) 178.62.160.135:25788 (Qualx's Happy House of Fun #2) 178.62.160.135:25789 (Qualx's Happy House of Fun #3) Admin: @Qualx Demos: Click here (HTTPS) - Serves demos from at least the 1st of the current month onwards. Qualx has an offline archive of all the demos that have ever been recorded on his servers, so message him if you need any! N O R T H A M E R I C A Eggplant Arena - Chicago #1 by Swiftnode.net IP: 104.128.62.11:23822 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Chicago #2 by Swiftnode.net IP: 104.128.62.11:23897 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Chicago #3 by Swiftnode.net IP: 104.128.62.11:23922 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Chicago #4 by Swiftnode.net IP: 104.128.62.11:23947 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Chicago #5 by Swiftnode.net IP: 104.128.62.11:23972 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Chicago #6 by Swiftnode.net IP: 104.128.62.11:23997 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Chicago #7 by Swiftnode.net IP: 104.128.62.11:24022 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Chicago #8 by Swiftnode.net IP: 104.128.62.11:24047 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena | RACE - Chicago by Swiftnode.net IP: 104.128.62.11:24072 Admin: @MnstH Demos: Click here (HTTP) Join #pickups-na @ www.discord.gg/reflex | Chicago IP: 104.128.62.11:24072 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Dallas #1 by Swiftnode.net IP: 45.34.11.51:23647 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Dallas #2 by Swiftnode.net IP: 45.34.11.51:23697 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Dallas #3 by Swiftnode.net IP: 45.34.11.51:23722 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Dallas #4 by Swiftnode.net IP: 45.34.11.51:23747 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Dallas #5 by Swiftnode.net IP: 45.34.11.51:23772 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Dallas #6 by Swiftnode.net IP: 45.34.11.51:23797 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Los Angeles #1 by Swiftnode.net IP: 45.35.71.26:23622 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Los Angeles #2 by Swiftnode.net IP: 45.35.71.26:23647 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Los Angeles #3 by Swiftnode.net IP: 45.35.71.26:23672 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Los Angeles #4 by Swiftnode.net IP: 45.35.71.26:23697 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Los Angeles #5 by Swiftnode.net IP: 45.35.71.26:23722 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Los Angeles #6 by Swiftnode.net IP: 45.35.71.26:23747 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Los Angeles #7 by Swiftnode.net IP: 45.35.71.26:23772 Admin: @MnstH Demos: Click here (HTTP) Eggplant Arena - Los Angeles #8 by Swiftnode.net IP: 45.35.71.26:23797 Admin: @MnstH Demos: Click here (HTTP) [BOXR] New York (Replays ny.boxr.gg) IP: 172.106.17.210:23697 Admin: @Nathan Demos: Click here (HTTP) - Replays older than 45 days get deleted automatically! [US/LA] Git Gud dools [Swiftnode.net] IP: 45.35.71.26:23547 Admin: @MAD_JIHAD Demos: Click here (HTTP) - Replays older than 45 days get deleted automatically! A U S T R A L I A / O C E A N I A --- A S I A ---
  4. 17 likes
    Angarr's Gate FFA/CA map by Irish & promEUs [Workshop Link] Screenshots slightly outdated, will be fixed SOON tm
  5. 17 likes
    Reflex was just released last month and enjoyed a small population boom that took the concurrent users and multiplied it by 2-3. It was great until something like 90% of the newer players stopped playing. So we must ask ourselves why the population tanked back to pre-release levels already. Was it the community? No, I highly doubt that. The majority of us have been very welcoming and took time to show newer players what the game has to offer. Parkourstation and reflextrain saw a lot of play time on public servers. Even in duels, veterans stopped and explained why they were surviving through multiple direct rockets to the face, toned down their game, and let newcomers grab some armors. Bringing people to the official discord has gone pretty well too. I'd love it if this was a success story and I was only here to report these facts... So why didn't people stick with the game? To use a metaphor, I think it's that new players see a pit of depth for how good you could possibly be at reflex, but there are no lights pointed down there. There is nothing that illuminates why prime overlords can convincingly beat overlords, who can stomp on diamonds, who can dominate platinums, who can destroy... All the way down to bronze. As we all know, combat skills don't define everything in this game, but that is the only thing that is outwardly obvious before a new player buys the game. And even after they have played for a week, they are aware movement plays a big part, but the depths of strategy are still a murky black pit that makes no sense to them. Compared to Overwatch, it's really obvious that depth in the game (outside of combat skills) comes from finding the right times to use your abilities and coordinating with teammates. You don't go into the game without knowing what you eventually need to improve upon. In Reflex, so many people bought the game and quit before they even knew how to improve. There is an old video