Grybzt

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Everything posted by Grybzt

  1. I really hope to see some love or Race in 1.2. Race community is still very active but race mode was always abandoned. Most of above ideas are very cool, but I think these are essential and desperately needed: Other players visibility on/off (climb maps are insane to play when other people are in same server) Leaderboard's implementation (brandon did amazing, but official is what we need (also whole system spine seems like done)) Triggers and movers (We have targets in training, maybe just enable them in race) I've made google form poll for most important features to be added in nearest update: https://docs.google.com/forms/d/e/1FAIpQLSe7bd239T6pBxe-dFuzdtsduos2VpDhPLVmv9K76iQkIBM7Ag/viewform?usp=sf_link Still <3 devs
  2. F2P nowadays doesn't mean it will make miracles. Amount of F2P games is staggering so you won't blow anyone's face with that. Also take in mind what kind of audience and issues F2P would bring, it might not be pretty.
  3. Hi, I've been missing for a clean list for common links that new players might need, but couldn't find one. So I've made little page, where I've put in my mind important and useful links. Link: https://reflexlinks.github.io/ If you have suggestions what to add or remove, please write those here or ping me on discord Empyrean#4078 <3
  4. Hi, We all love team modes (TDM and CTF) but they never took gravity in reflex. I just want to share my 2 scents why I think Reflex is not ready for team modes boom. And also invoke more discussions and possible solutions. There has been a lot of discussions and a lot of suggestion for features and etc. But I think issues start to pop up at the base level. Issues: Servers can't handle larger amount of players. Currently servers are struggling and crashing when there are more than 10 people in the server and this is really bummer for team modes. And here is why we need more than 10 playable slots: For competitive play to exist, you need casual player base to back it up. 4v4 is good for competitive play, but for casual or public play teams have to larger. Because in public play, people are jumping in and leaving constantly. And when 1 person leaves in 4v4, teams balance is completely ruined and there is no break or wait for other people to hop in. But in case of 7v8 it's not that terrible, it's still remains playable and enjoyable. This issue is also is very hard fix because networking bugs are incredibly tricky to diagnose and fix. Reflex can't handle large maps. for 8v8 to be fun, it needs big maps, but sadly currently engine can't really deliver that. Even smaller "big" maps like Monolith are performing poorly. Counter argument might be "Have better PCs", while it's legit, but maps performance should be consistent. And fixing this is incredibly hard. Engine is already settled in, not only it's hard to improve performance, engine updates will possible create new issues. Also low player base, I don't really want to dive into this much, since it's discussed enough. So in the end, I don't think Reflex is ready for classical CTF that we're used to. Maybe Reflex should adopt some kind of hybrid to allow casual play with lower players count and smaller maps. Because these mentioned issues are tricky to fix and won't even guarantee that CTF will all of the sudden take speed. What's your thoughts? <3
  5. Added: Separate category for movement Mouse sensitivity converter
  6. Discord inside Reflex probably would be best option. Discord is currently developing API, that could be integrated inside game: https://discordapp.com/gamebridge. AFAIk it also may allow VOIP.
  7. I don't actually see people using VOIP that much. Yeah, for CTF and TDM it's useful, but nobody plays them and I really doubt VOIP will change that.
  8. I think all main components in game is here already. Now these great tools need to make most of current situation. I know portion will disagree. But Bots could be more implemented in online play. I think some kind of server side Bots management system that would manage Bots count in remote servers. Let me elaborate: Bots would only join when 1 person joins, so there wouldn't be only bots servers. Joining players would replace bots 1 by 1. After the threshold (max bots count), leaving players would be again replaced by bots. Simplify casual matchmaking, to make easier to get into matches. It seems that having tons of options is not the best solution when player base can't support it. One possible solution so strip down casual MM into: FFA Any of team mode Weekly or bi-weekly rotating fun modes (Arena duel, instagib, melee only, etc..) Of course game situation is not ideal, but I think it's nowhere near "end of no return" state. All main features are here just need to fiddle more and refine them to help player base grow. We all know most definitely that it can !
  9. This might be because of steam workshop being down that moment. Best solution would be that official servers would have all map pool maps locally.
  10. Sweaty palms and sore thumb
  11. I think playerbase should be focused more in fewer game modes. Currently there is way to many options in MM while viable is only duel and maybe FFA. I think best solution would be to give 3 options for players in MM: Duel Some kind of team mode Weekly rotating "fun" game mode, like 1 week - instagib, 2 week - ffa, 3 week - vampiric ffa and etc. Current playerbase can't populate all available gamemode and in the end no gamemode is populated except duel. Game needs to give less options in MM, so atleast those could be viable.
