KovaaK

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KovaaK last won the day on April 9

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About KovaaK

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  1. So, this thread was intended to have feedback regarding the maps in the current rotation of Proving Grounds. I played a few rounds yesterday, and here are my ~2 line thoughts: Sanctum - Only played once, but I felt lost when out of control. I'm not sure what the best options available are, but it could be interesting. Immortal Share - BEST MAP EVER. I'm only slightly biased. More seriously though, I know it's very divisive due to the perception of fights at mega becoming a bit janky, but there are strong punishes on people trying to use the teleporter there. Plus the stake jumps are just fun. Quickfire - Out of control play seems very strong on this map due to the two separate 2-way teleporters + easier punishes on Red Armor + very long sight lines for +back/+bolt. The Pandemonium [thct1] - It looks beautiful with the new art pass, and plays decently well too. My eyes were getting slightly distracted with the new visuals on first play. I'd probably get used to it with a few more plays, or maybe messing with gamma... Calendar - Plays pretty well now. Seems like there are good choices out of control. Might be one of my favorites in this rotation right now. xy7 - Haven't played the latest version yet. Fata Morgana - I struggled with out of control play, but the right answer might be to abuse spam through holes. Not sure what this would look like at high levels of play. Abandoned Shelter [clean] - Haven't had it come up in the queue yet.
  2. I was thinking maybe a reduced impact on wins/losses to MMR in PG would be a good thing. Like you gain 1/2 or 1/3 as much MMR for beating an opponent in the PG instead of normal, and you lose 1/2 to 1/3rd the normal amount too.
  3. People have expressed support for Quake Champions and I know the NDA is still under effect so I can't talk too much about it, but I have serious issues about the base balance of the game. As it stands, I can't imagine any game mode providing depth due to the design limitations they have put on themselves with such tiny maximum stacks and every weapon being quite strong. The idea of separate champions with different movement physics is great and I don't mind the idea of active abilities at all, but there is no way it will succeed with hardcore audiences due to the way they are cornering themselves with the weapon/stack balance. I have to disagree there. Reflex is the first AFPS with netcode of its kind (it can be quirky at times, but at moderate pings it is significant better than any alternative), a built-in multiplayer map editor + in-game steam workshop support (hence the 700+ maps on the workshop), and the LUA UI functionality. The game is highly responsive and has excellent visibility. Because of these reasons, I feel that Reflex is in a better position to succeed than any other game in the genre. If only we could get the right combination of gameplay changes, awesome/fun casual modes, and advertising.
  4. A number of responses (here and in DMs elsewhere) have suggested a new, casual game mode would be good for player retention. This is a really good point that I'd neglected. In fact, I played Quake 1 in a very casual setting for a few years before I even knew there was a competitive community. I mentioned this a few years ago, but there was a really cool idea for a mod that my friends had me program in Quake 1. I think it would work beautifully in Reflex as well... Basically, it's an asymmetrical mode in which one team is defending a flag/capture point, and the attacking team is attempting to touch said point. When the attacking team does manage to touch the point, everyone on the map is killed, and the sides are swapped. Everyone starts out with all weapons and an appreciable amount of health/armor/ammo, but there are pickups on the map that respawn at an accelerated pace - mostly clustered on the defending team's side. You could give points over time to the defending team depending on how long they were able to maintain control, and have a timelimit on the map before the round is over. https://www.youtube.com/watch?v=UNWqp5Fd5Ug is a video of it in action in Quake 1. The awesome movement systems of Quake and Reflex allow it to be something like an obstacle course that the attackers have to traverse while being shot at by defenders. It's great fun, and the map making tools+workshop for Reflex could turn it into something pretty amazing. Also, thanks everyone for the great discussion and ideas. <3
  5. Reflex was just released last month and enjoyed a small population boom that took the concurrent users and multiplied it by 2-3. It was great until something like 90% of the newer players stopped playing. So we must ask ourselves why the population tanked back to pre-release levels already. Was it the community? No, I highly doubt that. The majority of us have been very welcoming and took time to show newer players what the game has to offer. Parkourstation and reflextrain saw a lot of play time on public servers. Even in duels, veterans stopped and explained why they were surviving through multiple direct rockets to the face, toned down their game, and let newcomers grab some armors. Bringing people to the official discord has gone pretty well too. I'd love it if this was a success story and I was only here to report these facts... So why didn't people stick with the game? To use a metaphor, I think it's that new players see a pit of depth for how good you could possibly be at reflex, but there are no lights pointed down there. There is nothing that illuminates why prime overlords can convincingly beat overlords, who can stomp on diamonds, who can dominate platinums, who can destroy... All the way down to bronze. As we all know, combat skills don't define everything in this game, but that is the only thing that is outwardly obvious before a new player buys the game. And even after they have played for a week, they are aware movement plays a big part, but the depths of strategy are still a murky black pit that makes