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Showing most liked content since 07/22/2017 in Posts

  1. 21 likes
    Waiting for comments http://reflex-arena.ru/ http://reflex-arena.ru/player.php?sid=76561197983432480 http://reflex-arena.ru/match?guid={893C7903-FE26-4F35-98C4-773EBB88C5E8}
  2. 12 likes
  3. 8 likes
    Hi, I've been missing for a clean list for common links that new players might need, but couldn't find one. So I've made little page, where I've put in my mind important and useful links. Link: https://reflexlinks.github.io/ If you have suggestions what to add or remove, please write those here or ping me on discord Empyrean#4078 <3
  4. 8 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.
  5. 7 likes
    I just saw this idea on QC forums. So the idea is to make default weapon binds close to "pros" one, so new players will not think that everybody changes weapons by scrolling m wheel or by 123456. Just set it something like: Q - IC, E - rocket, C or R - Bolt, X - grenade, F - plasma, all the rest by default.(just for example) And also make a small text near weapon icon in weaponbar widget. (this could be an option) Something like this What do you guys think about it?
  6. 6 likes
    Just a simple HUD that I made because I'm so used to TF2 custom HUDs. http://steamcommunity.com/sharedfiles/filedetails/?id=880817827
  7. 5 likes
    Available at Workshop http://steamcommunity.com/sharedfiles/filedetails/?id=788616471 vvv--- original post ----vvv Displays how much damage it takes to kill you require "base/internal/ui/reflexcore" TrueStack = { draw = function() -- Early out if HUD shouldn´t be shown. if not shouldShowHUD() then return end; -- Find player local player = getPlayer(); local textColor = Color(255,255,255,255); nvgFontSize(52); nvgFontFace("TitilliumWeb-Bold"); nvgTextAlign(NVG_ALIGN_CENTER, NVG_ALIGN_TOP); nvgFontBlur(0); nvgFillColor(textColor); local armorProtection = player.armorProtection + 1; local maxDamage = math.min(player.armor, player.health * armorProtection) + player.health; nvgText(0, 0, maxDamage); end }; registerWidget("TrueStack");
  8. 4 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!
  9. 4 likes
  10. 4 likes
    rapha also jumped ship to a first person moba
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  12. 4 likes
    Just some of the things, mostly promEUs, and me were working on.
  13. 4 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).
  14. 4 likes
  15. 3 likes
    It would be nice if you could watch the top 10 runs directly from the leaderboard..
  16. 3 likes
    The more the merrier, I say. Having a lot of bad players is a good problem to have, imo.
  17. 3 likes
    There is a King of the Hill mode referenced in the game's sound files, which were added in the last patch - probably coming soon, I'd imagine!
  18. 3 likes
    I have a hunch (slight one!) that v1.2 will be part of going F2P, with cosmetic only shenanigans and maybe unlocking other cool stuff, I can't think what off the top of my head. But I trust that there would be no pay to win mechanics or bullshittery. If the devs are going in that direction, then I think they're putting a lot of work into systems that make it easier for new players to learn the game. Training mode was nice, but not enough, and the community didn't generate as much 'training' content as I thought, probably because as a system it's not really enough to help very new players learn the game. Not in a comprehensive way anyway. Anyway, just speculating. If the devs got reasonable revenue from people buying cosmetic items, then f2p would be a strong consideration I think. I know people frown on it, but it's a very effective way of getting players, and sure 80% of them might leave after only afew hours of play if that, but doubtless hundreds if not thousands of people would enjoy the game, play it with their friends, learn together, and enjoy what the game has to offer. I remain hopeful
  19. 3 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"
  20. 3 likes
    Actually I don't really want to discuss this as it's properly just a matter of taste and opinions (because this is a game with it's own rules which shouldn't be compared to real life). Though I just prefer QW ( https://youtu.be/pkysX175pC0?t=4m35s ) and early Reflex ( https://youtu.be/OX_VDzJxOE4?t=24m30s) because it's more fun to be able to have somewhat "realistic" or reasonable splash on rockets (that enables area-denial and crowd control) and also knockback that makes it possible to interrupt the enemies movement and hit multiple midairs after eachother. I know hitscan fans don't like it but for me this is how a quake-like should play (high knockback, splash and dmg on rockets and high knockback on shaft - personally I don't mind if shaft is medium-high dps because it's knockback and usability alone make it super powerful ). What else I prefer over current Reflex is the old gravity because I think it feels more natural and more consistent to have gravity in proportion to general movement speed --> if there is low inertia at grounded movements then there should also be low inertia while in air (you move too fast/accelerate to too quickly using A or D strafe on ground compared to how fast your playermodel falls down while in air. In current Reflex it always feels like slightly floating in midair while in QW / old Reflex it just felt like movementspeeds are somewhat reasonable (besides special mechanics like bhop and aircontrol) but the whole timescale is higher than in real life.) This is extremely noticable when trying to walk down stairs. It's mostly impossible to move them down silently because you almost always get dropsounds (doesn't happen in QW). I feel like rocket- and grenadelaunchers should be extremely powerful (maybe make them share ammo like in QW and generally make ammo more rare) and armors / hitscan weapons should mainly be bonus. Edit: All in all I think it's important to have a game which has consistent gameplay across all modes (same (self-)damage, knockback, ammolimits, aircontrol, speed etc.). I think duel also works with strong rockets and gl and team modes would profit from them aswell. So besides it being more fun I think it would improve the whole game by making it a more unique and consistent experience.
