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  1. 18 likes
    Hey everyone, here's a full race movie featuring top records on maps with weapons on them! I had a bunch of fun running these maps and editing this video, and I hope everyone can enjoy it as much as I did creating it. I'm open to any feedback/critique from anyone
  2. 14 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.
  3. 10 likes
  4. 7 likes
    I thought it would be nice to make a race movie but I have one problem - I'm not that good of a racer! So I was hoping for a community effort to help me gather replays of runs on race maps (they don't have to be records, just a decent, smooth run from start to finish). I'll make a master list, people can run the map locally, save the replay and send it to me, and I'll mark that off the list and eventually we'll have some replays to work with. Other people can work with them too of course. I know some of the maps I either can't finish or it takes me so many attempts to get a time it's not even worth it. I'd like to focus on the maps which have an art pass to begin with, although that's not a strict rule by any means. There have been lots of new maps published recently; let's show them off! If you're recording locally, pop a password on your server, select the map, and ideally use the command 'callvote restart' everytime to restart. This should save the replay so you don't have to bother marking it and nobody has to go through a long long replay trying to find your time. When you complete a nice run, callvote restart again to save the replay, find it, and send it to meeee These are the maps I'd quite like to feature: Fractured wurst-run4 Virus Drowsy Journey Astral Fields Voidbridge Consumed_v2 Kaw-Moonlight Breaking Dawn Tropical Delight Chocolate Milk Eclipse Escape from Maldoran New Moon rek-Messiah Clarity LA Dreams LA Hattberg LA Frozen Escape Aeronaut ud-ethrian d-pyramids Mustard Tiger bejrek-sandzibar CastleRun
  5. 7 likes
    So, some background on me before I go into a rant about the game. Reflex was my first fps after a long run an rts stint reaching GM in SC2:WoL and a moderate level in wc3 Dota and dota2. Now, understanding my competitive background I must say that Reflex is the most brutal ego crusher ever created. Even in sc2 where ladder anxiety is a hot topic, you could blame cheese or the game balance for your loss. Reflex's strong suit is also its demise: it is extremely frank when expressing skill disparities. It is so thoughroughly skill based that coming in you either get your ego smashed to shit in the process of learning and leave, or push through it and are invested. The game forces a decision between scaling the learning cliff under hot oil being poured on your ego, or leaving. Noone wants to be shown how ineffective they are, but truly skill based games do a wonderful job of forcing this realization. In some players this fuels a drive to be the best - but to others it is a turn off. No matter how well your matchmaking works or how well your tutorials teach skills, the basic design is heartless. As much as I'd hate to see it happen, the only hope I see for the game is a normalization of skills involved. I'm hesitant to use that word because few know what I mean by it. 'Normalization by peaks' in music takes a track with large dynamic variance (amplitude, in this analogy skill) analyzes the highest amplitude and reduces the dynamic range by bringing up the volume of lower amplitudes, compressing the difference between the loudest and quietest amplitudes. But still maintaining the highest amplitude. (limited reduction in skill cap) In reflex this would require the old blood to give up elements that raise the barrier of entry. The difficult thing is normalizing 'just enough' so that the better player will still win a majority of their matches. But so that any player can enjoy their games at any skill level. The jist of what I'm saying is that we have to lower the skill floor so that anyone can duel anyone and have fun-without squashing the dynamic range between high and low skill too much. Let's look at the world's most popular sport football, the barrier of entry is nearly nonexistent. Think about the difference between a pro footballer and a seasoned veteran and a first timer - they are at distinctly different experience levels, but the first timer can see and appreciate how the two are better than him. In playing with them he can see the possibility of reaching there with hard work, after all they are only human, there's a limit to how superior you can be, even when the skill cap is limitless. A footballer can always get an edge over another player, but the total gap between him and the first timer stays pretty much constant. The issue with reflex is that the skill gap from a new player to a week old player has the dynamic skill range of the entire existing pro football scene, and that gap compounds upward seemingly infinitely (from a new players perspective) and continues to grow as long as veterans keep playing. For simply competing this is great because you get to see a defined 'best player' by visible margins, but when trying to bring players into an entrenched skill climb to infinity the dynamic skill gap is simply too large to sustain a population that isn't there to git gud. TLDR: raise skill floor so that the distance between the best players in the world and the worst is a fathomable margin. Focus game less on mechanics to taper skill creep. Destroy the learning cliff and generally enforce diminishing mechanical returns at a certain point.Percentile differences in apparent skill rather than orders of magnitude. FYI I don't think it's possible in the current ecosystem. But I think it is definitely possible to lower the barrier of entry, improve newbie effectiveness and keep a sufficiently high skill ceiling.
  6. 6 likes
    hey guys just in advance if someone has issues with game crashes and stuff in reflex and using amd gpu it turned out that the drivers 17.2.1 and 17.3.1 make issues with reflex in that case uninstall that one and install the previous driver 17.1.2 all issues fixed issues: game crash with message "failed to allocate constant buffer" or screen freezing / turning black of reflex window. game still goes on (sound and typing etc.)
  7. 6 likes
    WORKSHOP LINK: http://steamcommunity.com/sharedfiles/filedetails/?id=893207562 Lengthy technical map with 5 different levels, each of which have surf lanes of different steepness. No weapons. I also created a hub room where you could've teleported to each of the 5 rooms then a sixth teleporter that takes you through race start brush, but since the timer doesn't reset when you die - that concept doesn't really work lol. So it's sitting there now unconnected and I'll update the map if there's any changes to timer behavior.
  8. 5 likes
    Source is now open here: https://bitbucket.org/ZuLuuuuuu/reflex-replay-helper I am using Visual Studio 2017 on a Windows 10 machine for compilation of the code.
