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chortas

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  1. Like
    chortas reacted to drowntheemo in The EHT Series   
    all the world's indeed a stage and we are merely players, performers and portrayers
    EHT-01 update:
    - Lower ramp replaced with triple jump
    - Wall with jail bars placed by the RA Brick wall, hopefully making the spot less camp-y
    - Items moved around and removed (No more ammo pickups, plasma moved to aforementioned wall, shotgun moved slightly, 25HP has been redistributed so there aren't 2 of them together)
    - Added some nonsense in the sky
    - Added signs pointing to Armors, MH got a sign
    - Colored the walls so there's a little more contrast.
    Cheers
  2. Like
    chortas reacted to SirSquidness in LAN server discovery   
    Does Reflex Arena have any LAN/offline server discovery mechanism? If I have a game server running on the same LAN as a game client, can I see the game via the server browser without either using a public internet listed server or the console?
    From my observations, servers running on the same LAN do not show up in the server browsers. And I don't see any broadcast packets from either the client or server like I would expect if there was a mechanism. Am I missing something?
    If this feature doesn't exist, consider it a feature request.
  3. Like
    chortas reacted to GoaLitiuM in GoaHud - Minimal Animated HUD   
    Spectator goodness update (r37):
    Added new Scores widget for spectators, works in duels and team modes (experimental, disabled by default) Very simple and minimalistic looking score widget, will be expanded in future updates Customizable health/armor bar animation speed (disable by setting the Tick Speed to 0) Supports custom fonts and font sizes for both names and scores Colors, center offset, bar sizes and propotional sizes are also customizable Chat: Added custom font support (experimental, use font filename without the extension, place your custom fonts under addons folder) Chat: Added chat scrolling support (use mouse wheel), and a new setting to display more lines when chat is active Chat: Display player ready messages (enabled by default) Messages: Show current ruleset after game mode, supports RMC, sushi and legacy (pre-1.1.4) rulesets BetterGameplay: Added option to strip/ignore color codes from all widgets (^1n^2i^3c^4 ^5o^6n^7e) BetterGameplay: Global color code mode now enables emoji support as well (still quite buggy) TimerBig: Added option to hide it while spectating (enabled by default) Fixed messages and frag messages overlapping with scoreboard Added Options button to movable sub-elements in Brandon's Hud Editor Fixed some emoji codes Chat: Added chat preview box to options Fixed reset settings not working with some options Added in r36 update:
    Crosshair: added option to specify minimum time for mode shapes to show up Small hotfix (r38):
    Fixed error caused by previous Chat font not getting applied correctly
  4. Like
    chortas reacted to Electro in Reflex 1.1.5 - Mini hot update, gameplay updates & Sandpit violation!   
    We've had a lot of great feedback and extensive testing over the past previous months. We'd like to extend thanks to Rama and crew (sorry if you're in the crew and not named specifically, we have no way of knowing everyone involved, but we appreciate you just the same! Even just for playtesting (update!: here's the list of everyone!! https://reflex.fun/special_thanks.txt  <3) for his work with his ruleset and hosting custom servers to make that all happen. The progression and documentation through all the iterations as well as theory behind all the changes are really what made it a comprehensive write-up. This is the result of months upon months of testing across a variety of skill levels. For the full write-up please see: https://reflex.fun/ruleset
    This is the gameplay changes moving forward and will obviously be part of 1.2, but we're providing this portion early so it can be used in competitions people are running.
    We loved being able to provide everyone in the community with the experimental plus ruleset, which internally we called more of a "sandpit" to let people play in. This was explicitly stated to be an exclusive testing and development circle in order to reduce noise and dilution among the community. Somebody has taken a massive shit in the sandpit and as a result it has now been removed.
    Reflex monthly cup melees have also been added and awarded to the winners. Congratulations to everyone involved with this cup, both the players and organisers/admins!
  5. Like
    chortas reacted to Soh in Reflex Monthly Cups   
    If the tourneys are monthly u should look into rotating two maps out per month so we can get fresh maps in to reflex instead of the same old 5 we've been playing for over a year at this point.
  6. Like
    chortas got a reaction from NicholasWalters in Would you like the game to be like that?   
    I really like the idea to create a custom game on official servers. Because for now the only server where I can play with EU guys is Novosibirsk and to do it, we have to comm in Discord then queue together, wait some time to pair and then play the same maps over and over again.
    Sure it should not be ranked matches, but the ability to start our own server with any maps and mods in one click would be nice.
    Also, I don't mind about the removal of server browser because I never use it anyway (except checking Reflex population), when we play on private server we just connect via steam.
    And about comp game modes, it would be nice to have just 2 modes, duel and maybe some 2v2 action. But reduce timelimit up to 10 minutes in doubles for comp ruleset and add fraglimit to prevent one-sided games.