that described the ways in which Mega Man and Mega Man X were amazing games. The tl;dw: is that the games avoided explicitly telling people what to do because the mechanics of the game were revealed naturally while forcing the player to recognize what was going on, and mechanics that didn't work well in earlier games were removed in later games. This video brings home a really good point to me: my Reflex tutorials shouldn't need to exist. At least 90% of what I say in my tutorials should be forced on the player or made much more transparent. New players shouldn't be forced to listen to me talk - the game should make the important aspects completely obvious through the player exploring the game. This is why I thought item timers were a step in the right direction - it enhances mechanic transparency. As we observed, the more hardcore players fought against it because it diminished known strategic depth. It wasn't the ideal solution, and I'm willing to admit that. But it's still painfully clear that something needs to change with the fundamental gameplay of Reflex, and it won't be easy. I have two proposed changes we could try out, and I'm curious if anyone can poke holes in them. I'm also interested in other ideas people might have. Proposed change 1: bring back item timers in competitive modes, but make them unreliable. A mechanic could be introduced where if you shoot at an item that is not yet respawned, it adds or subtracts time from the respawning item (perhaps to a max of 5 seconds). Item timer widgets could represent what the unmodified time would be, and players could throw off timing by hand. Maybe you could tweak this idea and make it so the last person/team to collect the armor adds time to respawn by shooting it, and others subtract time by shooting it (or vice versa). To accommodate new players, you'd want to clearly show that respawn time is being changed by their actions with "-1 second" popping out of the item colored according to the action, and a default UI widget like apheleon's timer timeline with visual uncertainty (instead of discrete red armor on the time line, a red armor on a bar that extends to the possible ranges) would go a long way to help. Or... Proposed change 2: all armors respawn at :00 and :30 on the clock. Other items keep their existing respawn properties. An additional benefit to this drastic change is that it removes the full lock armor cycle state of control, which means small skill differences will be less likely to result in huge score differences. With armor cycling removed, positioning yourself between multiple armors and timing your attacks appropriately become a stronger part of the game's higher end strategy. A simple but prominent UI widget showing time until all armors respawn would go a long way to teach new players what they need to focus on. I know #2 is harder to get buy-in from older players, but I want you guys to think seriously on it. We need to community to grow. I think #1 might not take it far enough. Perhaps #1 along with other changes to help make the game's important mechanics more transparent world be ideal, but I'd really like to try out things that make the game more approachable. I also have a list of changes I'd recommend to the game's tutorial system, but that is less important than gameplay changes at this point.
  6. 13 likes
  7. 9 likes
    Been a while since I've posted anything here - Latest progress of the map Irish posted screens off up above
  8. 7 likes
    Region : NA Highest reached rank in Matchmaking : 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 Why? There aren't any changes in this ruleset that I disagree with. All of the weapons have been made more powerful, but I still don't think that they are powerful enough. The armors in Reflex Arena mean quite a lot, probably more than in any other Arena Shooter.. but the weapons aren't powerful enough to combat them. You often find yourself damaging your opponent just enough for them to maintain their item cycle (and more importantly, stay in-control), but not enough for you to secure the frag. What ends up happening is, the out-of-control will deal a ton of damage of the course of a few item respawns and eventually ends up dying due to being out-of-control and not having the resources available to continuously contest. Then the cycle repeats itself. Even if you (the out-of-control) are dealing far more damage to the in-control than they are dealing to you, after three or four engagements you no longer have the hp to fight (at this point in the match the stacks are usually even), and you have to make a choice.. do you risk another death and go for the frag, or do you try to buy time and wait for the next item? Either way, both choices are in the favor of the player who is currently in the lead. The best way to address this is to slightly up the damage potential of just about every weapon. You could increase the RLs splash slightly to 124units, so spam is more effective. You could decrease the reload (increase the firerate) on Plasma to 90ms to have a similar effect. You could up the dps of the IC to 139 (6dmg @ 43ms). And even slightly buff the Shotgun. Maybe the changes I'm proposing are too drastic, idk. But I do think that more powerful weapons should be considered, as this is an issue that I feel has been overlooked for too long.
