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Everything posted by Goulox

  1. Hey @Pill_! It's been a while since you did the last video. Where's the Fusion demo review vs Kyto that you mentionned once ?
  2. FYI I made an event page on +f with the 4 tournaments, all results, VODs and stuff :https://www.plusforward.net/post/33879/Custom-Ruleset-Duel-Tournaments/ There is no VOD available atm for the NA and the JP tournaments unfortunately.
  3. great !
  4. I added nav for bots so it is playable with bots now.
  5. This map is a prototype, designed for beginners to enjoy and learn duel mode while playing. When I say "beginners", I really mean people who barely know the game or any other afps, or just don't know what is going on in duel. I often play with such people, because I get my friends to test the game as soon as I can, and what I learned is that we don't even imagine what is difficult for them. Obviously, 2 main components are : WEAPONS (collecting and switching weapons, thinking of what weapon to select while fighting) MAP (orienting themselves on the map is difficult, that's why they run ramdomly most of the time) they don't even think about items at this point Problem is, before having just a glance of the tactical interest of the game, there is a long way to go... Therefore for them the game is just about wandering and shooting what is moving, and of course getting crushed =). My idea is to have a map that is way more simple than usual duel maps, but still fun =), so that it's less noisy (in terms of information), and make it easier and faster for beginners to come to focus on what matters (in theory). So on this map, the main features are : Only main weapons are present (2RL, 1 IC, 1 BR) 1 GA and 1 YA (ya armor is in middle of the map in the air so easy and fun to punish. 2x 25hp and 1 50hp lots of double jumps to train, also 2 triple jumps in BR room (and it is possible to do one tele jump & one stair jump but quite optionnal) All the spawn points are very close to weapons The map plan is very simple, easy to learn There is just one 1-way tele, cause teles cause a lot of confusion for new players Feedback and ideas are welcome on 2 aspects : - On the concept of having more simple duel maps for beginners in general. - On the map in itself. Cheers, Map name : beginner_duel_1 Workshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=974358091
  6. good choice imo. the rendering is better like this.
  7. Region : EU Highest reached rank in Matchmaking : Gold Have you played games on the custom ruleset : Yes Have you watched games played on the custom ruleset : Yes Do you wish to see the changes proposed by the custom ruleset implemented into the current competitive ruleset ? : Yes Why ? Honestly I didn't feel any major changes during the few games I played with the ruleset, so if people are happy with it, I don't see any reason to vote no. Just one remark though ; imo the SG should be the most efficient weapon to use (if used well) at very close range over the RL. This is not the case in the current ruleset, but I don't think it is better in the custom one. maybe give more love to the SG.
  8. Interesting problem. Random is not a good option imo. One more fair possible solution is : neither of the players grab the item until one of them get out of the range of the item pickup. In other words the item is not picked up while there are more than 1 player in position of grabbing it.
  9. @Veeall I agree with you, we must be aware that this type of game is elitist in the sense that it is 100% skill based, very fast and quite tactically deep. Thus the potential target audience is restricted compared to a 'normal' game. However, I think that : (1) this potential target audience is way more important than the current player base, so it's possible for reflex to get more players if it get more famous. Plus, (2) there can be players that would enjoy to play casual modes in a regular basis without engaging in the competitive modes too much and never reaching a considerable level. A game like starcraft for instance, is -as reflex- extremely demanding, but it has succeeded to attract lots of casual players nonetheless, that enjoyed playing the game anyway I think. But the difference is that starcraft got the hype, thanks to the insane propaganda power of a big editor. I must admit that it's even worse for a fast-FPS, because lots of people just can't play this type of game without feeling sick. TLDR : even if the game is elitist, it doesn't necessarily imply that we have reached the maximum amount of players possible. They just don't know about the game.
  10. yes, knowing if there is people queueing for a particular mode, could enable players who want to play multiplayer modes to decide to uncheck duel modes and wait a bit. Maybe a global chat-room for people who are in the game menus could be useful to set up multi-player games. People could indicate what game modes they are likely to play, that could be displayed with a small tag next to their names in the chat user list.
  11. It's cool for 2v2 ctf. Fun map.
  12. round based tdm seems funny
  13. Do you have bought games on your steam account (for at least 4€)? I offered the game to a friend but he can't access workshop cause his account was empty before (gifts don't count). On steam you have to put a small amount of money to a new account, to prevent account creation abuse.
  14. I did one game in FFA mode and it was cool I must say. The carnage grab is quite fun when contested. When you have it, it's cool to run fast around the map with it, but also it's not too op cause you can be railed easily.