  12. In my first 20 hours experience of Rocket League I never seen anyone hitting ball mid air. I learnt about whole flying stuff later on and by watching streams. When RL launched, nobody knew how to push it to the limits. When Reflex was in early development it was already figured out to the maximum. AFPS is too established, every "true AFPS" is doomed to face low new players count because almost all of them are too similar to older games. Old players learn game too fast and for new players it takes too long to catch up. But if you slightly change game, then people instantly cry how it's too casual and not "real AFPS" anymore. So in that regard Quake Champions hopefully will do great.
  13. Is machete the secret of defragging ?
  14. Really nice hud ! Nice tf2 vibes One thing I wish is that weapon rack somehow would indicate which weapon is currently active. But overall really like it
  15. Great innitative ! <3 We need to play more new maps
  16. Seperate HOME and MATCH tabs. So you could go to HOME while being in match. I often want to check home page while in match (check friends, go watch some matches and etc), but I don't want to disconnect from match.
  17. To get all 7 golden weapons should be a task of a lifetime, not 7 months. I don't want to see everyone running with golden bolt in half a year.
  18. I have to shamelessly join the train on this. Current Casual MM situation is pretty bad. Very few people use because it's bad. Wait in queue for 5 minutes 3 people FFA is bizzare. Proper Quickplay is what this game so desperately needs ..
  19. Same to me
  20. If those coordinates are particular to some map, then show us the map. Because those coordinates in world map point to middle of Siberia. Also Lithuania <3 Good luck finding what you're looking for
  21. I think the only way for Stake gun to be something more than gimmick nobody uses. Is to make it start weapon. Would need to increase reload time and drastically decrease damage.
  22. If you reset MM ranking, lock Competitive MM with level cap. To protect total newbies from train wreck. I think level 10 to unlock comp mm would be okay. Also HYPE <3 <3
  23. Hi Bots? I know, i know. Disclaimer: This topic not about IF, it's about WHEN. We all know that bots will be added eventually, so this topic is more dedicated to question WHEN. Loving devs and game no matter what, but I feel this needs to be addressed. In 2014, Reflex was almost alone in upcoming AFPS titles. But it's 2016, new Quake Champions announced, Diabotical succeeded it's Kickstarter, Toxikk is about to be launched. I think Reflex should adapt to that. Reflex development always was not to focus on attracting new players too soon. But I think it's about time when it can be too late. Yes, it is too early too promote game on the market too much. But second biggest obstacle for new players after hard learning curve here is small community. People want to shoot without waiting or joining empty servers. Current road map does not mention bots. And it's most likely we won't reach 0.49 until 2017. I won't even mention why bots would do so much good for the game no matter how stupid those bots would be. My point: But if bots won't be planned for 0.50, I think this can hurt Reflex in a long run quite a lot. It's probably the most needed major feature that needs love as SOON tm as possible.
  24. I thought casual MM was to practice for competitive MM ? So I think map pools should be same for both. Also TDM pool is in duel maps... Why not just remove TDM at all, if it's 2v2 anyway.
  25. I think Reflex insane speed is a bad thing when talking about larger public games. It requires larger maps for fewer players compared to other games. And Reflex can't handle large maps well (low performance, insane amount of work to make them look proper). For example in cs dust2 is designed for 5v5, but there are tons of servers that run it 15v15 and it's works just fine. In reflex it's becomes huge chaos much faster. Also, it's hard to keep public game alive when it's max 5v5 and every single player leaving makes teams very imbalanced (compared to 10v11). Currently only 4 modes are actually fun at the moment: 1v1, FFA, ATDM and RACE. And I think focus could be made to those 4. While CTF could be popular in public play, I don't think that TDM has any chance to be succesful in pubs without remaking it from scratch. For teammodes to grow, it needs proper pub play, but that requires larger servers, that would make it easier to people rotate ( join/leave), but don't kill match. And it's impossible to build competitive play before public play. Edit: also, reason I think ATDM is better than CTF is scalability. 2v2 ATDM works way better than 2v2 CTF. ATDM could be played with any amount of players, while CTF requires specific amount before it's even playable. And any chance for teammodes to succeed in any way is bots.