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  1. 67 likes
    We are excited to announce the release date for Reflex Arena! Many of you have been here from the very beginning. Thank you so much for being with us on the first part of our journey, and we are thrilled to launch Reflex Arena out of Early Access very soon. Check out the trailer for the official release date, the features we are celebrating, and more. To thank everyone who has been a part of our community, all our Early Access players will receive the limited edition Golden Founder Melee Wrench in-game. We handcrafted this to say thank you, and will forever mark you as one of ‘The Originals’ before we launch Reflex Arena out of Early Access. Be sure to log in before March 8th to get your Golden Founder Melee Wrench, accessible from the Reflex Arena home screen! Just start Reflex Arena before the official launch to receive your very own Golden Founder Melee Wrench! The launch out of Early Access adds so much content and features that our community has helped shape. We will have full details soon, but we can reveal that we are adding: Bots: We are adding full bot/AI support to the game (hell yes!). This means a better in-game experience for new players, with more training, tutorial, and solo options for offline play. Our bot system also means that our seasoned players can sharpen skills with target practice while waiting for matchmaking. Join a matchmaking queue, and wreck bots in offline target practice while you wait for a PvP match to launch! Competitive Seasons & Online Leaderboards : PvP is at the very soul of Reflex Arena. When we launch out of Early Access, so begins Competitive Season One. Face off against the global community to earn your place in a new Online Leaderboard, with a new Competitive Points system. Matchmaking Rewards: We are celebrating our new Competitive Points system in matchmaking and our competitive season launch, where the CP you earn in matches against players can be used for glorious golden weapons. This will kick off with the upcoming competition Season 1 - stay tuned for more information! Brutal new skins and cosmetics are coming, as well as training map improvements, shiny new weapons and more are all coming in the Reflex Arena launch out of Early Access. It’s important to note that launching Reflex Arena out of Early Access is just the beginning. The whole Turbo Pixel team will continue to update, create content, and add new features to the game - we are here for our community. With cheers and celebration, The Turbo Pixel Team
  2. 46 likes
    Today we're releasing version 46. This version adds the training game mode. Training allows you to practise your movement, aiming & dodging and compete against your friends. We've added turrets which shoot at you (which can be disabled by shooting them). We've got targets which can move around the world and explode in to pieces. We've added tokens to collect and finally leaderboards at the end of the mission where you can test your time vs your friends. All these building blocks are fully available in our map editor, and we're very much looking forward to see people use them in their workshop maps! This build also includes many experimental update including the return of the much requested stake launcher. It's had all it's previous bugs ironed out and we're eager to see people use it. We've also updated experimental to more closely match the competitive ruleset (as that's generally the players who use it), and we've also tweaked the knockback to deliver a more consistent experience. On top of this we've done an art pass on the rocket launcher and shotgun. We also snuck in a couple extra melee's and robot pieces The highly anticipated supporter crowbar will make an appearance too! Finally I got to add a friends list to the home screen which I've been itching to get to for some time, it is very useful! Art Improvements: Weapon: rocket launcher art pass Weapon: shotgun art pass New melee: sickle New melee: khopesh New melee: supporter crowbar New piece: droid head & droid head angry New piece: spark head New piece: gear head Added sphinx head mesh - Promeus request Revised robot glow colours Added meshes: gothic books - MAD_JIHAD request Updated falling icon - MAD_JIHAD request UI Improvements: No ammo warning added to LowAmmo widget Timer widget now has flag to count up/down WeaponRack Widget now has toggle vertical option (on = default, off = horizontal) Added showPassword option to Connect dialog Added friends list, steam friends added rich presence Node selection combo in MatchPicker for LOCAL maps (i.e. not steam maps) now works Map editor toolbar now shows lighting button & progress Map editor toolbar updated to new widgets Lua additions: Exposed weaponIndexChangingTo to lua Added ability to give a textRegion focus from lua Game fixes: Melee attack is now server authored Fixed bug where -mouse5 wasn't triggered properly with cl_input_subframe 1 Workshop publish button no-longer crashes when not connected to steam Experimental updates: Removed timers from experimental, removed powerup drop from experimentaltdm -- idea is experimental is made for competitive players. Changed splash fall-off to be linear & lowered the minimum splash damage greatly. Essentially now splash radiuses will be larger but should do similar knockback to before. When applying splash damage in air it always obeys splash direction (rather than rocket direction). i.e. it'll knock you away from point of impact Added experimental_stake ruleset Burst gun reload changed from 650 to 750 Burst gun projectile speed changed from 3000 to 3500 Grenade trace radius changed from 2 to 1 Grenade explosion radius changed from 128 to 150 Rocket trace radius changed from 0 to 1 Rocket explosion radius changed from 112 to 120 Ioncannon ground knockback multiplier changed from 1.8 to 1.25 Ioncannon air knockback multiplier changed from 1.3 to 1.7 Ioncannon beam radius changed from 1 to 0.5 Ioncannon beam damage is 6 Bolt Rifle lowammo warning changed from 5 to 3 Bolt Rifle maxammo changed from 20 to 10 Bolt Rifle weapon included ammo changed from 10 now 5 Bolt Rifle ammo pickup changed from 5 to 3 TDM weapon respawn time 20 seconds (we're looking to separate 2v2 & 4v4 tdm modes in the future) Ioncannon now has idle sound Bolt Rifle now has idle sound Map editor training entities: Pickup Training Token - new pickup type EntityTriggerVolume - output "links" when player enter/exits region EntityMessage - input "links" to show/hide or display message for 3 seconds EntityGoal - input "link" which flags a goal that needs to be done to complete training EntityAccumulator - input "link" which counts, output "link" which fires when count reached EntityTurret - self explanitory I hope EntityShootable - self explanitory I hope EntityExit - input "link" which indicates training has ended For an example of the training entities, please check out the training maps ! edit: pro tips: to get use stake gun do a "callvote ruleset experimental_stake" to bind the weapon to a key to "bind R weapon 9" Cheers guys, have fun!
  3. 44 likes
    Hi guys, Matchmaking was released with a blast. We've had over 10,000 games played in just 2 weeks! The focus of this build is to directly improve on our first pass matchmaking implementation with our observations made the community feedback we have received. Matchmaking: Vote system We have re-worked the map voting system to a pick/drop solution where you cannot see your opponents vote until vote time is over We wanted to keep the 3 random map selection still, but we do agree with giving the power to down rank a map, and have this map not played. So your down vote will out-rank the opponents up vote. With larger groups the voting is cumulative, so be strategic when voting as a party! Matchmaking: Spectate games People want to be able to watch active MM games (and so do we!). We've made this possible, and even added it as a tile to the home menu! Spectators can only talk with other spectators, to ensure the people playing are not interrupted. Matchmaking: Party support We've added party support! So you can now grab your friend and queue up in the fun Party chat is available in menu of course. You can also party chat in game via sayparty (default bind U). Matchmaking: Lobby now optional We've added a lobby checkbox on the Quickplay screen so people can chose to go play other things while they wait for the matchmaking queue to pop! We also re-positioned the overlay so it wouldn't overlap game time widgets since you can play other games while in queue. Matchmaking: Backend changes We have re-structured how data is stored behind the scenes to split regions into US/EU etc This is an ongoing process that's setting things up for the near future MMR has been reset as a result. Matchmaking: Servers Added Brazil servers Russian servers have moved location to hopefully provide better pings UI improvements: Health bar widget: added options from armour bar Server browser: added option to sort servers by hostname Server browser: restored "show old" option Added prev/next page button to addon browser MMR values now refreshed when going to main menu to ensure they're up-to-date on profile tile overlay Updated twitter link in home menu Art improvements: Thicker MH pickup trails for improved visibility Reduced IC impact sparks amount and size Fixed bone orientation for adjustable wrench and pipe wrench Armour mesh changed to hostile torso Game improvements: Disable previously set mutators when starting training from the menu Added mutator: infinite ammo Removed weapon hum in instagib mutator Can no longer forfeit on racemode Added enemy sounds for jump/land etc (thanks Greed) Tweaked damage sounds for friendly/enemy players Added new keybind mark replay, defaults to M Added new loading tip: "Remember to hit 'Mark Replay' in your matchmaking games, you might be famous!", Added new loading tip: "Matchmaking replays can be found at replays.reflexarena.com" Lua changes: Log type notification now has subtypes: generic, party, pickup Log type chat now has additional subtype: party Bug fixes: Game now clamps cl_playercolor* to safe ranges Fixed potential crash bug when matchmaking popup times out & user is disconnected --Shooter