    PS Rama's ruleset is good but I would like to see more dmg buff for all weapons, especially shotgun because lower time to kill = more fun for newcomers.
  7. Like
    chortas reacted to Smilecythe in Would you like the game to be like that?   
    Probably an unpopular opinion, but I think the game should prioritize on player experience over viewer experience. It's obvious at this point that Reflex won't be the next big thing in eSports, so maybe stop treating it as one. Loosen it up from areas where the strictness of competitive ideals takes precedence over fun, properly finalizing stake launcher as a core weapon would be a good way to start in my opinion. Perhaps add some variety to map scale and the way items are distributed, two megas, two reds, only two yellows, one mega-one green.. one rocket?.. have some experimentation with taboos like these.
  8. Like
    chortas got a reaction from NicholasWalters in Noobfrienly default weapon binds layout   
    I just saw this idea on QC forums. So the idea is to make default weapon binds close to "pros" one, so new players will not think that everybody changes weapons by scrolling m wheel or by 123456.
    Just set it something like: Q - IC, E - rocket, C or R - Bolt, X - grenade, F - plasma, all the rest by default.(just for example)
    And also make a small text near weapon icon in weaponbar widget. (this could be an option)
    Something like this 
    What do you guys think about it?
  9. Like
    chortas got a reaction from NicholasWalters in Noobfrienly default weapon binds layout   
    I just saw this idea on QC forums. So the idea is to make default weapon binds close to "pros" one, so new players will not think that everybody changes weapons by scrolling m wheel or by 123456.
    Just set it something like: Q - IC, E - rocket, C or R - Bolt, X - grenade, F - plasma, all the rest by default.(just for example)
    And also make a small text near weapon icon in weaponbar widget. (this could be an option)
    Something like this 
    What do you guys think about it?
  10. Like
    chortas got a reaction from NicholasWalters in Noobfrienly default weapon binds layout   
    I just saw this idea on QC forums. So the idea is to make default weapon binds close to "pros" one, so new players will not think that everybody changes weapons by scrolling m wheel or by 123456.
    Just set it something like: Q - IC, E - rocket, C or R - Bolt, X - grenade, F - plasma, all the rest by default.(just for example)
    And also make a small text near weapon icon in weaponbar widget. (this could be an option)
    Something like this 
    What do you guys think about it?
  11. Like
    chortas got a reaction from NicholasWalters in Noobfrienly default weapon binds layout   
    I just saw this idea on QC forums. So the idea is to make default weapon binds close to "pros" one, so new players will not think that everybody changes weapons by scrolling m wheel or by 123456.
    Just set it something like: Q - IC, E - rocket, C or R - Bolt, X - grenade, F - plasma, all the rest by default.(just for example)
    And also make a small text near weapon icon in weaponbar widget. (this could be an option)
    Something like this 
    What do you guys think about it?
  12. Like
    chortas got a reaction from NicholasWalters in Noobfrienly default weapon binds layout   
    I just saw this idea on QC forums. So the idea is to make default weapon binds close to "pros" one, so new players will not think that everybody changes weapons by scrolling m wheel or by 123456.
    Just set it something like: Q - IC, E - rocket, C or R - Bolt, X - grenade, F - plasma, all the rest by default.(just for example)
    And also make a small text near weapon icon in weaponbar widget. (this could be an option)
    Something like this 
    What do you guys think about it?
  13. Like
    chortas got a reaction from NicholasWalters in Noobfrienly default weapon binds layout   
    I just saw this idea on QC forums. So the idea is to make default weapon binds close to "pros" one, so new players will not think that everybody changes weapons by scrolling m wheel or by 123456.
    Just set it something like: Q - IC, E - rocket, C or R - Bolt, X - grenade, F - plasma, all the rest by default.(just for example)
    And also make a small text near weapon icon in weaponbar widget. (this could be an option)
    Something like this 
    What do you guys think about it?
  14. Like
    chortas got a reaction from NicholasWalters in Noobfrienly default weapon binds layout   
    I just saw this idea on QC forums. So the idea is to make default weapon binds close to "pros" one, so new players will not think that everybody changes weapons by scrolling m wheel or by 123456.
    Just set it something like: Q - IC, E - rocket, C or R - Bolt, X - grenade, F - plasma, all the rest by default.(just for example)
    And also make a small text near weapon icon in weaponbar widget. (this could be an option)
    Something like this 
    What do you guys think about it?