  15. 1v1

    Interesting and good looking map. It's difficult to give a feedback because the gameplay is totally different from usual maps. Obviously it's all about railing, just going in the underground to grab MH. I played just one duel on it with a friend, it was fun but it needs improvements I think. There are 2 areas that I don't like much : the blue tower with the narrow ramps, maybe a little wider ramps and without the railings would be better. And also the red area underground with the pillars, it's difficult to move with all the pillars, and the visibility is not good with uniform color. In general, maybe you need to put more tele to make the map more dynamic fluid and give more escape routes, or bumpers which go across the map.
  16. In my opinion there's nothing refreshing in QC, it's the zero-level of creativity. It's the perfect example of a generic licence game repeating patterns of current successful other games. Like all big names, they just have money to advertise massively and exploit the natural conformism of people.
  17. Totally agree. Stakes are a great gameplay mechanic, which improve even more the main asset of the game : its movement system, and makes it unique. The current starting weapon is not great a all, a kind of weak shotgun, with (imo) poor design, and no particular interest. I think it's a bad idea to have more weapons, and this little shotgun is the only one to be removed. Plus, it's better if everybody is always enable to move the same way on the map. It's the perfect solution. i wonder why it hasn't been tested yet. Maybe not reduce the fire rate, just decrease drastically the damage.
  18. I agree.
  19. It looks very cool. Nice architecture, lots of rail angle, fast movements and jumps. I would like to play it, but unfortunately I don't know if I will get the opportunity, with such few players interested ....
  20. NICE !
  21. I agree, TDM could be a good mode in reflex if there were more players. One of the main reason new players don't like carnage, it is because the powerfulness of this item appears random and thus unfair, due to the fact that they don't know about timing items. A possible solution could be to mix TDM and a dominion (control point) mode : the carnage does not spawn every X minutes, but it spawns when a team control a specific area for a given time. So it is more simple to understand the importance of the quad in the map, more intuitive to prepare your quad run. And the other team can try to prevent it by attacking quad zone, or try a steal, or just prepare defense/ambush for the quadrunner in other locations of the map. Another idea for this mode could be a separate score board for quad kills : the team with the more quad kills win, and with even quad kills the normal kills decide the winners (for example). Another Idea : I see a good opportunity in reflex to try the elite mode from shootmania with the good speed and system movement, it could be fun. cheers.
  22. Hello, I read the recent topics from Kovaak "We need to talk about the state of the game" and also the topic from Colossus "Widgets/Addons and what is considered cheating?". I must say there are quite a lot of interesting ideas. While everybody agree that timing items is a laborious part of the game for new players (and even for experienced players, doing calculation is not the funniest part of the game), it is very difficult to imagine a replacement solution without altering the gameplay, at the expense of tactics. So, I would like to propose a solution on this particular aspect (timing) which is valuable both for duel and multiplayer modes, taking inspiration from all I read recently on this forum. Main idea : no timers but auto-timers When -and only if- a player : see an item pickup (visible on screen) OR hear an item pickup (the sound is played on his client side) : then the corresponding timer is set accordingly automatically The timers are displayed just like the timers in casual/spec mode At the moment the timer is set, there is a visual effect to enhance it on the hud (example : the item's logo grows/blinks...) In team game modes, the timers are shared among the players of a team HUD improvements (for readability and new players) : when a player as no information on an item timing : the corresponding timer in the hud have to express it clearly (ex. with symbol '???') If item is up : the symbol in the hud has to be more explicit ( ex. blinking '!!UP!!' , and not just like the current one : '-') Properties : Easier to time (no more calculations) Make timing more explicit for new players Give insights on the importance of having (or not) information on pickups for new players No changes in tactical point of view, just removing tedious aspects of timing Not a complex change in code of the game I suppose Timing with the clock is still possible when you don't see exactly the pick up, but deduce it No need to look at the clock, except for end-game or timing weapons precisely Secondary improvements : On top of the hud info, the items could be seen through walls when there are up. One could see a little circle-shaped hourglass when it is reloading at the location of the item. And see nothing when having no info. For the team modes : experienced players use bindings commonly to communicate. Even if the item timings are shared, it is still useful to give instructions to teammates. There definitely should be built-in quick messages (such as in rocket league or dota2 for instance) to chose from a list, per-game mode (ex. carnage/RA/mh soon, regroup, flag in/out low/high/middle, gl hf, gg, whatever etc.) This is not only convenient but it is also a good way to draw attention of new players to what matters.
  23. If people fear to lose mmr, they really need to see a good psychologist. MMR enables you to play balanced matches, if you lose mmr because you play maps you don't know well, the only drawback that I see, is that you gonna play then a few unbalanced matches (in your favor), waiting for your rank to get back to its normal level. This is not a big deal. There is no particular reason for wanting to maintain the highest possible rank. This thinking is irrational. If you improve and you get good, your mmr will go up, no need to care about that. Just play matches and hf.