  4. 44 likes
    Today we're releasing Matchmaking, our new 2v2 Ironguard from our previous competition, and many other small fixes! Matchmaking: So how does it work? Under "PLAY" in the menu, you will see "Quick Play" which is the new Matchmaking, "Find Match" which is the server browsers, and "Create Match" which is the old Start Server. Under Quick Play you can select all the "playlists" you want to queue for, and hit start. At this point, you're put in a lobby server, here you can run around / practice etc while your worked through the queue. If you leave the lobby, you will be removed from the matchmaking queue. Once a match is made, the players for your game will be sent off to another server to play your match. After this match that server will turn into a lobby server at which point you'll be automatically re-queued to matchmaking. Is it ranked? Competitive modes are ranked. After your first 10 placement matches you'll be able to see which division you have achieved. We also display a progress but which shows your progress through the division. At the end of a match you'll see your division progress change due to the match results. Casual modes are internally ranked, but the user is presented with XP, as the focus is on fun + gaining XP. What ranks are there? There are 7 ranks to work through: Bronze Silver Gold Platinum Diamond Overlord Prime Overlord Where are the servers hosted? We'd like to pass a huge thanks to Linden from Swiftnode, who is our official server host. We have servers hosted throughout US, EU, AU, Russia and Japan. We'll be watching server load and adjusted server numbers as required. If you select "Region" in the "Quick Play" screen you can see your ping to each region. If there's demand for another region please reply and if it's popular enough we'll look at adding servers there. Further Notes: We don't have the resources to test matchmaking on a larger scale, so please be patient if it's a bit bumpy over the new few days/weeks as we tweak the system as players start to use it. The playlists are not set in stone. We're interested to see which ones are popular, and open to any changes / suggestions people have on improving them / adding new ones. Update: I'll put a post together later day listing all playlists & map pool selection Iron Guard: Iron Guard our recent 2v2 competition winning map has been release with an art pass. We've added several new supporting art meshes which now can be used in your own maps. Bridge Tool: The bridge tool is a new map editor tool, this allows you to more easily create smooth geometry with brushes. In editor, hold shift to select a face, push "B" to start now go to another face and you'll see the wire-frame outline of brushes to be generated you can use mousewheel to decrease/increase tessellation when you click, the brushes are created. New Cosmetics: Stun baton Spartan head Supporter pipe Supporter cleaver Mapping changes: Added authorString to worldspawn. This allows users to set a custom author string to support multiple authors. The mode1v1, modeCTF etc properties in worldspawn now all default to off, you need to set these up properly next time you publish! Hopefully this will help cleanup the workshop somewhat. Server Improvements: Added ip cvar for multi-home support (use +ip xxx.xxx.xxx.xxx as command line parameter) Implemented rcon support following Source RCON protocol Added sv_mode, sv_mutators, sv_ruleset to allow you to instantly change without callvote Added sv_allowcallvote Gameplay improvements: Added forfeit option Added 2v2 gamemode Team damage now off in casual ruleset Casual CTF time limit reduces to 10 mins (from 15) Casual arena score limits reduced (atdm 8->5, affa 8->5, a1v1 12->5) Bug Fixes: Server STDIN now reads from console input rather than STDIN. This fixes issue where if STDIN is re-directed, we would end up spinning eating CPU usage. Fixed bug in callvote shuffle where it would pull too many players over Fixed issue where "Spectors", "Players", "Editors" etc titles would receive incorrect colours in scoreboard Optimisation/fix: widget list only sent to when it changes (rather than every frame) Server countdown won't start if server is still downloading from workshop (previously you could hear it on load screen) Cheers! -- Shooter
  5. 43 likes
    I'm working hard. I'm not going to promise features or hype anything, because what ends up being in the next build might change. When (or "wen" as people like to keep poking/hounding with) isn't known at this stage too, might be a few weeks away still. I'm more so interested on refinement than inflating/polluting the game with more features. In an ideal world large games would happen and mysteriously have people appear out of nowhere to form endless queues of large matches, but it just doesn't happen. For example, we put a lot of time into doing CTF (a lot more than just flags...), the tech for larger maps was pretty huge, team visibility/customisation of all the colours and having those go into the maps also, sounds, events, hud/lua... there's quite a bit to it. Regarding the abusive people saying they paid for X, game is ded devs are ded and pickering about trivial trash. You paid $10 or less and typically have hundreds of hours in-game. I'd like to know how many other games you pay for that have given as many hours and costed more. Get a reality check. Sit down. Think about how much money is pumped into marketing for other titles from big studios and what their player numbers are at or typically hours played. Millions of dollars pumped into marketing alone which far exceeds any actual revenue for the entire project, but people still like to draw comparisons... yep, well done. A lot of people like to think they have the secret magical answer to wave their wand and it's everything anyone ever could have possibly imagined, but the reality just isn't that. I know people will probably slam me, but they slam me anyway regardless. Bust our asses on a huge update monthly... slammed, what about X or Y? wen. Hype anything, get poked wen constantly, release, slammed... what about X or Y, do the devs even care. wen is X coming. Don't say anything, try focus on working. Slammed. Say something. Slammed. Stop with the negativity. Enjoy something, the amount of content is insane. The updates have for a long time have been huge and frequent. The update is yes taking a bit longer this time, no need to get out the pitch forks and abuse.
  6. 41 likes
    Hi person(s), Wen is now. Here's your log of changed things. Art Effect optimisation: burst impact, increased spark gravity, reduced number of sparks by 20%, better spark orientations, reduced spark length, increased spark width Effect optimisation: rocket explosion, redcued number of sparks by 33%, reduced spark lengths, better spark orientations Effect optimisation: blood particles duration now 1.5 seconds (was 2.0 seconds) Removed ribbon trails off plasma eject cases Shell casing duration reduced from 10 seconds to 5 seconds (making it a max of 10 casings laying around per person for 5 seconds of sustained fire) Cosmetics Modified Jaguar head to reduce clipping Added Plague head Added Bunny Head Added Turtle Head Maps Furnace (dp5) has had an art pass Fixed name for Stage 1 Combat Changed name for Stage 2 Combat to follow the same convention Aerowalk update: now in sync with workshop version for match making (previous clip fixes) Code Added Announcer - He says things about the match and things you do Greatly improved performance of client-side particle collision Added map editor sun enabled property Added cl_weaponcycle to UI Teleporter meshes now appear in the content browser Fixed post-fix string issue on date formatting Fixed issue where bridge tool would fail when two source edges (from different brushes) were identical Increased max length of addon description Fixed case sentitivity lua error when calling callWidgetDrawOptions() or callWidgetGetOptionsHeight() with incorrect case (would break Menu.lua if clicking on addon with same name as widget, but different case) Fixed flicker when selecting addon/widget in menu, selection is now drawn next frame (after filtering occurs) Players no-longer suicide if they change to the team they're already on (important for master server drop-in on team games) Changed MM disconnect hover info from "Disconnecting will count as a loss, and you will incur a time penalty" to "Disconnecting will count as a loss" as we don't give time penalties anymore Sounds in these effects are limited to max length of 3 seconds: internal/items/armor/armor_green_pickedup.effecttxt internal/items/armor/armor_red_pickedup.effecttxt internal/items/armor/armor_yellow_pickedup.effecttxt internal/items/health/health_50_pickedup.effecttxt internal/items/health/health_mega_expire.effecttxt internal/items/powerup_protect/powerup_protect_pickedup.effecttxt internal/items/powerup_quad/powerup_quad_pickedup.effecttxt Shotgun low ammo warning is now at 5 Added Gamma Slider and r_gamma Dropped weapons (i.e. backpacks containing ammo) are now pickup-able when you have full ammo of the dropped weapon type (and can utilize the ammo). Team spawns: We no-longer favor spawns that have friendly's near by. An enemy have rough-los to a spawn will now fully block it from being used.(note: If all spawns have rough-los from am enemy, it falls back to distance-bias based spawn.) If you disconnect mid MM game via console, it will now correctly remove you from MM queue (this also catches case when connection is interrupted) If you disconnect post MM game via console/menu, it will now correctly remove you from MM queue cl_predict_items now defaults to 0 Matchmaking Full MM ladder now shown Added drop in/out for casual modes Match history now can be filtered by player Doubles earns 15 CP, CTF earns 20 CP Losers now receive 20% CP reward added matchhistoryraw/ for importing to your own databases Competitive MM unavailable below level 15 Added 'Proving Grounds' playlist - Thread Here Lua Replay editor now hides with cl_show_hud TeamHud: fixed an error due to clients disconnecting Fixed issue where widget selection wasn't being applied properly Added AccelMeter widget
  7. 40 likes