  21. 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
  22. 3 likes
    Just remember this Erectro! You don't owe anybody a damn thing. Great game. The theory crafting is fun and all, but sometimes things are a timing issue, and hindsight is always 20/20.
  23. 3 likes
    Hi @sesen - are you aware that the reflex-arena.ru domain has expired? If you've had to let it expire due to cost, please let me know cos I run a business that does webhosting amongst other things, so could potentially help with that if that's an issue. It's too good of a site, it don't want it to die!
  24. 3 likes
    Wasn't there a Quakeworld's mod called Quakeball where you had to grab a flag (and there was only one on the map) and hold it as long as you can, and the team with the most time held at the end of the game won ? It included every others mechanics of TDM (power-ups, armors, health, weapons, ammo control) and CTF (differents roles and a defined objective) but it was more easy to follow as a spectator and was definetely more Quake-y ? Plus, it definitely makes a home for the stake launcher and it's teamplay use.
  25. 3 likes
    chat in game would be a big deal i think. discord is easy to use but to be able to boot the game up and be put in a global chat channel and say "hey does anyone want to play x/y/z mode" would make the game feel more alive than having to use an external chat client
  26. 2 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
  27. 2 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.
  28. 2 likes
    I would like to second this statement. There's a lot more to growing a healthy scene than giving away your game for free, althought it might be a step in the right direction.
  29. 2 likes
    Personally I don't know any modern schooter game where I can easily find competetive TDM or CTF games through matchmaking. Sure I can play TDM in Call if Duty or Battlefield but these games are completely casual. I'd like to play TDM in Reflex or Unreal Tournament 4. But the communities of these games always try to find excuses to not play or further polish these gamemodes.
  30. 2 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 [AU] Information : Date : 23/07/2017 Starting time : 05:00 PM AEST (04:00 to 05:00 PM for checkin) --- 07:00 UTC Stream : https://www.twitch.tv/ztkfps Bracket : http://challonge.com/z9f89t9w Sign-up : http://challonge.com/tournaments/signup/nIzNIHkU42 Map pool : -The Catalyst -Furnace -Pocket Infinity -Ruin -Simplicity Prize pool distribution : : 50% : 25% : 18.75%4th : 6.25% Current total : $31 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, JP or AU tournament : guillaumeaj@yahoo.fr Donators : -Ramagan : $10 -Jankygoatsmugla : $10 -hello! : $11 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 Servers/non AU players : No unauthorized spectators will be allowed on the servers. Servers will be provided, located in Sydney. (Players from different regions than AU are allowed, they'll however have to play on AU servers if facing an AU opponent) In case of a ping/server disagreement, a Sydney server will be used. Good Luck ! Admins : ZTK Ramagan
  31. 2 likes
    Region : EU Highest reached rank in Matchmaking :Platinium 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 ? :thinking: Why ? Haven't played enough on the ruleset to have a strong opinion. Seems good on paper, what few games I did play felt fine, if the majority want it implemented I'm fine with it. Its time to get passed this ruleset crying and this is probably the best chance.
  32. 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.
  33. 1 like
    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.
  34. 1 like
    @Sky it was probably Mustard Tiger, arguably the greatest race map of all times.
  35. 1 like
    So, nearly everybody that plays Reflex Arena enough to understand the game agrees that the game is quite close to perfection, but it's lacking a playerbase. What if Reflex Arena went free and had weapon skins like Quake Champions does? Perhaps there can be consolation in the form of skins or colors exclusive to only the people that paid for reflex like the current playerbase. What do you guys think?
  36. 1 like
    Pricing game 75% on sale every other week may be enough. Its too early addimg reflex free game on steam.