  9. 7 likes
    I am working on a multi-stage strafe race map. 5 / 6 stages are done. Design is meant to be very simple and clean, but i am still unsure if i should use colored water for the ground to get area lighting in colors.
  10. 5 likes
    Hi everyone, In case some of you don't know, I'm looking to start organizing tournaments on ESL's platform with the goal of 1) giving the community consistent tournaments for different skill groups to play in (mostly low/mid-skill, Ramagan has plans for the top-tier folk!), 2) introducing the game to other communities and players and 3) helping the game as much as I personally can because I love you. I won't give out all the details yet because nothing is certain yet and everything is still in planning phase, but tl;dr: I have been in contact with an ESL Representative, and in order to get Reflex on their roster we must get people to express their interest towards the project on ESL's site. Please note that this is not meant to be the end of player-hosted tournaments: I wish to see other players taking initiative as well and hosting even more competition! Here is the link: https://forum.eslgaming.com/discussion/40625/do-you-wish-to-see-reflex-arena-on-eslplay#latest Play more Reflex!
  11. 5 likes
    It would be nice if you could watch the top 10 runs directly from the leaderboard..
  12. 5 likes
    http://west.paxsite.com/schedule/panel/reflex-arena
  13. 5 likes
    Just some of the things, mostly promEUs, and me were working on.
  14. 5 likes
    For those that played any Gran Turismo... yall already know what Im about to say !!! LICENSE SYSTEM License system like GT would be sooo dope. I think in GT it was like D class ---> C , B, A and then S class. Might be a nice single player mode for Reflex - just have a handful of maps that have certain times you must get for each license. You could even run tournaments in Race mode like "A Class only" "S class only" etc. But yea I think that would be fun to be licensed in Race
  15. 5 likes
    Sorted by priority: Wallbug. My issues with race changed a lot during a year of racing, but this was ALWAYS annoying. You can't actually touch walls in reflex race. That is super uncool for players and cripples map making a lot, as every brush that isn't a rectangular cuboid is going to be a problem on slightly larger maps. Lightmaps. I know the community workaround for avoiding huge lightmaps is now public knowledge, but anyhow, there should be an official solution, too (even if it's simply allowing map uploads without lightmaps). Leaderboards. Leaderboards need to distinguish game modes (low gravity) and weapons used. The hashes for recognising changed maps are broken too and need fixing. Also, records should be uploaded after you set them, not at the end of the round. Bonus-Stuff in no particular order: Triggers and movers for more creative map making. It would actually be nice to have scripting possibilities for the game logic. Higher visibility range could be nicer for simple, but large, outdoor maps (like rdk-18, radiantfinal, etc.) Textures would be cool for race, because they give you a better depth perception than flat surfaces, and are also easier to use than meshes (and I think they also look better from far away than meshes).
  16. 4 likes
    I'd like this post to be a sort of 'master list' of all the things the race community would like to be implemented. I know the devs are aware of some of these, but I thought it would be helpful to them and us to have all ideas and suggestions in one place. So I shall list them here, others can reply, and I'll update this original post. Feel free to tag them as 'critical' or 'would be nice' or whatever For now I'm going to type them off the top of my head, asking people in #racing Visibility Option to toggle player models on and off. Translucency option would be nice too. Ghosts Race against your own personal best time. Racing against other people's ghosts might be frowned upon as it will reveal routes, but personally i think this would be nice. You can see other people's routes easily enough by spectating them in game, and you'll notice other's routes as they pass you by in game as well. Leaderboard system We know that since the training update, the framework for this is in place, and modders have let us access the database so we can see our times. Crucially, it would be nice if times could be uploaded to this database as and when records are set, instead of at the end of the round. Default timelimit for race is 60 minutes which makes this quite annoying, so community race servers with custom timelimits are a must. Which leads me on to... Timelimit Ability to vote for this would be nice, either by defining a time or just having a selection to choose from. Once people don't have to worry about waiting until the end of the round for their new personal best to be saved, it'd be nice to be able to vote for al onger timelimit for thos maps that are longer, and shorter ones for the short maps so it doesn't feel quite so grindy. Let us vote! Map editor related stuff People have mentioned 'slick' surfaces, which would be fun. I also think a high friction surface for mapmakers to choose from would be fun as well, especially for climb maps. Could be fun to test anyway. Also official support for checkpoints and split times. Let me know what I've missed and what you would like to see for this most awesome of game modes!