    The hype train has finally pulled up at the station. Now we can finally curl up into a fetal position for an hour until we need to start work on 47.1 btw, NEW PLASMAGUN AND BOLTRIFLE MODELS ARE INNNN Mutators We've implemented mutators which add a bit of fun to the game for more casual players. We've also retired the old arena game modes and pulled across arena mode as a mutator. Addon support We've implemented addon support which allows you to share your widgets and game mods over the workshop. There's a lot of cool widgets out there that people have made, making it easier to get and keep them up to date should really allow people to use them more. Addon supports asset overriding, so you can bundle custom jump sounds etc in addons too! For an example on how to create your own addon, check out this post: Widget and client side modifications The custom widgets are a great feature for Reflex, but they also allow you to really assist yourself in game. What exactly to allow/dissallow is not an easy thing to decide. For example I think everyone would agree there isn't much gain with custom jump sounds (depends how elitist we go i guess), while I think everyone would agree having a custom armor pickup sound of 25 seconds definately crosses the line. So what we have done is provided servers with a list of the custom modifications each client has. This isn't easily visible and is only really going to be used by cheat detection people organising competitions. The intent is that some competitions may allow some mods, while others won't. Experimental Plus So we've had an experimental ruleset for a few patches now. We work with a small group of advanced players which take part in assisting us in determining which way to adjust the ruleset. It's been brought up that the turn around time for this process is too slow. So what we're doing is providing a new "Experimental_Plus" ruleset to this group which allows them to tweak gameplay on their own build. We're keeping this to just them for now because the goal isn't to have crazy mod servers out there, but to have intellegent subtle tweaks made to improve the gameplay. With the ultimate goal that we can more quickly finesse the gameplay. I wanted to make this known so people know about it, and also because you guys are all able to connect to these servers and see what they have been doing. I believe the up-coming League will be using this ruleset, for more perhaps talk to @Qualx Mutators Implemented sv_startmutators, callvote mutators Implemented sv_allowcallvotemutators so server admins can deny clients changing mutators added sv_allowcallvotemutators and sv_startmutators to dedicatedserver_default.cfg (with comment) Implemented vampire mutator: removes all health pickups, non-self pre-armor damage awards health based off gconst_mutator_vampire_health_for_1damage Implemented instagib mutator: no pickups, one shot kills, bolt + melee awarded on spawn, unlimited ammo Implemented melee only mutator: no weapon/ammo pickups, melee only, Implemented handicap mutator: gives extra health/armor to trailing player, added on TOP of spawned health (i.e. stacks with warmup mutator), clamped at 200/200 Implemented warmup mutator: always awards warmup values of gconst_player_spawn_health_warmup / gconst_player_spawn_armor_warmup + all weapons on spawn Implemented mutator: big head modee - on gibs, on ragdolls, on players Implemented mutator: low gravity - half world, grenade, stake gravity Migrated arena game modes to mutator system Added mutator icons to scoreboard Addons Implemented addon backend Watches filesystem for change in base/addons folder and reparses disk on notification (rather than only polling disk on install/uninstall) - this allows people to drag new addons in while reflex is running, and reflex sees it. Triggers steam-requery after assets on disk change Added "New assets found, restart required" message Added quick grouping of widgets into addons in widget list on UI (like a treeview but always expanded), hopefully will help organise addons Code Increased steam VAC timeout max retry count from 10 to 1000 Added patch for old protocol versions loaded in .replay files to update gamemode indices so things are nicely in order again (now that arena gamemodes are gone) Weapon restrictor now uses desired weapon selection rather than reading from player state. (this fixes issue where it would pop down & back up, this also fixes selection where it wasn't correctly picking the best desired weapon on spawn - specifically it occured in instagib) Physx gravity now matched to world gravity Exposed addon table to lua Asset (re)loader now caches state of failed assets / queried assets. So if an asset goes missing the game doesn't drop to ~5fps polling all 3000+ assets while it tries to load the missing one Fixed crash bug which would occur if steam API was not initialised re_setentityproperty should now work on large string properties also Secret surprise dev UI/Lua Fixed download % on addon dialog to correctly scale 0->100 (isntead of 0->1) Save & restore menu status on luastate reload (caused when any lua file uploads) Added staff pick filters on AddonPicker.lua & MatchPicker.lua Renamed Sort By -> Filter By on AddonPicker.lua & MatchPicker.lua Provided addonName field on widget to lua Art Added new bolt rifle model + effects Added new plasma gun + effects Added new melee: cleaver Added new melee: baseball bat Added new melee: supporter khopesh Added new head: juggs Added new head: hostile hoodie Fixed shotgun crouch anims (aim + attack) Gameplay Burstgun exp integrated into main game Shotgun exp integrated into main game Grenades exp integrated into main game Bolt rifle ammo exp integrated into main game Experimental Grenades now point trace (no collision radius) Plasma ammo changes: low = 40, max = 150, weapon pickup = 75, ammo pickup = 50 Plasma kb now 0.425 Rocket splash radius now 112 Ioncannon: kb now 1.7, damage = 6, reload = 46ms (= total 130dps) Ioncannon ammo changes: ammo pickup = 50 Let the whinge for 48 wen begin \o/
  8. 38 likes
    I'll be starting a Duel guide series on youtube, mostly aimed at current and upcoming duelers that want to improve. Feel free to provide feedback on the videos and suggest topics you want to cover, the first few videos will be about the basics, I'll probably go into the more advanced stuff as the series goes on. Playlist 1. Introduction 2. Fundamentals 3. Movement Thank you for watching !
  9. 37 likes
    Please see announcement post here: http://forums.reflexarena.com/index.php?/topic/4266-reflex-arena-launch/ See full changelog below. Cosmetics: Golden weapons now available - these are purchasable with competitive points in the profile menu New character parts "Ronin", including legs, arms, chest, head New melees: Katana, Tech Katana Added arms: Colossal Added heads: Jaguar, Owl, Monkey, Hockey, Hog, Cyborg, Roo Art: Added jumppad effects to jumppad brushes, subsequently jumppad green surfaces are no longer visible during play Training maps have had a quick spit n polish applied Maps: Updated Ironguard: Isengard off workshop Added map Aerowalk Bots: We've added bots to the game! They are not designed to beat the #1 player in the world, they are designed to practice against. You can find bots under TRAINING -> bots. You can add bots to your game via PLAY -> Host Game in the menu. Alternatively you can use sv_addbot (additional available parameters displayed in console) Bots are a first pass and will likely receive future improvements and fixes. Bots (to map creators) To use them in your levels, you can build navmesh with the editor toolbar (or with nav_build), these are saved when maps are saved, and published to workshop when maps are published To debug the navigation, you can use nav_debug 1 Use EntityNavLink's to set up special jumps for bots, you can also help them take jumpads which are not usual trajectory note: You'll need to upload your nav to the workshop before people can play bots on your maps! General improvements: Country code length from 2 to 7 chars (sct flag for CrazyAl) Can now forfeit in overtime r_smaa 1 is now default AA screenshotClean will now ignore replay primitive objects (camera spline etc) Entity reflection probe position now effects lighting hash (i.e. moving reflection probes will now cause lighting to become invalid) MM improvements: Blocked MM if game owner isn't same as logged in steam id (i.e. using family sharing) Now receive CP for winning competitive games Added Turbo Tuesday! Double CP Matchmaking CA / TDM now strictly 4v4 Updated map pool (see announcement) UI improvements: Added team colours to kill feed, in non-team modes own results in kill feed take your primary colour, your kills are highlighted brighter Added PickupNotifier widget Added FragNotifier widget Added TeamHud widget ScreenEffects widget: added hurt/damage feedback Awards now display for the correct time during replay export. Crosshairs.lua updated: added hit feedback (additional drawn (choose from 1 of 7 available), configurable size, end size, intensity, duration), preview displays combined result that will be seen at initial damage dealt Replay editor: We've added a UI for the replay editor, including timecode + dropdown to select who you're following ESC now works properly in replay editor, with a context-sensitive replay menu Gameplay improvements: Spawn system: suicide kills are no-longer random spawn. Spawn system: LOS test now much looser (i.e. it won't pass if spawn point is hiding behind a pillar for that instant) Changed gconst_grenade_trace_radius_world 1.0 -> 0.5 Changed gconst_grenade_trace_radius_entities 0.25 -> 0.0 Bug fixes: Fix for crash occuring in client remote console when attempting to format bogus strings MatchPicker widget: added clip on author name to prevent long names overhanging map tile Fixed issue around "Start" button on menu where it was trying to show an empty hovertext next to it Removed sounds heard during load screen Game countdown no-longer aborts if someone disconnects in MM games. (I believe this was the cause of behaving players receiving bans - the countdown would stop as opponent has DCd, then they'd DC (rather than wait for the full timeout) which would give them short ban.)
