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  1. 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 (in terms of information), and make it 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 are present (2RL, 1 IC, 1 BR) 1 GA and 1 YA (ya armor is in middle of the map in the air so easy and fun to punish. 2x 25hp and 1 50hp lots of double jumps to train, also 2 triple jumps in BR room (and it is possible to do one tele jump & one stair jump but quite optionnal) All the spawn points are very close to weapons The map plan is very simple, easy to learn There is just one 1-way tele, cause teles cause a lot of confusion for new players Feedback and ideas are welcome on 2 aspects : - On the concept of having more simple duel maps for beginners in general. - On the map in itself. Cheers, Map name : beginner_duel_1 Workshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=974358091
  2. 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
  3. 3 likes
    Please put this in the workshop! would make life much easier installing this
  4. 2 likes
    I think having proper mechanics for TDM and CTF would be a start (a dedicated menu for team bindings in the options, high ammo caps, long respawn time for weapons, etc...). I don't think that large amount of players per game is a solution, 5v5 is the most these gamemodes can handle.
  5. 1 like
    The binds are infuriating I think. I've tried to find a way to turn off chat during duels because it pisses me off when people spam some dumbass bind 4 times consecutively. Ingame VOIP would really help tournament organizers, help spectators discuss whats going on in the game to improve, would help "vets" show new people around the game, would let friends bash each other while dueling if they so desire, and in general is simply FUN.
  6. 1 like
    Interesting problem. Random is not a good option imo. One more fair possible solution is : neither of the players grab the item until one of them get out of the range of the item pickup. In other words the item is not picked up while there are more than 1 player in position of grabbing it.