  17. 4 likes
    Having had more than a couple weeks now to reflect upon the changes, I would like to say how surprised I am. I really didn't think the difference was all that massive after playing the cup, but having played more of this ruleset as time went on, the difference this makes to me now is insane, to the point where I find playing the live ruleset rather annoying. Maybe it is just me becoming more adjusted to custom ruleset, but on live I find myself getting upset at the in-control opponent taking terrible fights and winning them because there's a lack of punishment way more frequently now. As I said, it might just be me adjusting or the custom ruleset accomodating my decisions better, anyway I enjoy games on this custom iteration of the game way more now. I didn't feel this way after I had played the cup, but now I strongly prefer the custom ruleset, which is why I felt the need to post again. On the topic of it being placebo: when the webserver got changed I got to play a few "placeboflex" (essentially live) games before the new setup was corrected to push the ruleset again. While I couldn't put my finger on it, things felt a bit off and out of control play was more frustrating. (Mind you at that point I was convinced I was playing the crs) At the time I thought my opponent was just playing rather well, but once the ruleset was fixed (back to custom) games were way more dynamic, including more control shifts. I realize that the sample size of a couple games is way too small to make for a strong argument, but I thought it'd be an interesting experience to share as feedback. Anyway these are my two cents, now that I've had more time to play and provide feedback that goes past my previous "it felt pretty good"
  18. 3 likes
    as you may know, norse warriors piss and shit in chunks.
  19. 3 likes
    A guide I wrote detailing how to properly install and manage a/multiple Reflex Arena dedicated server instance(s) using Linux. https://github.com/m3fh4q/ReflexArenaDedicatedServerGuideLinux
  20. 3 likes
    That's already possible. play path/to/replayname or play path\to\replayname in console.
  21. 3 likes
    >Preventing accelmeter scores from being uploaded to leaderboards. I'll just move the topic here from discord and make it short. As the title says; that way we'd have a fair competitive scene without punishing new players that still want to use it.
  22. 3 likes
    I really hope to see some love or Race in 1.2. Race community is still very active but race mode was always abandoned. Most of above ideas are very cool, but I think these are essential and desperately needed: Other players visibility on/off (climb maps are insane to play when other people are in same server) Leaderboard's implementation (brandon did amazing, but official is what we need (also whole system spine seems like done)) Triggers and movers (We have targets in training, maybe just enable them in race) I've made google form poll for most important features to be added in nearest update: https://docs.google.com/forms/d/e/1FAIpQLSe7bd239T6pBxe-dFuzdtsduos2VpDhPLVmv9K76iQkIBM7Ag/viewform?usp=sf_link Still <3 devs
  23. 3 likes
    no thank you. reflex is a niche game. people who play it know what it is and why they want to play it. we do not need, and cannot afford to have, people who feel entitled just because they downloaded a free game. who will disrupt team balance and when asked to play in the appropriate server or to spec will tell you "fuck you i do what i want". and on top of that, people who burn their account on free hacks. let's make on thing clear, we're not shooting for 100k active users here. reflex will never have the appeal of large-team TDM games because it's not built to be that. what we want is to have most esports players own reflex and occasionally playing this "elite" game when they are bored of their socially-oriented FPS, be it Overwatch, Paladins, TF, or whatever. another thing is that population alone has no meaning. if you bring in 50 new players to a game that has 10 active players, you didnt increase the population by 500%, you polluted the population to a state where those 10 do not want to play. If you game is Halo, then yea, anyone who logs in is an active player. if your game is a promode Quake clone, then a 15yo controller-using kid is not an active player, he's a nuisance. What makes games great is the core community. As rapha once said, "quake is great because it has great players". having a solid core community has appeal to new players who want to become the same as those players. if you start to bring players in who have more interest in collecting skins than aim, then you are removing the one thing that might interest your target audience, and pushing out people who take the sport seriously.
  24. 3 likes
    Or like in Trackmania, where you get medals. I think there was also a special one for having the world record.