  10. 37 likes
    Hey Lads, This update includes several bug fixes + optimisations. It also includes the addition of a time penalty for leaving matchmaking games early. We've had some feedback recently with regards to people leaving matchmaking games early. This ruins the experience for the other player. To combat this we've added a time penalty if you don't play your game the whole way through. The forfeit option is still there and should be used if you concede defeat. If you forfeit there is no time penalty. Matchmaking Improvements: Can now only forfeit after > 2mins and losing by > +5points If you quit a game in progress, you now incur a time penalty. Leaving lobby no-longer removes you from MM queue Disconnecting from server no-longer removes you from MM queue If you disconnect from a MM game you were playing in, it will still remove you from MM queue Added MM spinning icon next to "Quick Play" to help show that MM queue is still going Timer says "Lobby" instead of "Warmup" when in lobby Detailed match results now sent to masterserver on end of game Added new Russian server in Novosibirsk Added new EU server in Berlin Improvements: Added seconds to replay file name Reduced suicide delay to 2 seconds (from 5) in race mode Bug fixes: Fixed default bind for cl_replay_marker to be 'M' UI now only informs you that leaving will count as a loss in a MM game if you're actually playing Fixed crash on command line +play blah.rep Fixed rich presense text to be correct when in lobby as party Fixed bug where party leaders would remain in queue when members left Optimisations Fixed spatial coherency optimisation between player steps. should greatly reduce CPU load on client+server. Cheers, -- Shooter
  11. 36 likes
    Hi guys, Getting towards the end of 47 point releases. This one adds extra info to the server browser, and sets the bullet hitbox & wallclipping to be used in all rulesets. There are also a few bug fixes. Changes: Significantly increased level cap Game no-longer loads .pak files inside addons, please don't use pak files in addons Match Picker Dialog filter now defaults to "Staff Picks". Selected filter is saved to game.cfg Player bullet hitbox is now in all rulesets Wallclipping is now in all rulesets Bug fixes: 47.2 (accidentally) introduced client-side-predicted bolt impacts vs players, and it's not 100% accurate. Removing this, the player impact needs to be server verified. Wallclipping now only effectx X+Z axis - this fixes head bumping Fixed bug where replays from 47.1 would crash Addon widgets that override standard widgets are now properly sorted into their addon group in the UI Improvements: Server now pushes rules to steam (timeLeft, ruleset, gameState) Server browser: can now hide old protocol servers Server browser: now see mutators in server list Server browser: hover window now display server rules, player list + mutator list re_seek_to will now block and finish loading up to the specified timecode (rather than just failing) Added com_logclearonstart (allows you to append to log files when set to 0) Experimental plus: Exposed movement constants: gconst_jump_velocity, gconst_double_jump_velocity, gconst_playeronground_speed, gconst_playeronground_acceleration, gconst_playeronground_friction, gconst_playerinair_aircontrol, gconst_playerinair_bunny_accelerate, gconst_playerinair_bunny_wishspeed, gconst_playerinair_acceleration, gconst_playerinair_decceleration, gconst_world_gravity, exposed gconst_playerongroundcrouched_speed, gconst_playerinaircrouched_acceleration -Shooter
  12. 31 likes
    We're very excited to announce that we will be officially launching out of Early Access! The whole team at Turbo Pixel Studios wants to thank you all for supporting us through the journey of Early Access. Season 1: Along with the launch we will be officially starting Reflex Arena's competitive Season 1. The Season will last 3 months and comes complete with leaderboards and downloadable replays: Available here We’ve updated the map pool after taking feedback and pre-season map vote statistics into account. Competitive 1v1 Aerowalk, The Catalyst, Static Discharge, Ruin, Furnace, Simplicity, Pocket Infinity Competitive 2v2 The Grave Site, Tephra, Iron Guard, Thermal Blast, Phobos Competitive CTF Sky Temples, Monolith, Suna Station During the season you will earn competitive points for your wins, which you will then be able to trade for epic gold weapons. You can preview these in-game in the updated Profile section. Bots: We’ve been working on bots behind the scenes for a while and we’re pleased to include them in this release. Check out the bots section under the TRAINING tab or host your own game to play versus them. The bots are targeted towards new players, and also players who wish to practise their aim. Changelog: The changelog from the last update to now is available here http://forums.reflexarena.com/index.php?/topic/4265-reflex-arena-launch-changelog/ We want to reiterate that launching Reflex Arena out of Early Access is just the beginning. The whole Turbo Pixel team will continue to update, create content, and add new features to the game - we are here for our community, and today we celebrate the 1.0 launch - it’s a beginning, and not the end! The Turbo Pixel Team
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    Features - different styles, with unique animations - custom colors - adjustable alignment - adjustable feed direction Style Examples Update 1 - fixed bug that would crash feed - background opacity can now be changed Installation Download Here Locate your Reflex installation directory. Typically it’s found at Program Files/Steam/steamapps/common/reflexfps/. Place the .pak file inside the /base folder. Steam Workshop (2017/01/25) Now available through the steam workshop. Instructions Enable "br_KillFeed" in the widgets menu.
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    Hey guys, With 1.1 we are adding a new competitive playlist to Match Making - Proving Grounds. At this stage, it will be for 1v1 maps only, this is mainly due to the fact of the current large backlog of potentially good 1v1 maps available. We will look to expand this to 2v2/CTF etc soon. This will be a playlist featuring new and upcoming maps to test their potential to enter the official map pool for upcoming seasons. Full Match Making Rank and CP awards are available in the Proving Grounds - we want to encourage play, testing and feedback. Each round of maps will run for a 1 month cycle. All picks + drops will be recorded with the results shown at the end of each cycle. Top maps from each cycle will be collected and voted on by the community before they take a place in the next seasons map pool. Authors of selected maps that make it to the official map pool will be rewarded with special unique personalized customization options (will be able to discuss with devs). For the initial cycle, we'll kick it off with a selection of maps based on community buzz to get this feature rolling immediately. For future cycles, we'll start threads and put the call out, do votes etc. to narrow it down and get you all involved more. To access the Proving Grounds, simply go to find a Match Making game like you would normally, and tick "Proving Grounds". If selected, you will be matched against others that want to play in the Proving Grounds map pool. In no particular order, these are the first cycle of maps: Sanctum by Promeus - https://steamcommunity.com/sharedfiles/filedetails/?id=803273126 Immortal Share by KovaaK - https://steamcommunity.com/sharedfiles/filedetails/?id=608668643 Quickfire by Greed - https://steamcommunity.com/sharedfiles/filedetails/?id=684976774 The Pandemonium [thct1] by Tehace & Arkcoss - https://steamcommunity.com/sharedfiles/filedetails/?id=900335975 Calendar by Terifire & fht & def - https://steamcommunity.com/sharedfiles/filedetails/?id=620887104 xy7 by Xytaglyph - https://steamcommunity.com/sharedfiles/filedetails/?id=898760373 Fata Morgana by Terifire - https://steamcommunity.com/sharedfiles/filedetails/?id=888460764 Abandoned Shelter [clean] - http://steamcommunity.com/sharedfiles/filedetails/?id=775755349 Note: We don't endorse clean versioning of levels, however in this case we're purely curious to see how gameplay and popularity goes. Please use this thread to provide any feedback with the maps. Also feel free to discuss potential candidates for future proving grounds cycles.