no sense to them. Compared to Overwatch, it's really obvious that depth in the game (outside of combat skills) comes from finding the right times to use your abilities and coordinating with teammates. You don't go into the game without knowing what you eventually need to improve upon. In Reflex, so many people bought the game and quit before they even knew how to improve. There is an old video that described the ways in which Mega Man and Mega Man X were amazing games. The tl;dw: is that the games avoided explicitly telling people what to do because the mechanics of the game were revealed naturally while forcing the player to recognize what was going on, and mechanics that didn't work well in earlier games were removed in later games. This video brings home a really good point to me: my Reflex tutorials shouldn't need to exist. At least 90% of what I say in my tutorials should be forced on the player or made much more transparent. New players shouldn't be forced to listen to me talk - the game should make the important aspects completely obvious through the player exploring the game. This is why I thought item timers were a step in the right direction - it enhances mechanic transparency. As we observed, the more hardcore players fought against it because it diminished known strategic depth. It wasn't the ideal solution, and I'm willing to admit that. But it's still painfully clear that something needs to change with the fundamental gameplay of Reflex, and it won't be easy. I have two proposed changes we could try out, and I'm curious if anyone can poke holes in them. I'm also interested in other ideas people might have. Proposed change 1: bring back item timers in competitive modes, but make them unreliable. A mechanic could be introduced where if you shoot at an item that is not yet respawned, it adds or subtracts time from the respawning item (perhaps to a max of 5 seconds). Item timer widgets could represent what the unmodified time would be, and players could throw off timing by hand. Maybe you could tweak this idea and make it so the last person/team to collect the armor adds time to respawn by shooting it, and others subtract time by shooting it (or vice versa). To accommodate new players, you'd want to clearly show that respawn time is being changed by their actions with "-1 second" popping out of the item colored according to the action, and a default UI widget like apheleon's timer timeline with visual uncertainty (instead of discrete red armor on the time line, a red armor on a bar that extends to the possible ranges) would go a long way to help. Or... Proposed change 2: all armors respawn at :00 and :30 on the clock. Other items keep their existing respawn properties. An additional benefit to this drastic change is that it removes the full lock armor cycle state of control, which means small skill differences will be less likely to result in huge score differences. With armor cycling removed, positioning yourself between multiple armors and timing your attacks appropriately become a stronger part of the game's higher end strategy. A simple but prominent UI widget showing time until all armors respawn would go a long way to teach new players what they need to focus on. I know #2 is harder to get buy-in from older players, but I want you guys to think seriously on it. We need to community to grow. I think #1 might not take it far enough. Perhaps #1 along with other changes to help make the game's important mechanics more transparent world be ideal, but I'd really like to try out things that make the game more approachable. I also have a list of changes I'd recommend to the game's tutorial system, but that is less important than gameplay changes at this point.
  6. Quick opinion - giving Euros the East Coast preference is probably not entirely desirable for a North American cup. It's fine when it's a Europe vs East Coast or Europe vs Central, but Europe vs West Coast players can skew the favors against the West Coast players (who should have the home advantage in a North American tournament). If you take three equally skilled players from Europe, East Coast, and West Coast in the current configuration, the East Coast player would have the advantage over the Euro (which is fine - North American tournament), but the Euro might have the advantage over the West Coast player depending on the West Coast player's connection and routing. And a lot of West Coast players have notoriously horrible/inconsistent routing to the East Coast. In the BOXR tournament, we had it set up like this: Euro vs East Coast: Played on East Coast server Euro vs Central: Played on East Coast server Euro vs West: Played on Central server Of course if the players wanted to play on whatever server, that was fine too. Anyway, I'm not playing in the tournament (will be working), and I hope it all goes smoothly. GLHF!
  7. I did a slightly early review of the submissions here: Hope it's useful.
  8. I'll probably do another run through when the maps are closer to completion, and maybe I'll try to make it a little more formal then...
  9. That is the original. Strange - I thought I had it in my list of addons to begin with. Anyway, meowgli has a bunch of options available for the killfeed in the widgets menu.
  10. kovHUD.pak should be under "base" and kovhud.cfg should be in the same folder as the reflex.exe. Sorry, I'll try to make that more clear in the original post!
  11. I haven't updated it for a while. I figured when the steam workshop support for LUA is added, I'll update things then. For the time being, is there an error message in your console or anything? It sounds like the pak file with the hud might not be in the right folder if nothing gets loaded.
  12. I did a little stream today going through most of the submissions and giving my feedback. https://www.twitch.tv/kovaak_of_qw/v/84542121
  13. No worries. Good luck with your connection issues.
  14. Any chance you have any error messages in your console?
  15. For anyone who is running Python 2.x and too lazy to install Python 3.x, I did a quick port of the script (which just involved changing some tkinter GUI things). Still working fine in modern Reflex maps btw :).