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Found 17 results

  1. Hey, I'm pretty newish to Reflex's fanbase, I have 40 hours and I talk on Discord from time to time. I'm 17, and I really have a fondness for Y2K-era PC gaming, Arena FPS feels like home to me. I love UT'99, and wanted to try out something the likes of QL/Q3A, but I shyed away a little from QL as I find it to be less mechanical (I prefer CPMA to regular rulesets) and with people that played the game for years stomping me consistently. I have some general suggestions for improving the game for quality of life and features down the pipeline. I know the devs are working on stuff and I know that some of this can be redundant (Dropin/dropout confirmed, along with more mystery stuff.) Starting with smallest change to biggest: Ability to see countries instantly in non-duel leader board. The non-duel leaderboards kinda suck with presenting information, could be improved with throwing out some more info including country flag. 1v1 with ease. An ability to challenge friends and players found in pubs to a 1v1 by clicking on their leaderboard name or friendslist name in main menu. Would ensure a little more intimacy and friendly competition amongst players of similar skill. Continuing on CPU optimization and tweaking. There have been complaints of frame drops near jump pads and while they're being constantly ironed out, I feel like optimisation can be consistently improved and made a large focus. While this is a modernized title, old machines a la Pentium 4 should have a chance too with gimped graphics. (On another note, is the binary for the game 64bit? What renderer does it use, DirectX, OpenGl, etc.) Better MM game management. What I mean by this is extending queue ready time and showing multiple ready games at once for a player to accept, and not having a game disappear instantly for another one to appear. Allowing larger lobbies to be larger as opposed to smaller with games popping in snap seconds would be a nice tradeoff in my opinion. Penalty/cooldown if you quit on map pick/maybe found match. Not naming any names, but some people, even at high level like to requeue to get more favourable maps. Mutator picking on casual MM? I know one can votechoose mutator ingame, but it would be an interesting option to add optional mutators for a player to choose. HRTF. It's 2017, people start to really appreciate good sound-positioning in competitive games for good headphones. Valve has released a library called Steam Audio that can be of use for this purpose, and it looks neat. OpenAL is also worth considering, but I don't know whether Steam Audio is a nicer open library. Module music. This is an outlandish and ambitious idea, I know (implementing a tracker player, potential copyright if any, etc) but what if there was a way to bind a .mod or .s3m to a map for it to play ingame? (I think it would be viable, those files dont take up too much space and can guarantee a memorable tune.) There is lacking music ingame, and I love the TrackerScene and it goes hand in hand with AFPS. Announcers. Because the booming voice of Vadrigar, or even the UT99 announcer and his unmistakable "HOLY SHIT!" is something everyone will remember. Introduction via widgets, and maybe even implementation through microtransactions of some of the more official voiceactors a la Dota 2 would be neat. Although, this will probably happen anyway. Community made map-pools and emphasis of showing off custom gamemodes made by the community? Content creation is stupidly important for the shelf-life of a game, even to devout communities. I thought of potentially adding seperate, unofficial, or maybe even themed map-pools for people to try out the hundreds of unexplored maps on the workshop in MM. People can try out new maps and enjoy them as opposed to playing Sanctum or Pocket Infinity all the time. In addition, adding new modifications and mutators to the game, maybe even adding new weapons if it's even possible for the community to do, would be great. The Sound Manager could be a good start to improve, as I've been in touch with @meowgli for the "mgli" widget which implements announcer support, but some hooks can be limited and some features (such as volume adjustment, or having shortest length files play first before longer ones.) aren't implemented. TL;DR: massive focus on moddability of the game. Improvement on libraries, hooks, and adding community showcases and game modes for people to change balance and gameplay to however they like. Feel free to comment/flame on my suggestions and even throw in your own. I hope my suggestions are somewhat constructive and that the devs will work with the fans to build an AFPS that is modern for new blood to play, and yet fun and engaging to stand the test of time for the genre.
  2. Hi, watching replays of good players is one of the best ways to learn how to play the game and how to do trick movements. Currently, we can control replay via console commands and bindings but it might be more user friendly to make on-screen controls. I did a mock up and wanted to share. You can use progress bar to seek to a specific point in replay. You can play/pause, "+" makes the speed of playback faster and "-" slows down the playback. And you can select which player to follow or select the free camera from a dropdown box.