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    We've enabled the Christmas build for your holiday season. Including the famous robot Santa hat, plasma rifle snowballs & your the candy-cane melee weapon -- We've also added a familiar sneaky eggplant launcher We're hard at work on 48 which is turning out to be one of our largest updates yet, this is expecting to drop sometime in January. Merry Christmas to all, enjoy your holidays - Shooter \o/ Changes: Enabled Christmas event Added crow flock Fixed bug where projectiles would impact teleporting players Updated xmas meshes Added xmas wreath
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    So our 2v2 mapping competition has come to an end, thanks to everyone who entered! We had over 30 submissions and many many games were played. Was good to see maps from some more experienced mappers as well as new mappers. Each offering different approaches. It was a pleasant surprise to see many new mappers put up quality maps, people obviously put time into their efforts In the end it was Ironguard that captured us, it was a favourite among many judges and we definitely had a lot of fun games on this map. The final results are: 1st place: Ironguard by irish workshop link: http://www.steamcommunity.com/sharedfiles/filedetails/?id=626520198 2nd place: Phobos by promEUs workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=716386516 3rd place: Thermal Blast by def and mazu workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=741879425 Thanks to all our entrants, congratulations to our winners, and much love to our judges! We'll be in contact shortly to hand out the prizes
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    Hello humans! (and other species so we don't offend) We've put together a bunch of hotfixes for you. There's more under the hood that accompanies these as usual, but you get the idea.. Code Carnage pickup sound is heard again (now clamped to 4 seconds -- ours is 3.7) cl_playercolorX is now blocked when not in menu cl_player<inventory> cvars are now blocked when not in menu Player name now flood protected Drop in support now preserves existing player states in arena games Fixed issue where in arena1v1, game would end if a playing player left (while there were queued people that could come in next round) UI/Widgets Added: MapAutoSave widget! Intervals and backup counts configurable in options Replay editor: now properly stays visible in edit mode Replay editor: can no-longer select spectators in replays Accelmeter: added race mode/training mode only options Proving grounds now includes on/off/both options (so now you can queue for both proving grounds and standard map pools)
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    Hi Everybody! Get your hot-fixes! Art Improvements: Fixed vertex colours on colossal arms LOD Another pass on jumppad effects (this needs a re-work, it's still heavy on GPU) Matchmaking Improvements: After everyone readies up at the MM screen, if you disconnect the game will continue without you, and you'll likely lose MMR (unless your team wins for you :p) Moved Brazil servers to a better host General Improvements: Added fall-back for edge case caused by MM server update, if you connect to MM now and are already in the "finding/preparing/connect to server state", the client will correctly skip straight to it Client no-longer extrapolates remote spectators Gameplay Improvements: Spectator name change notification now hidden for players in MM servers when match in play Spectator join/leave game notification now hidden for players in MM servers when match in play Spectator roll notification now hidden for players in MM servers when match in play Spectators no-longer see team chat Aerowalk: fixed clip issue at RA, thickened a couple of clips, built new nav data When killed by world (i.e. lava), the next spawn will now avoid the last person that did damage to you (wherever they are now). Or if there is no such person, it'll avoid your dead body. (For the record: when suiciding (via command line, or rocket to face), The next spawn will avoid your dead body) Bot improvements: Now only check player spawn points when they have an enemy die Now frantically want to respawn instead of waiting for respawn timer UI improvements: ArmorBar widget: re-ordered slider options, added center font option (default on, off = left align) HealthBar widget: re-ordered slider options, added center font option (default on, off = right align) Unified options across ArmorBar and HealthBar widgets Fixed typo "specatators can not vote at this time" Warning about loss when hovering over disconnect icon in MM game no-longer appears after game has ended. Pickup timers are now provided to lua when playing a competitive ruleset replay
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    Hi everybody! Quick point release today to address some bugs and help set things up for our next build. There has been a lot of queries about our road map and future Reflex updates. We have some exciting plans in progress, we will be making these plans known next week Bug fixes: * server now correctly reports disconnected state to master server * fixed party UI to now draw when it's off screen * optimised how internal asset lists are stored, which improves performance of script functions that look up assets by string (i.e. nvgSvg()) * fixed issue where server list wasn't properly automatically refreshing when entering the "browse servers" menu Cheers, Shooter.
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    hey, this was supposed to be released december 26th, but i just couldnt make it in time. it was so much work + some serious IRL issues came up around christmas time as well unfortunately. anyway here it is - my christmas present for the whole (racing) community. enjoy.
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    We're pushing out another point release to address some crash bugs & tweak experimental changes. Bug Fixes Fixed server crash occasionally occuring on map change Fixed issues with teams getting swapped around as game goes live Fixed issue where sv_allowmodes would only allow last option in list to pass Fixed crash when querying steam leaderboards top 20 when not connected to steam Experimental Ruleset Changes BURSTGUN Projectile speed was 3500 now 4000 Pprojectile damage was 7 now 6 Max ammo was 40 now 30 Weapon pickup ammo was 20 now 15 Ammo pickup was 10 now 5 Spread no longer randomised Spread was 0.05 now 0.03 Now has 7 projectiles (previous 6 + new center) SHOTGUN Max ammo was 40 now 20 Weapon pickup ammo was 20 now 10 Ammo pickup was 10 now 5 GRENADES Explosion radius was 150 now 160 PLASMA Max ammo was 200 now 100 Weapon pickup ammo was 100 now 50 Ammo pickup was 50 now 25 IONCANNON Max ammo was 200 now 150 Ammo pickup was 50 now 25 Damage was 6 now 7 (was 120dps now 140dps) Knockback (ground and air) was 1.7 now 1.5 (to mostly counter damage increase, still is slight buff) ROCKETS Explosion radius was 120 now 115
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    Hi everyone, as some of you may know already, I've been working on a custom ruleset that aims to improve the current competitive ruleset's gameplay and weapon balance. Here is the full detailed explanation : http://customruleset.easyga.me/ruleset.html The goal of the ruleset is not to "divide" the community but to refine these changes and then to propose them to the developers. This testing is only temporary. I'll be hosting 4 tournaments on this ruleset : 09/07/2017 : Custom Ruleset Duel Tournament [EU] 18:00 CEST (17:00 to 18:00 for checkin) --- 16:00 UTC 16/07/2017 : Custom Ruleset Duel Tournament [JP] 19:00 JST (18:00 to 19:00 for checkin) --- 10:00 UTC 16/07/2017 : Custom Ruleset Duel Tournament [NA] 02:00 PM EDT (01:00 to 02:00 for checkin) --- 18:00 UTC 23/07/2017 : Custom Ruleset Duel Tournament [AU] 05:00 PM AEST (04:00 to 05:00 for checkin) --- 07:00 UTC Players from all regions and skill levels are welcome in each tournament, servers will favor players from the original region ! How to play on the ruleset : http://customruleset.easyga.me/ruleset.html#Playing Changes from the current competitive ruleset : http://customruleset.easyga.me/ruleset.html#Changelog Custom Ruleset Duel Tournament [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
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    Bug fixes: Fixed issue in sound manager that would cause the game to progressively run slower over time HealthBar: fixed coloured bar incorrect offset
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    Hey guys, Today we have a hot fix to address the Steam Inventory changes which have happened in the Steam Client. It's causing people to get disconnected when they attempt to join a server with a large selection of custom inventory items selected. Bug fixes: Upgraded to Steam API 1.39 Changed how proof of inventory was sent to server to reduce packet size. Cheers! -- Shooter
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    Hi guys, Another quick point release. This point release's main features includes the infamous wallclipping (which is enabled in experimenal ruleset). We're really wanting to hear feedback on this and whether people would like it to stay. We've also been working with the experimental plus guys and adding a bunch of vars to assist with their experimental play. edit: it's been pointed out that wallclipping is breaking head bumping, i'll fix this in .3 thanks! Improvements: added wallclipping, enabled in all experimental rulesets Lua: explosed player.inventoryHead, player.inventoryLegs, player.inventoryArms, player.inventoryTorso variables Experimental Plus: Rockets, cells, pellets, bolt, grenades now all have separate trace vs world/entities. The idea is we can make hitting the player slightly easier/harder without having projectiles hit corners you wouldn't expect Added gconsts gconst_burstgun_startammo, gconst_shotgun_pellet_trace_radius_world, gconst_shotgun_pellet_trace_radius_entities, gconst_grenade_trace_radius_world, gconst_grenade_trace_radius_entities, gconst_cell_trace_radius_world, gconst_cell_trace_radius_entities, gconst_rocket_trace_radius_world, gconst_rocket_trace_radius_entities, gconst_beam_trace_radius_entities, gconst_beam_trace_radius_world, gconst_bolt_trace_radius_entities, gconst_bolt_trace_radius_world Bug Fixes: Fixed bug: IC turret didn't use to reload (just fired every frame! :)) Fixed bug: ChatLog.lua error when localplayer == nil (happened on connect) Removed www.reflexfiles.com loadscreen tooltip Updated www.reflexfps.net/forums loadscreen tooltip -Shooter
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    Hey lads, just a quick patch today to fix some critical issues, and address some initial feedback. Training: Turrets now properly reset on callvote restart Turrets now properly damage players in training + race gamemode Fixed bug where it says you obtained this time on an older version even if you've never played it Grenades will no longer explode when they hit the wrong target type Hitting 3 rocket targets in a row will now award precision Hitting all pellets on a shotgun target will now award point blank Shooting multiple bolt targets will now award double penetration Changing to editor now disqualifies your run from the leaderboards Experimental: Experimental ruleset timelimits now same as competitive timelimits Stake launcher: projectile speed was 4000 now 3000, reload time was 1250ms now 1100ms, stake damage was 110 now 100, stake gravity was 700 now 600, stake projectile is now glowing hot to be more visible Art: Added ammo LODs for performance gains Turret art: fixed triangulation on guard panels, originally designed holes now visible UI: Reduced state text size in friends list Friends list sort should now be consistent
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    In my eyes, the main thing Reflex offers over any other AFPS is the promise of new maps, because new maps allow the new players to catch up. If you want evidence for that theory, look no further than The Catalyst. It might be hard to imagine these days, but back when THCT7 was released, it was the go-to map for up-and-coming players. Almost everybody who rapes you on T7 these days used the map as their opportunity to get good. Without new maps, the influx of new players into the higher tiers becomes near non-existent. The only ones who can pull it off are the people who are extremely dedicated and willing to spend a frankly unhealthy amount of hours on the game. When that happens, the game has started dying. Most new players will give up and the experienced players will get bored and both will go on and look for different challenges. We're already at this point in Reflex. Everybody who's part of the 'top,' has been part of it for well over a year. If we want the game to sustain itself, we need to give hungry players a viable way to climb the ladder and in my eyes there's no better way than new maps. We need to stimulate map making and playtesting as much as possible. Right now, we're at arguably the worst possible time for map makers. The vast majority of games is played through Quick Play with its set map pool. There's no logical road to getting your map into said pool and when it somehow does get in, people are guaranteed to shit all over it because it hasn't been tested enough. Why make a map when nobody will ever play it? We need to create a viable method to get a map into the competitive pool and an easy way to gather feedback. Personally I believe that every season at least one map should be swapped out for a new one, but how do you go about selecting which new map? I've come up with two ideas so far: A map testing quick play queue. Map makers can submit their maps and players who are so inclined can test and rate these maps. Maybe add some rewards you can only get from the test queue to give players an extra incentive. When the regular quick play queue gives you a game, every once in awhile it asks if you'd be ok with testing a new map without any consequences to your rating. If both players agree, you go over to the new map, else you just go to the regular pick drop screen. Let me end this post with a small reminder. Way back when Reflex was still in closed alpha the defining feature was the map editor. That's what people got most hyped about, the prospect of new maps. Right now the editor is just a cool gimmick gathering dust.