  9. 5 likes
  10. 5 likes
    I think no matter how transparent the game is it won't take off because it's lacking the social aspect. The only somewhat popular 1v1 games i can think of are fighting games and those can easily be played with two people on one console. Having a friend to play with is what keeps people from quitting when the game gets frustrating. How to fix that i don't know, CTF and TDM could be pushed more but neither of those modes seems particularly good for competition, or at least not as good as duel.
  11. 4 likes
    For the Noobs: -More training levels especially for movement (like parkour station 1st floor style) -Better bots that are easy to set up on any map/game mode (co-op too) -Lock competitive mode until hard training levels are completed For the Casuals: -Drop in/out quick play servers -Rematch button and game mode votes available for MM -More than 3 player FFA etc. -New game modes especially slower paced ones like freezetag or 1 life per round stuff For the Pros: -Make "Approved" widgets only for competitive mode -Tier cosmetics/sprays for highest rank reached per season -Rotate maps per season The official release was definitely rushed, but this game is too good for us to let die when all we need to do is make more approachable and advertise it better
  12. 3 likes
    Trying to make NA CTF PUGs a thing for the first time in forever \ / Why is this any different than the constant failed attempts since CTF first came out? Everyone doesn't add to automated queues at once because people get on when they get on. That's the point of PUG groups -- until you have enough people to start a PUG whenever you want, you can agree on times beforehand. For example: TUESDAY THE 23rd @ 10pm EASTERN we're going to try and play a PUG. I'm trying to get >8 players by word of mouth, but I'm posting here too to get as many people interested as possible https://steamcommunity.com/groups/reflexpugsna More details in the steam group, I'll post an announcement when we're adding up for a draft, and then we'll draft in a voice client. With feedback from group members and particularly those who show up to PUG, we're going to pick some weekly dates! So even if you're not free, definitely still join the steam group so you can give feedback about which dates you want to play, and so you can see announcements for future PUGs.
  13. 3 likes
    http://steamcommunity.com/workshop/filedetails/?id=923562270 A week or so ago, I roughly finished converting to CTF, my old-ish duel map High Rise (http://steamcommunity.com/sharedfiles/filedetails/?id=661471601 - many thanks to lumpp for helping me with ironing out this duel map, much of which has still held true in this new CTF version). It's had a few updates in the past week or so, to just try and clean things up a bit. Seems to have gained a bit of attention mostly over on the noobschleuder server, probably my most well received (or only) non-race map. So I thought I'd open a post up here to advtertise it a little, but more than that, so that there is a place to discuss its problems for me to fix should I need to in the not too distant future. It's hopefully best in 4v4, but 3v3 seems to go well, one person mentioned it's a bit of a clusterfuck in 5v5 but I think that might be ok for non-competitive pub games. This map has given me a little hope that ctf can still be enjoyed and played in public, and perhaps I may think about converting other duel maps into ctf, rather than making fresh designs from scratch.
  14. 3 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).
  15. 3 likes
    Progress level: 15% Infos and statics: Watched 40 demos; Get 200 + awesome frags; Done final config for the movie; Recorded 4 frags. It took 17 hours for this! You can still send to me your frags.
  16. 2 likes
    I worked on a simple system to gather some basic community/server stats. The result can be found here It updates every hour and basically puts the info of the replay headers into a database for further processing. It's far from being perfect (and you should maybe refrain from putting mysql commands in your playername) but it features some nice stats like map ranking, improved replay downloads, and a pretty useless plot of your scores during the last matches. Any feedback appreciated! If you are interested in setting this up for your server as well feel free to pm me. (If you want to play on the community server in question and you don't want your info on the site pm me for black listing.)
  17. 2 likes
    Bump. Please devs, give us a sign what to expect. What are the plans to improve Teammode population in MM? What are you working on?
  18. 2 likes
    Yeah, I think splash size needs a little buff too.
  19. 2 likes
    Hello! I want to make frag movie using yours frags. This frag movie will be about a community. No matter what is your skill level. If you have nice, sick, amazing actions in game send it to me. Information: - i know how long it takes to make a movie. I have some experience with this. You can watch my old frag movie from painkiller here. i think it took me 2-3 months to do it; - All players can send demo or demos to me; - Please send them to me demo by private message also I will be appreciate when the action begins it is help me save many my time. Thanks and cheers! pa1ner
  20. 1 like
    Smol update: Added secondary customizable crosshair for weapons, enable Shape 2 from options and start customizing! Added option to disable specific camera hook keys in BetterSpecControls Hide join messages triggered by menu replay in chat (Erectro and Sektor are no longer hiding in your first server )
  21. 1 like
    Are you closing the game properly or have you set your game.cfg to readonly? There is no option for it right now. The reason for why I haven't made all the different messages movable is because they would clutter the options widget list very quickly if all the options were movable.
  22. 1 like
    I added some additional replayinfo to my servers downloads. Implementing some interface to return a json response would be pretty easy. (
  23. 1 like
    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.
  24. 1 like
    The lack of dev response is kind of telling. Do they still give a fk?
  25. 1 like
    Update: 20 Apr - Version 12 overhauled lighting (increased visibility and contrast) performance optimisations (fps improved for about 30-50%) removed fullclips at upper RL redesigned some brushwork and JPs changed some colours added bot support adjusted sky settings minor bugs thanks for the feedback about the easy option to RA (clean version), i will roll back to the previous version asap. i'm happy the map was considered for "proving grounds" map pool and i hope you still enjoy it as much as i do...
  26. 1 like
    i voted "weak" but because i don't like the change in shooting height. i really liked the rockets of the early builds, even though the splash was smaller, they were easier to aim.