  3. This is the feedbackpage for all of my maps, since i did not want to open a thread every single time. So tell me what you have on your mind - suggestions, advice, general feedback, etc. This is the place to do it. //hades - http://steamcommunity.com/sharedfiles/filedetails/?id=849065658 //kronos - http://steamcommunity.com/sharedfiles/filedetails/?id=748809761 //atlas - http://steamcommunity.com/sharedfiles/filedetails/?id=768731169 //ares - http://steamcommunity.com/sharedfiles/filedetails/?id=774142239 //minerva - http://steamcommunity.com/sharedfiles/filedetails/?id=626520371 //isengard - http://steamcommunity.com/sharedfiles/filedetails/?id=828498657
  4. With the addition of the new robot parts, there are many new items in the game to be traded and many people are seeking out these items. As of now, there is not really any place to get them immediately besides buying off the market/store, or asking in discord, but that gets flooded. A section for people to make posts about what they wish to buy or sell (as well as trade offer link) would be nice to "advertise" and allow people to get what they want.
  5. Hi, Issue: Maps are not correctly labeled, what makes Workshop very unorganized. Solution: Give option to make Workshop collections as map pools for servers. When calling map vote, automatically would be selected server's map collection (would be put in "order by" section) , but other maps would be free to choose as well. Servers could force selected map list collection with line such as : sv_mapcollection #someid I think this would do multiple good things: Make maps more organised Different servers could prefer different maps Would be easier to promote new maps Map pools would be automatically updated across all servers Would love to hear what you guys think Thanks
  6. Hi, I am very happy about new update and statistics that we got ! But I think these kind of statistics are good for dedicated players and might be unpleasant for new and casual players. The rage quit and win/loss counter is kinda unpleasant even for me sometimes. I think it would be better approach to show only overall wins and just keep reading my post Rage quit counter has no use as it is right now. There is no punishment and stats are not public. This might be already planned in development, but still want to share my thoughts. Right now, stats are only visible to you, so it's main points should be to learn about yourself and how you play. And I think that overall statistics in a long run can't give you any clue or feel of progression. My 2 ideas: Show monthly stats that would be compared with last month statistics. That way you could see improvement or opposite, this information would be really useful for learning and to feel good about progress you have made compared to last month. compare current month stats with average stats of overall statistics. This way you could still see progress and flaws to keep learning. New player won't win even first match fast enough not to be discouraged by 0/5 win/loss ratio. AND those stats will stay there for ever. So on the next update or even years of inactivity player will see those poor stats again when giving game another chance. I think overall statistics shouldn't go away. It's nice to know how many time have you won, how many kills you've done and how long you've been floating in air I understand that this would mean keeping twice or more data and it's not cheap, but I think this would be awesome ! What do you think? Should statistics represent your latest performance or overall only? EDIT: My dream vision (A lot of data to keep, but just a dream):
  7. Hello. Just a quick idea that popped up to me while installing a widget, It's a pretty tedious process installing widgets (Kinda reminds me of the old minecraft with no mod manager days xD), it would be nice to have workshop support for widgets as well as maps Like perhaps how Garry's Mod workshop tags gamemodes, maps, models and SWEPs in different sections, perhaps have a UI section in the workshop for widgets?
  8. Hi, I was playing more duels lately and I have noticed that majority of new players after 10 minutes of getting stomped badly rage quit the game completely (steam stalking) or do that within 7 minutes. I was thinking that time shouldn't be the only win condition. Score difference should be one too. Player who has 20 more points than opponent, wins the match (eg: 21:1), since the chance of comeback is almost 0 and from my experience when I get stomped I check clock and :"3 more minutes of this...". I can only imagine the experience of new player (afps in general) to get stomped for 10 minutes. Instead he could loose match in 3 minutes while still in "What?" state and spectate next match even for a little and get better understanding what this game is really like. My opinion, also it's not fun to stomp others for 10 minutes... Forfeit is not official feature either, so new players might not know that. Also, winning players almost never forfeit or restart match (I have never seen it). Discord chat approved this idea greatly.