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    https://ReflexLeague.org Beta Season This is a double round robin (everyone plays everyone else, twice) 1v1 competition, with players divided into skill-matched divisions of 8 players each. Your performance in one season will contribute to your placement in the following season. All games are Bo3. Where: Currently accepting signups in EU, NA, AU. We've already got enough people for the league to run in EU and NA, and there's no upper limit, since there can just be MORE divisions. EU/NA/AU players can't apply to regions other than their own, and players can only apply for one region. I'm not sure how many RU players there are and I forgot about RU when I was initially setting this up. I can add RU as a fourth region really easily if there are enough people, otherwise they can enter whichever of EU and NA they ping better to (but may have to play on bad servers). When: Signup closes (beginning of) 27th October, matches start 12th November. Possibly pre-season playoffs between 27th October and 12th November, if necessary to help with division placement. (I'd previously mentioned 5th November as a start date, but I forgot that people would need time to arrange their first games and complain about divisions.) The main season will run for 7 weeks of matches, although it's likely that there'll be a catch-up week at the end. Future seasons will probably be run roughly on a 2 months on, 2 months off basis (as in, 2 months between every season) but don't quote me on that. Map pool: Furnace The Catalyst Pocket Infinity Simplicity Abandoned Shelter Static Discharge If necessary, where possible, players will be allowed to play on performance versions of the above maps. To be allowed, the performance version must be geometrically identical (or near enough) and have identical item layout. It must be created by the original map's creator, or, at the very least, created with their explicit knowledge and permission, and given their authorisation. Each round will have a 3-map subset of this pool. Every player will meet each other player twice over the course of the league, and the map pool for the second match will always be the reverse of the first. Assuming both deciders get played, players will play all 6 maps against every opponent over the course of the season. Cointoss will occur before the first match only, for any pair of players. Winner chooses who is A and who is B. Match 1: A pick, B pick, decider. Match 2: B pick, A pick, decider. A 2-0 match will award 3 points to the winner; a 2-1 win will give 1 point per map. Other Rules The usual spectator rule applies to prevent ghosting. This will be enforced by the league servers, and players joining games without permission may find themselves being penalised. Players will have a week at the start of the season to schedule their first round games, and thereafter games can be scheduled from the beginning of the preceding round. Rounds will be 9 days long, overlapping on weekends. Scheduling will be partially automatic; players will be able to specify timeslots when they will be available, and then the autoscheduler will assign match times at mutually convenient times. If this can't be resolved, then players will be expected to negotiate a time, or an admin can be asked to adjudicate. If Reflex's rulesets have been updated by the start of the season, players will use the competitive ruleset. If not, players will be allowed to agree with their opponent to use experimental or competitive. It hasn't yet been decided what the default will be, since there are good arguments against both. See the season page for the complete exciting array of rules! Streams Obviously because of the slightly unpredictable nature of the scheduling, it's not possible to guarantee that any particular game will be streamed. Players may be asked to schedule a game with a streamer if it's of particular interest. This may be subject to change. At least some games will be streamed by ArenaFPS (https://twitch.tv/ArenaFPS). Anyone else interested to stream should get in touch once the match lists have been generated. Prize Pool No prize pool as yet. If you want to donate, get in touch with me on Discord because I don't yet have a separate paypal to take donations, and I tend to get paid for my work through paypal, and I don't want stuff to get confused. Sponsors If you're a company and you want to donate server time to the league, or money/stuff to the prize pool, I can discuss about providing advertising space. Adverts must be image-or-text-only (no bullshit multimedia stuff) and must be small files. They'll be placed unobtrusively, most likely in the unused side areas of the site, and I'm not going to try and bypass ad-blockers. Files will be served from my server so that I can be sure that I'm not referencing malicious files. Something Else This is the thing I forgot to mention.
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    Hey Lads, We've had some great feedback from the experimental plus play and are taking feedback on-board. Firstly we've added a 'bullet' hitbox capsule which is to address the extreme popups people are experiencing with rocket combat. We've discussed this on and off several times in the past and it's beyond due for a test play Secondly we've changed the rocket launcher to give at most 85 splash damage (in experimental), the idea is that direct rockets should be more rewarding. Finally we'll be addressing the primary sound engine concern which seems to come down to hearing (or not hearing) the armor pickups. We've exposed the distances they are heard from so they can be tweaked and a good value can be found (too short and you don't hear them at all, too far and you'll hear mega in alpha base being picked up from zeta base..). We've fixed a couple of bugs too, there are still quite a few things to do for 47 (one of which is an improved server browser), this is just the first point release! Generic improvements: Added 'bullet' collision hitbox to players to address pop-up issues. With the capsule you can land a rocket right underneath the player standing on the ground and have him knock up (towards!) you Removed team damage in team games with arena mutator Bugs: Fixed stakelauncher colours after new bolt rifle weapon was introduced Fixed issue where when you first install an addon it wouldn't be detected until a reflex.exe restart Fixed issue where addon picker showed steamids instead of names Removed "Local Changes" messages from addon UI as it wasn't being detected properly Experimental: Player hitbox uses new bullet shape Max splash damage a rocket can now do is 85 (direct is still 100) Experimental plus: Added gconsts: gconst_armor50_faratten, gconst_armor100_faratten, gconst_armor150_faratten, gconst_mega_faratten, gconst_ioncannon_hum, gconst_boltrifle_hum, gconst_ioncannon_hum_faratten, gconst_boltrifle_hum_faratten All the explus_gconst values are now synced server->client Added gconsts: gconst_grenade_damage_splashmult, gconst_cell_damage_splashmult, gconst_rocket_damage_splashmult - these allow us to reduce splash damage effectively giving direct hits more damage Added gconst: gconst_player_isbullet -Shooter
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    Code r_shadow_resolution now goes up to 2 for 1024 shadows Reduced max shadow map count, levels seem to be using a more sensible number of light shadows now Callvote restart will now pull extra players out of game (fixes issue in training + 1v1) Hid dev trim materials from map editor Publishing maps with all gamemodes enabled on your map will now report error: "too many gamemodes selected in worldspawn" Experimental Lowered vertical knockback Ioncannon: knockback ground & air now 1.7 Plasmarifle: reduced air knockback (was 1.5, now 1.0) Rocket: splash radius 120 (was 115) Sound Pickup spawn sounds won't play on level initialise anymore Removed sound system LPF, needs further looking at Reduced boltrifle idle hum sound (avoid clipping) Tweaked ioncannon idle hum Increased mega pickup/expire sound range (was 1300ish, now 4096) Increased resist pickup/expire sound range (was 1300ish, now 4096) Increased rocket fly sound sound range (was 128 now 512) Increased plasma cell sound sound range (was 64 now 256)
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    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}
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    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
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    PRDM9 - SANCTUM Sanctum is a competitive oriented 1v1 (duel) map! Feedback is encouraged and highly appreciated WORKSHOP LINK Some screenshots to bait people into playing