  37. 1 like
    Reflex wouldn't benefit from F2P currently because of this. What would all these F2P players play? Duel? Maybe a few would but it doesn't have mass appeal. Reflex doesn't have any stellar team modes to anchor F2P.
  38. 1 like
    I'm coming from games like TF2 and Overwatch where capture points are a big factor in terms of objective victory. What if Reflex had that, a symmetrical map with a capture point system for a mode? That would be a lot more simple than thinking about where exactly the opponent will spawn depending on where you are and such. I feel like that would be more simple to adapt to for newcomers.
  39. 1 like
    F2P nowadays doesn't mean it will make miracles. Amount of F2P games is staggering so you won't blow anyone's face with that. Also take in mind what kind of audience and issues F2P would bring, it might not be pretty.
  40. 1 like
    Not sure what you guys are saying with Toxikk. The move to f2p increased the playerbase of Toxikk by the factor of 6 (before: average 5 players; after: average 30 players). If that isn't successful, then what is? Do you expect the switch of the payment model can realistically turn a 20 player game into a 5000 player game? That being said. Toxikk's base price was significantly higher than that of Reflex, when it became f2p (I think way above $10, even on sales), so I wouldn't expect the same impact for Reflex. Whatever changes to the payment model are made, they are probably only going to play a minor role when it comes to population of Reflex.
  41. 1 like
  42. 1 like
    Region : NA 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 ? : No Why ? I honestly did not notice many differences between the current ruleset and this one. But I am probably not sensitive enough to notice some of these 0.001 knockback/hitscan changes etc. or how that influences the game. I think it was a mistake for devs to give everyone the ability to make their own ruleset, its just too meta and divisive to have all of these different rulesets going on. And each different ruleset has these tiny tiny minute changes that are hardly noticeable The things I did notice- I did like the slightly increased RJ, even if it did lower the amount of skill needed for some jumps. Lower ammo was annoying imo you couldnt chain as many frags together but it could be better for TDM
  43. 1 like
    The addon install location changed a while back. steam\steamapps\common\reflexfps\base\addons
  44. 1 like
    Also, which addons are you trying to install? Did you check that they're actually on the workshop? Could be the authors renamed them or took them off the workshop for some reason?
  45. 1 like
    Installing through the Steam Client is a little bit weird. Installing through the game should work. (Options > Addons) If that doesnt work either: http://forums.reflexarena.com/index.php?/topic/4460-cant-install-addonsselect-maps-through-game/ http://forums.reflexarena.com/index.php?/topic/4468-addons-install-button-gone/
  46. 1 like
    Discord inside Reflex probably would be best option. Discord is currently developing API, that could be integrated inside game: https://discordapp.com/gamebridge. AFAIk it also may allow VOIP.
  47. 1 like
    QW was the best in all ways. Duel and Teamplay. Early Reflex (with smaller playermodels, more direct aircontrol and bigger rocketsplash/knockback) was the ideal hybrid between CPM and QW. But people played too much QL and nobody seems to like QW (balance) anymore... So I guess Turbopixel will find a different way to make team based modes more attractive or atleast find a way to make it possible to play them via MM.
  48. 1 like
    Moreover, weapons had more pronounced tactical elements in QW TDM. You could efficiently cover entries with the RL and the discharge mechanic. You could easily kill multiples enemies with the RL insane splash damage and easily kill enemy weapons by ambushing and pinning them to the ceiling with the LG. Not to mention traps and shortcuts that could be activated by one of your teammate to save time/ambush enemies and stairs that slew you down, hence making a defendable position. QC tried to be innovative by adding abilities, which is good on paper, but they added gimmicky/non-tactical abilities and deleted all the others aspects that made team gamemodes cool. So, Reflex doesn't have, for now, the abilities to sound "innovative" nor the tactical elements that would wreck duels but make TDM/CTF good.
  49. 1 like
    Final results : 1st place : Profanumzj 2nd place : krickit 3rd place : Dorinos 4th place: tidy_yak 5th place tie: dogshot, S_I 7th place tie: psync, Flinging_bricks 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 -ZTK for helping me as a co-admin and for streaming the event (and shpuld for co-casting) -entik for the esr and +f posts Replays : Dropbox link Twitch VODs: Part 1 : https://www.twitch.tv/videos/161310079 Part 2 : https://www.twitch.tv/videos/161314187 Part 3 : https://www.twitch.tv/videos/161322038 Part 4 : https://www.twitch.tv/videos/161328488 A Youtube VOD should be available soon on ZTK's youtube channel.