  9. Not if this should be in here or Mapping forum, but anyways... I was thinking lately about viewer experience and got few ideas I want to share (which might be already said, but I could find them.) Bindable camera angles I even know this should be possible easily because of 'end' camera. But there could could be camera spots binded to NUMPAD 1-9. Every map could have them as seperate file like: "name.cam". Every player could change those cam spots and binds to suit them or use default mappers assigned cams. This could make viewer's experience so much better. It would make experience more versatile and could give players some insights, especially for team modes, where looking at one player's POV is not always enough. Since everyone could custom change them to suit them, it should be pretty easy to pick up and get used to it. Advanced: Same cameras could be animated, to create map overviews and make battles cinematic. Same as static cameras, animated could be triggered with custom binds. What do you guys think? -Grybzt
  10. Hi, Please add some sort of memory for the browser where it remembers what it opened since the last time it was opened, it's annoying having to always scroll down to environmental meshes or a specific folder every single time the browser is closed
  11. 1.Bring back stakegun with it's original more slow projectile speed and give it 200dmg. - That way it wouldn't be useless nor op.(stakegun obviously shouldn't have that multihit bug then anymore or the test and judging wouldn't really be fair) 2.Add Quake 4 style ability to shoot through teleports. - This would add to Reflex imo by giving more depth. Example. Imagine red armor was in some room that had only two ways to it and teleport being the second way. Now you could deny the amor via tp by spamming eg. plasma or gl. This example could be used for the cpm3 ra place. This would create more options and more options=more strategies which is winwin afaic. I know this game isn't wanted to be seen as neither "Quake clone" or as "cpma 2.0". These ideas would help to set it more away from that, without still being too radical and changing the direction of reflex too much. I think these ideas could be tested.
  12. Greetings, I was thinking about how the in-game editor works, and how the brushes are made, then I had this idea of how meshes could be made, Maybe there could be some way that meshes could be made in a 3rd party software such as blender, and then converted into a brush/prefab? This could be a great temporary replacement for more advanced vertex editing tools for the editor, and would be much easier than having an in-game model editor. What do ya think?
  13. please consider implementing this feature: Server Front Page //when a player clicks to join a new server, a text page pops up.// the purpose is for a server owner to be able to give some directions to the players joining, for example, if some gameplay factors have been altered, e.g. "Welcome to Sky's server - maximum grounds speed 1000" or "faster rockets", or "regenerating health". ideally it might be an applet which has icons and stat boxes that an owner can use to fill and a player can use to easily see what has been changed. might even be a page that is output by the server, with a new console command "printchanges". also, have an area for text for owners that simply want to say "please be polite" or "no nade spam" or such.
  14. When watching a 1V1 Match, and you are spectating, it would be cool if you could, alongside free caming, be able to practice on the map while spectating. (similar to before a match has started, only you cant interact with people within the game) This would allow a player who is not currently playing to practice their jumps etc Any chance of seeing this in a new update? (Props to Blas and Loaf'd for being the inspiration ) -Mindlesscoolguy
  15. 1. Try put some more knock back on the Lightning Gun. (Personally I love attaching my opponents to the roof) 2. cl_crosshair_size would be really nice instead of customizing the existing. 3. Fix zoom!
  16. I think it would be cool to have a server-side value determining whether projectiles inherit your velocity. Obviously it would defualt at 0 (so they inherit your velocity * 0) for classic gameplay, but I think it could be interesting to try out other values for fun, and possibly even make some rulesets/gamemodes around it.
  17. I'd like to suggest that editor_nolight be something that has shading on it, and perhaps also have the word "nolight" on it as well (similar to the clip texture). It's best to start mapping with editor_nolight first, similar to the strategy in quake3 mapping where you map with everything textured with 'caulk' first, then you texture the faces you want texturing afterwards. Currently, editor_nolght is pure black, and has no shading or grid or anything. So, it's hard to look at; difficulty to see your geometry. --- As a temporary work-around, I'm wondering if I can copy dev_black.material file over top of editor_nolight.material file and it wouldn't break anything functionality-wise. It would simply just be a difference in visual, seeing a gridded texture, rather seeing a black texture. Would this work?