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    Game Type: 2v2 Draft Cup Date : March 5, 2017 Starting Time : 14:00 EST (13:00 to 14:00 for check-in) Stream : https://www.twitch.tv/Delementary Brackets : http://challonge.com/BunnyCupV2 Team Sign-ups : http://challonge.com/tournaments/signup/lgn2xW32ZZ Draft Sign-ups : https://goo.gl/forms/mDMEcb76h9qJjOWv2 Draft Sign-up Deadline: March 3, 2017 Discord: https://discord.gg/z28x7HZ Prize Pool : $318 USD Prize Pool Distribution : 1st : 50% $79.2 per player 2nd : 30% $47.7 per player 3rd : 20% $31.8 per player Donations Welcome! Donations will be divided amongst the top 3 teams according to the percentages listed above. Paypal (innocuoussleep@outlook.com) Current donors: Reflex items. Choice of one item per winner (Including Supporter Weapons!). http://steamcommunity.com/id/capodecima/inventory/#328070 $50 USD $18 USD for good luck $50 USD Map Pool : Ironguard Thermal Blast Phobos General Rules: Please provide us with two points of contact so we may reach you before and during the cup. NO EXCEPTIONS. Join https://discord.gg/z28x7HZ or add me on steam: http://steamcommunity.com/id/adsooeoos/ Competitive ruleset will be used for this cup, utilizing any other ruleset will disqualify both teams. Be autonomous, contact your opponents, play your match, report the score to discord or admins. Tardiness will lead to potential disqualification, make sure to show up to your match within 10 minutes of match announcement. Unsporting behavior (excessive trash talk, rage quit, grieving) will disqualify you. Teams: Individuals signing up through the draft (google forms) will be matched as potential partners become available. Late submissions will not be taken into consideration. Pre-existing teams are able to sign up through Challonge. You will be paired up based on skill level and experience, most skilled player will be matched with the least and so on. If a majority of you would like another system, please voice so in the comments. Thank you! Match System : Winner's bracket matches are Bo3. Loser's bracket matches are Bo3 Picking System : Use the console command /roll 100 (Team with the highest number is declared winner Bo3 : (W)Pick | (L)Pick : The last map will be the tiebreaker map if needed. (Maps are played in order of picks) Double Bo3 Finals: (WB) Pick | (LB)Pick : The last map will be the tiebreaker map if needed. (Maps are played in order of picks) (Another round of drop/pick will be needed if the tournament goes into 2nd BO3) Servers : Authorized spectators will be allowed on the servers, contact admins for details prior to the tournament starting. Severs are password protected, contact admins ahead of time to receive the password and server info. Any server can be used in case we are not able to provide one for you if both teams agree and only if the server replays can be accessed. Concerning regions: If one or more players of any team is from a different region, please refer to following to see where the match will be held. East vs East Coast: Played on East Coast servers. East vs Central: Played on Central servers or East servers. West vs Central: Played on Central servers or West servers. East vs West: Played on Central servers. West vs West: Played on West servers. Canada: Played on Chicago central/Virginia/California servers Mexico: Played on Texas central/California In case of a server disagreement between players, server will be decided by an admin. State divisions go as follows: Thank you Nathan for this map Admins : S ° I CrazyAL Streamers / Co-Caster: Delementary / Possibly Kovaak
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    Improvements Increased length of sv_startruleset (so you can use experimental_stake) Spawn system will no-longer fall back to fully random if all spawns had LOS from an enemy Added r_shadow_resolution 0/1 to allow higher resolution for spotlight shadows, added option to Menu Added a bit of smarts to the LOD system Training Added global + top leaderboards to training mode Added leaderboards to training menu (selected via dropdown on top right) EntityShootable's (the targets) now have a melee type. EntityShootable's and EntityTurret's hits/misses are now counted towards stats on scoreboard (note: stats from race/training are NOT used to calculate your general stats in the profile->statistics screen) Art Reduced grenade launcher first person weapon roll Removed some ioncannon flare particles when impacting players Added LODs: shotgun, grenade launcher, ioncannon, rocket launcher, additional ammo pickups lod2 (for shadows) UI Fixed typo "quality" -> "qualify" Friends menu "Join" button is now only visible if server is properly contactable (i.e. server has ports forwarded) Friends menu "Join" button is now disabled if the server is full. Sound Bit of a quick overhaul to the sound system. Now has better attenuation for sounds. Additionally has audio occlusion (kept fairly subtle for gameplay sake). As a result, every sound for the game has had to be adjusted, bare with us as some might still need further iterations and tweaks, but overall there is much more spatial awareness and positional audio occuring. Revised sound: bolt rifle idle hum Revised sound: ioncannon idle hum Experimental Stake launcher: Fixed popping on players when shooting a stake into a surface they're standing on Shotgun: now has center pellet in experimental mode Stake launcher: reload was 1100 now 1250, projectile speed was 3000 now 3750, projectile gravity was 600 now 700, projectile damage was 100 now 110 Plasma Rifle: kb was 0.425 now 0.45, self kb was 2.21 now 2.0, air kb was 2.125 now 1.5 Rocket Launcher: explosion radius was 120 now 115, air kb was 1.5 now 1.0 Ioncannon: air kb was 1.7 now 1.5
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    A quick montage of trickjumps and running. I exploited the "doublejump bug" in a couple of them at the end, wouldn't been possible without the random chance. Yet it is, it did and I'm done. Cheers
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    Happy Birthday Reflex!! I'm a few days late posting this, but nevertheless I wanted to give a big shoutout to the development team and the community for two solid years of a fun, playable early access game. Special thanks of course to Shooter, Electro, Yasashii, and Thaylia. You guys are rockstars, seriously. This week (ish) also happens to mark my personal 1 year anniversary playing the game, and 500 hours logged. I can only say that about a handful of games, but its been time well spent. I'm bummed I didn't start playing sooner. I've truly enjoyed witnessing myself progress from utter noob, to somewhat-not-half-bad-on-a-good-day. Seriously, the joy of accomplishment this game has given me is the one thing I try to push on my friends who try it out. So thanks to everyone who's kept me interested and pushed me to improve as a player. There are not many people playing this game but those of you who do make it count. I also wanted to share some of my excitement for the future. I know everyone goes through phases of pipe-dreams of a population explosion...but even a modest boost and a new mix of competition would be more than welcome (and I think should be expected) as we move forward into 2017. With the Reflex League being kicked off, matchmaking on the horizon, and the feature length movie (LAN) starring Reflex being released soon, there is a lot to look forward to and show off to your friends. Reflex has so much potential to be enjoyed by a wider audience, and I'm working as hard as my schedule and talents will allow to help it realize that potential. I hope everyone else is doing the same. Don't forget, despite how much shit we give each other, anything you guys do for the game or the community is not overlooked and is appreciated by everyone. I can attest to it personally by the reception to the handful of cups I have casted. You all gave me so much support during those. It was unlike anything I've seen in other communities, and very motivating. I can't count how many community projects have blown me away over the last year. There are some incredibly talented people who enjoy Reflex. That's something to be proud of. Whatever you're good at, keep it up- making maps, widgets, frag movies, ruleset testing, playing in cups, sharing the game with friends, hosting game nights, streaming, everything helps us grow and look better. Even if no one else wants to play, we are making the game more and more fun for ourselves every day. Positivity rubs off on each other, and on the devs. Stay hyped guys, keep playing and keep sharing. Reflex has big things in store. Here's to 2 great years and to many more. Cheers, Del
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    Yep! Processing step for them to calculate then they'll be able to play. So many map cases to try cater for but they'll get improvements as tricky spots come up more No manual placement required, although we have simple links that can be placed to help with some trickier spots that aren't automatically detected. We're hoping they're a good start, we have pretty high standards and a LOT of foundations are in place with them. Thanks everyone!
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    Recently I started collecting a list of small suggestions/bugs that every now and then bug me. None of these really deserve a topic of their own so I waited until I couldn't think of anymore that'd fall into the "small" category. - Spawning on suicide shouldn't be random and/or suicide disabled (in duel at the very least) - Dropped weapons shouldn't make the pickup sound when they expire - Don't require spectators to callvote map (often they are afk and the vote will fail) - Have a robo-hologram (or some other indicator) on spawn points - Remove penalty reload time when firing an empty weapon - Callvote timeout, callvote pause - Command to nullify string cvars - Forcing enemycolors on spec - Enemy/friendly sounds based on the player you're spectating - Expose spawns on LUA (% to on a specific spawn, flags that indicate what blocks a spawn) - Show crosshair when spectating enemies - Projectiles fired with Carnage should have 4x damage even if Carnage expires before they explode (and projectiles fired before Carnage was picked up shouldn't do 4x damage) - Projectiles fired with Carnage should have a Carnage-effect on them - Update stats in warmup, reset when warmup ends (for accuracy tracking etc.) - Show previous stats on scoreboard in warmup after a game has ended - Make scoreboard scalable - Lockdown cl_playercolour1/2/3, selected robot-parts/melee during the game (to prevent widgets that automatically change these things) - Weapon dropping in teammodes - Destroy projectiles after the game ends Feel free to post your own small suggestions/bugs or expand on any of these. Would also like to hear the devs thoughts on these (@shooter).
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    Quick point release to fix a last minute wall clipping issue! Bug fixes: Fixed issue where jumping onto ramp would launch you into outer space Art: Smooth normals pass on melees: hatchet, afps hatchet, supporter hatchet -Shooter
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    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.