  25. 2 likes
    Heres a list of all the server variables and what they do. Rotations are like playlists. There are no score/frag limits, only time limits. Intermission time is not changeable. It would be nice to have more flexibility in the game modes and server settings for them. ["sv_allowcallvotemapmode"] = "<0/1> Enable or Disable allowing players to callvote map/mode on the server.", ["sv_allowcallvotemutators"] = "<0/1> Enable or Disable allowing players to callvote mutators on the server.", ["sv_allowedit"] = "<0/1> Enable or Disable allowing players to switch into editor mode on the server.", ["sv_allowmodes"] = "<mode(s)> Set which game modes to force. If the list is left empty, all modes are allowed.", ["sv_allowrulesets"] = "<ruleset(s)> Set which rulesets to force. If the list is left empty, all rulesets are allowed.", ["sv_autorecord"] = "<0/1> Automatically records a server-side replay of all games.", ["sv_country"] = "<ISO 3166-2> Defines the flag displayed to represent your server's geographical location on the server browser.", ["sv_gameport"] = "<port number> Set the server's game port.", ["sv_hostname"] = "<string> Desired server name to be displayed on the server browser.", ["sv_maxclients"] = "<number> Maximum number of clients that can connect to server.", ["sv_password"] = "<string> Set the server password", ["sv_refpassword"] = "<string> Set the password to allow players to become a referee.", ["sv_startmap"] = "<map name> Set which map to load on server launch.", ["sv_startmode"] = "<mode> Set which game mode to load on server launch.", ["sv_startmutators"] = "<mutators> Set which mutators to load on server launch.", ["sv_startrotation"] = "<rotation name> Set which map rotation to load on server launch.", ["sv_startruleset"] = "<ruleset> Set which ruleset to load on server launch.", ["sv_startwmap"] = "<Workshop ID> Set which workshop map to load on server launch.", ["sv_steam"] = "<0/1> Server shows up on public server lists.", ["sv_timelimit_override"] = "<number> Set the time limit for each map in minutes. A value of -1 uses the game mode time limit.", ["sv_timelimit_round_override"] = "<number> Set the time limit for each round in minutes. A value of -1 uses the game mode time limit.",
  26. 2 likes
    New update (r30 r31): 1.2 wen GoaHud_EmojiSupport: http://steamcommunity.com/sharedfiles/filedetails/?id=1135362632 BetterGameplay: Added option to disable official item timers in casual duels Updated Emoji and color code support: Kimi's EmojiChat is no longer needed for emoji and color code support, but a new addon (GoaHud_EmojiSupport) is required to enable emojis again Note: After installing the EmojiSupport addon, the game needs to be restarted in order to stop the console spam and performance drop caused by the newly detected addon assets. Chat: Use Twitter emojis over Kimi's supplied emojis Chat: Text is now colored in realtime while typing in chat with color codes Chat: Added options to disable emojis and colors Added support for extended chat color codes from CPMA (^9, ^a, ^z, etc.) Shows current version of GoaHud in widget options Hotfix (r31): Moved Emoji support to separate addon (GoaHud_EmojiSupport) GoaHud addon update progress is now shown in the main menu Auto updater now automatically updates EmojiSupport too when enabled
  27. 2 likes
    It's not about nerfing the armours to the ground or making the game more dependent on aim - it's about forcing the player who is in control to think more about their decisions and giving the player out of control more options for recovering. Stronger weapons make control more volatile, meaning more exciting games, less stomping and more thoughtful play from both players.
  28. 2 likes
    FYI I made an event page on +f with the 4 tournaments, all results, VODs and stuff :https://www.plusforward.net/post/33879/Custom-Ruleset-Duel-Tournaments/ There is no VOD available atm for the NA and the JP tournaments unfortunately.
  29. 2 likes
    Update: Finally got around to updating this thread after ages - and people asking me for demos/replays in PM a lot. Sadly, I had to get rid of a lot of servers because both game server and file server were no longer accessible. - Added all Eggplant Arena (EU + NA) servers and the two official pickup servers (sponsored by Swiftnode.com, thanks @Linden <3) - Added @Dhaagon's EU Newb Gather server - Added @yakcyll~'s lazery server (EU/FR) - Added @/fragile's Noobschleuder servers (EU/FR) - Fixed a bunch of server names and IPs If you have any more servers to add or spot any mistakes, let me know here or on Discord!
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    Brandon suggested hiding a few global variables like player's x y z and speed since accelmeter needs those to work. I'd say to give the player an on/off safe mode button or whatever to enable those variables, if off then no record would be saved.