  15. Like
    chortas reacted to hArD_a$$_nIqQa in We need to talk about the state of the game.   
    just add bomb mode from warsow then
  16. Like
    chortas reacted to MAD_JIHAD in Proving Grounds   
    Ok here are some maps that need to be added.
    http://steamcommunity.com/sharedfiles/filedetails/?id=620598751
    http://steamcommunity.com/sharedfiles/filedetails/?id=641381025
    http://steamcommunity.com/sharedfiles/filedetails/?id=722607218

    http://steamcommunity.com/sharedfiles/filedetails/?id=749476871
    http://steamcommunity.com/sharedfiles/filedetails/?id=710924884
    http://steamcommunity.com/sharedfiles/filedetails/?id=695325372
     
  17. Like
    chortas reacted to xLuftwaffel in How to make Relfex great again   
    Why not dp4?
  18. Like
    chortas reacted to Pill_ in The need for new maps into the competitive pool   
    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.
  19. Like
    chortas got a reaction from Greed in Matchmaking Playlists & Map Pools   
    add  Abandoned Shelter to comp/casual duel modes please 
  20. Like
    chortas got a reaction from NicholasWalters in Localization   
    hope to see сука блять soon =)
  21. Like
    chortas reacted to sesen in Localization   
    Mb in the next release, you will put all the text in a separate lua-file (gametext.lua for example). And replace TitilliumWeb with OpenSans. Then the community could localize the game to other languages.
  22. Like
    chortas got a reaction from Greed in Matchmaking Playlists & Map Pools   
    add  Abandoned Shelter to comp/casual duel modes please 
  23. Like
    chortas got a reaction from lumpp in Mouse input and projectiles feels bad   
    Ok so, first of all, I like this game (I've played 1700+h). But some time ago I started to feel that mouse input in reflex is just feeling much worse than in any other game. I know that newborn told that input in reflex is raw BUT it does not feel raw in compare even with CoD MW2 with 90 fps lock. It's hard to explain properly, this is not an obvious input lag but its something like mouse filter (like something smooths mouse's moves). Also, it's not about vsync or bad fps because I have vsync off and 300+ fps on most maps. (gtx970 + i53570k 4.4ghz, 12 ram / monitor AOC g2770pqu 144 hz)), cl_input_subframe does not matter too.
    And the second thing is projectiles in reflex - they are just inconsistent(feels like they are slow and shoots with small delay even you play on LAN) and shoots pretty random in fights (most directs from my side are just luck) of cause, not all players feel bad about rockets (for example some tf2 guys like it). Probably this is the projectile spawn place problem or maybe because it's not client sided, I don't know, but I don't like it at all.
    And the third thing but it's not very important for me now is netcode, I know that its plays OK with the ping under 80 but if you play even slightly above 80 you have to take prediction on hitscan weapons. As for me I prefer to die around the corner (I am talking about any other game with lagcompensation, ql for example)  with high ping but hit bolts and IC when I have my crosshair on the enemy model instead of playing "battlefield".
    The same feelings have all cpma ru community (that's why reflex become less popular in russia) and a lot of my mates from Japan. 
    So overall I want to know - do devs have any plans to improve mouse input and projectiles?
    ps; I know here is a lot of words "feel".
  24. Like
    chortas got a reaction from Greed in Matchmaking Playlists & Map Pools   
    add  Abandoned Shelter to comp/casual duel modes please 
  25. Like
    chortas got a reaction from lumpp in Mouse input and projectiles feels bad   
    Ok so, first of all, I like this game (I've played 1700+h). But some time ago I started to feel that mouse input in reflex is just feeling much worse than in any other game. I know that newborn told that input in reflex is raw BUT it does not feel raw in compare even with CoD MW2 with 90 fps lock. It's hard to explain properly, this is not an obvious input lag but its something like mouse filter (like something smooths mouse's moves). Also, it's not about vsync or bad fps because I have vsync off and 300+ fps on most maps. (gtx970 + i53570k 4.4ghz, 12 ram / monitor AOC g2770pqu 144 hz)), cl_input_subframe does not matter too.
    And the second thing is projectiles in reflex - they are just inconsistent(feels like they are slow and shoots with small delay even you play on LAN) and shoots pretty random in fights (most directs from my side are just luck) of cause, not all players feel bad about rockets (for example some tf2 guys like it). Probably this is the projectile spawn place problem or maybe because it's not client sided, I don't know, but I don't like it at all.
    And the third thing but it's not very important for me now is netcode, I know that its plays OK with the ping under 80 but if you play even slightly above 80 you have to take prediction on hitscan weapons. As for me I prefer to die around the corner (I am talking about any other game with lagcompensation, ql for example)  with high ping but hit bolts and IC when I have my crosshair on the enemy model instead of playing "battlefield".
    The same feelings have all cpma ru community (that's why reflex become less popular in russia) and a lot of my mates from Japan. 
    So overall I want to know - do devs have any plans to improve mouse input and projectiles?
    ps; I know here is a lot of words "feel".
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