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    I'm hoping the devs would like to try a different system for quick play FFA games - I think it would be ideal to keep an FFA game going and let people join soon in. I really enjoy FFA and play it whenever I see a game going on, and I've tried playing FFA and instagib games using the new MM system - it is only ever three people (which is fine, that's a playerbase thing for now). The other night I had a three player FFA game, and afterwards we were all in the lobby afterwards (that is, the same server)... but we couldn't ready up to play again, and we couldn't vote for mutators. I'd like to see how it would go if there is just an EU FFA game going on at any one time, like an official server, that people can quickly join if they go through the quick play option. Make it clear that it isn't ranked and there will be a big difference in player skill if necesssary, but I don't think people mind to be honest. I'd rather play with 7 other players and be at the bottom of the scoreboard than I would play with just two other players. The MM system is fantastic for duels and doubles and so on, but FFA and instagib, I think, need a different approach. FFA is much, much more accessible than other modes for casuals and beginners, and is in fact a good introduction to the game mechanics, movement, weapons, aim, items and so on. I quite literally did this when I first started playing the game. It was only later on that I started to get interested in the 1v1 game. Hopefully the devs have statistics for who queues for what, and maybe they'll see people queuing for FFA and not getting a game for a long time. So yeah, discuss? This is something I am a little concerned about right now.
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    With 47 comes the release of addon support. This is where you can bundle your lua scripts & other assets together in one package, and share them over the workshop. 1. Firstly you'll need to create your addon locally Create the folder reflex/base/addons/myaddon/ Fill it with any .lua scripts or .wav files etc you wish to use You are able to override game assets by inserting a base/ in the root of you asset directory. For example to override the jump sound create a file: reflex/base/addons/myaddon/base/internal/characters/hostile/hostile_jump.wav Upon loading Reflex, you should now see your addon in the addon list under options->addons. 2. Later you'll be ready to publish your addon to the workshop, to do this You need a workshop ID for your addon, easiest way of getting this is to go into the map editor, click publish, click user items -> create new, and note this workshop ID. We'll turn this one into an addon. Rename your addon folder to start with the workshop id. i.e. reflex/base/addons/1234567_myaddon/ Now return to the options->addons screen, your addon is now flagged as a workshop addon, and will have download and voting buttons. Since you own the addon, there is also an upload button, which is where you enter the publishing process. Take care, that download button _will_ download the addon and override your local changes, I highly encourage addon creators to use some kind of source control, or at very least backup your addons. Your addon should now be on the workshop for all to experience Cheers!
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    Today's point release contains a couple immediate bug fixes as well as a big cleanup on game balance settings. Note: Very aware of the issue where MMR is not being awarded correctly after some Matchmaking games, we are looking in to this. Generic Fixes: Fixed crash bug on launch when using Steam Client Beta Added option to hide MM servers from server browser Added option to hide locked server from server browser CTF is now 4v4 Fixed timelimit on doubles to be 10/15mins (casual/competitive) Massive gameplay cleanup, experimental/casual/competitive now have consistent knockback/damages etc Ironguard fixes: YA pipes now angled to jump up +5h pickups in duct no longer floating Fixed collision near mega floor Fixed collision in doorframe at carnage Gameplay: We've done a big cleanup pass on game balance. Competitive/Casual are the core rulesets we have as they are the rulesets used on matchmaking. All experimental settings (with slightly modification) have been pulled into casual/competitive (see full list below). There are a lot of changes including splash, timelimits, weapon respawns and weapon damage / knockback. Splash knockback: We've pulled our recent splash changes from experimental into competitive/casual. The differences you'll see in competitive/casual (from before) are: The splash should now be more linear based on distance from impact. The knock-up is also fixed. Matchmaking changes: CTF is now 4v4 Doubles now correctly uses 2v2 gamemode (will have lower timelimit) Time limits: mode: casual / competitive ffa: 5 / 10 1v1: 5 / 10 2v2: 10 / 15 tdm: 10 / 20 ctf: 10/ 20 Power-up drop: OFF in 2v2 + TDM only Weapon respawn time: 20 seconds in competitive 2v2/TDM (was 25 in competitive, 20 in experimental), 10 seconds in all other modes. Armor & mega pickup sounds: We've increased the distance armor & mega sounds can be heard from 1340 -> 2200 units. Burstgun burstgun_ammopickupammo 5 (was 10 in competitive) burstgun_lowammo 5 (was 10 in competitive) burstgun_maxammo 30 (was 40 in competitive) burstgun_startammo 20 (was 40 in competitive) Shotgun shotgun_reload 950 (was 1000 in competitive) shotgun_ammopickupammo 5 (was 10 in competitive) shotgun_pellet_knockmult 1.6 (was 2 in competitive) shotgun_pellet_knockmult_airbourne 1.4 (was 1.25 in competitive) shotgun_pellet_trace_radius_entities 0.5 (was 0 in competitive) Grenade grenade_trace_radius_world 1.0 (was 0.5 in competitive, 0 in experimental) grenade_trace_radius_entities 0.25 (was 0.5 in competitive, was 0 in experimental) Plasma plasmarifle_lowammo 30 (was 40 in competitive) plasmarifle_maxammo 120 (was 200 in competitive, 150 in experimental) plasmarifle_weaponpickupammo 75 (was 60 in competitive, was 75 in experimental) plasmarifle_ammopickupammo 30 (was 50 in competitive) cell_knockmult 0.85 (was 0.428 in competitive, 0.425 in experimental) cell_knockmult_self 2.0 (was 2.22 in competitive, 2.0 in experimental) cell_knockmult_airbourne 1.0 (was 2.14 in competitive, 1.0 in experimental) Rocket Launcher rocketlauncher_maxammo 25 (was 30 in competitive) rocket_damage_splashmult 0.85 (was 1.0 in competitive, 0.85 in experimental) (this means a direct rocket does 100 damage, if you JUST miss the max splash damage you can do is 85) rocket_explosion_radius 116 (was 112 in competitive, 112 in experimental) rocket_knockmult 0.85 (was 1.0 in competitive, 1.0 in experimental) rocket_knockmult_airbourne 1.0 (was 1.5 in competitive, 1 in experimental) rocket_trace_radius_world 0.25 (was 0 in competitive, 1 in experimental) rocket_trace_radius_entities 1 (was 0 in competitive, 1 in experimental) Ion Cannon hum is now enabled (was off in competitive, on in experimental) hum far atten changed from 1340 -> 1250 (travels less distance) hum 3d volume changed from .7 -> .6 hum 2d volume changed from .7 -> .2 beam_knockmult 1.4 (was 1.8 in competitive, 1.7 in experimental) beam_knockmult_airbourne 1.6 (was 1.3 in competitive, 1.7 in experimental) beam_trace_radius_entities 0.5 (was 0 in competitive, 0.5 in experimental) ioncannon_reload 46 (was 44 in competitive, 46 in experimental) ioncannon_lowammo 30 (was 60 in competitive) ioncannon_maxammo 150 (was 200 in competitive) Bolt Rifle bolt far atten changed from 1340 -> 1250 (travels less distance) bolt 3d volume changed from .8 -> .6 bolt 2d volume changed from .8 -> .2 boltrifle_weaponpickupammo 5 (was 10 in competitive) As always, open to _constructive_ feedback. Let's be nice to each other lads <3 Have a great weekend! Cheers, --Shooter
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    Ok it appears i need to chime in. The judges chosen are respected and impartial. Matches were played over multiple sessions, i hosted some so i have some of those demos still i believe. All of the judges votes were done independently and i collated them, the devs had no bias in weighting towards the tallies. The top 3 were a fair margin ahead of the others that made the top 10. I apologise for the mess up regarding public voting, it was something we originally weren't going to do at all, then we were... then we had real life issues going on that needed to delay for further proper judging and we were going to update the announcement to remove the bite about public voting and well it slipped through. Things happen. I'm sorry. If we do one again there's plenty we've learned from to do it more smoothly. I have some very rough notes i took down so i could remember and make a cheat sheet for myself later on. I'll take the time to go through them and elaborate on them and the criteria i personally used to assess. I'll also post the top 10. I'd also like to personally thank everyone for their submissions and hard work it was really great to see.
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    Having non-global sounds just brings more uncertainty to the game. The only thing it adds is the ability to delay a pickup but I don't think that outweighs the cons. Sure you can counter that by making "info plays" where you get into a position to hear an item pickup but I'm pretty sure there'll always be something more important you could be doing at the time (plus it encourages slower play - which I don't think Reflex is about). It's also not fun if you have to crank volume up, stop listening to sweet tunes and stop using VoIP just to not get fucked over by being unable to hear something. Global sounds allow you to make informed decisions, manipulate item respawn cycles, follow the game's flow whether you're in or out of control. IMO Reflex has the best in/out of control balance of any AFPS but non-global sounds will definitely tilt that scale in favor of the in control player. As to whether sounds should be global or just have a larger audible range I don't know but there isn't a single duel map that's being played where I shouldn't be able to hear an armor pickup from the other side of the map.
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    They're coming, confirmed. Minds will be blown. When, is a surprise.