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    Yeah, unfortunately the race community kind of caters to itself so few maps are easily completed by beginners with no knowledge of strafejumping, bhopping, circlejumps, etc... only a few maps qualified for my 'easy maps' server rotation. The vast majority of maps are also full of gaps, which I bitch about regularly They have their place of course, but it's quite limiting for new players.
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    @Sky it was probably Mustard Tiger, arguably the greatest race map of all times.
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    Kawumm has listed the major primary issues that are needed before anything else. And there are greater and more important ideas before me. Otherwise: Backwards runs. I would love to have a second leaderboard list for doing the maps backwards, you should be able to do the run backwards whilst your friends are doing a normal forward run. It would double the longevity of a maps life and interest.
  35. 2 likes
    storing the ghosts for like #1, #25, #100 etc and giving players access to them while playing would be a cool way for people to progress at a map. it would be way more intuitive than playing a map then going on youtube and watching the world record and trying to replicate it
  36. 2 likes
    A load/save checkpoint system for position, angle and velocity. Pretty crucial for routing and optimizing.
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    I would like to set things like frag limits, number of rounds in round based modes, time limit or even the removal of a time limit in place of a frag limit. Plus I would like to be able to make playlists and change the intermission time after every game.
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    This is starting to sound like a certain cpm map.
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    Not sure if this is still needed, but here's an example map file of failed bridge tool use. me_segments was set to 9. I marked the faces to connect in lime color. bridgebug9seg.map
  40. 1 like
    I've got thousands of replays and have them all stored on a drive, separate from the main game folder, just to help me organise them .Race replays, my marked replays, replays for demo reviews, all sorts of things - I'd love to be able to save diskspace and be able to read the replays from within the game by storing them in subfolders within the main 'replays' folder. I'm sure this wouldn't be tooooo hard to implement (speaking as a programmer!). Would anyone else find this useful? I know it's just an ease of use kinda thing, and only for replays, but still
  41. 1 like
    Or better make this information more public. I never thought this was available and I'm sure others too.
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    Yeah, one of my biggest gripes about reflex, and one that I've heard from people I've tried introducing the game to, is that the weapons do so little dmg compared to the strength of the armor. A lot of people find the shooting part of FPS games more fun than the item control aspect, myself included, so I wouldn't mind emphasizing that part of the game more.
  43. 1 like
    Hey @Pill_! It's been a while since you did the last video. Where's the Fusion demo review vs Kyto that you mentionned once ?
  44. 1 like
    A lof of good suggestions are listed here. For race I'd most like: 1. Fix getting stuck in walls 2. More map editor features 3. Official leaderboards or at least the ability to save times before round end 4. More triggers
  45. 1 like
    Doesn't Reflex already keep track of active addons/widgets? Then it's a matter of keeping workshop curated and also making sure you can't have an add-on/widget enabled that's not available on workshop. Incidentally, I agree w prankster.
  46. 1 like
    Hard to detect when an accelmeter widget is being used though, unfortunately. Not sure how it could be done.
  47. 1 like
    i need to preface that i know nothing about race and my movement is depressingly bad. i have ran across only one race map i really liked, and yes i'm going to disappoint you again because i do not remember the name. BUT, that is not actually important. What i liked was that you could beat the map with standard vanilla movement, but you could do much better with CPM movement. Which actually gave me an incentive to get better.
  48. 1 like
    - Race timer to reset when you die. Would be convenient for maps with a lobby room. - Save/Load/Backup bind options which still keep the timer running single-segment style, would be useful for the type of maps with back and forth elements/risks. Backup would be reverting back to previous save point in case you inserted a shitty save. - bind distinction for race/training modes, like theres bind re, bind game, bind me etc.. Could be bind rt for example - Noclip mode basically same as editor mode, but without the editing. For online servers where you want to give players freestyle skipping, but not the temptation of destroying the map. Race timer should also obviously reset along with this. This could also have the benefit of retaining game binds instead of swapping over to map editor binds. - Brushes that can change player specific physics cvars, one or multiple at a time. For example gravity or friction. - And speaking of friction, slick surfaces. EDIT: Would also be nice to have some unique physics effects on them, like horizontal/vertical lift jumps. Regular gameplay could benefit from this as well.
  49. 1 like
    A lot of maps probably aren't possible to run from finish line to start, but yeah that could be fun
  50. 1 like
    Updated the playlist again. I talk a lot about in fight decisions and positioning in this video, there's also a 2 min rant at the end about combat IQ at the end.