Jump to content


  • Content count

  • Joined

  • Last visited

About Vie

  • Rank
  • Birthday 12/21/1995

Profile Information

  • Gender
  • Location

Recent Profile Visitors

220 profile views
  1. I don't think the issue is that the game is too difficult, people in general do appreciate challenge and don't necessarily gravitate towards easier games. I think the problem with Reflex and AFPS in general with respect to player retention is that the game's required skillset is largely hidden to new players. Like Kovaak said, it's a foggy pit with no bottom in sight. Any newbie can understand that good players move faster, control the map and aim better, but they can't understand how they do these things. They won't know the maps, they don't know where the items and weapons spawn, they won't know how to move fast. Only aiming skill is immediately obvious to anyone familiar with FPS, and even then the new player won't have any idea about how important map knowledge and positioning are to hitting your shots. So, they'll see the veterans play, but they can't really appreciate the game's insane skill ceiling because they don't understand what the veteran players are doing. For example, they can't really enjoy watching tournament streams like we can, which obviously won't help the game get popular. I don't think there's an easy solution to this, but in my opinion we shouldn't alter the base gameplay as that's not the issue with this game. The issue is the game's mechanical obscurity; the fact that to start learning the game you need to learn the maps, where the items spawn, how to time them, how to cycle them, where the spawns are, what weapon works best in which area of the map, how the movement works, etc (not to mention the countless hours of practice it takes to get competent at these skills), and the game doesn't really guide new players to developing in these areas. I suppose one thing that would help is better tutorials, such as taking a new player through all the popular maps, and they need to pick up all weapons and items on the map to proceed to the next one. New players should also be matched against each other (obviously), and they should be guided towards game modes that aren't as overwhelming, such as ATDM, where they don't need to worry about picking up weapons and items and can focus on developing their combat skills, and race to develop their movement. Perhaps an in-depth tutorial for the game's movement mechanics would also help, as I feel the current tutorials don't really give enough insight for a new player to start learning them.
  2. Golden weapons? Lets do some math!

    Hmmm... Maybe weapons other than the big three should be cheaper. I wouldn't expect many to go for burst, SG or plasma when they're all the same price. I still think RL, IC and bolt should be 3000, or at least the same price.
  3. Golden weapons? Lets do some math!

    I don't think we should necessarily feel that a player should get them all. I feel it would be better if the golden guns were a rare "badge of honour", and that a player should choose which weapon to represent themselves with when they have the CP to get one. Of course, pretty much everyone would pick the RL if it comes to that because it looks so much better than anything else, so maybe some adjustments are indeed needed.
  4. Golden weapons? Lets do some math!

    I like that they take that extra bit of effort to get. People will get them eventually, and the harder the golden guns are to get the more rewarding they are to the first few to get them. However, if they were to be made easier to get, a good way to do this imo would be to make a weapon cheaper the higher effectiveness you have with that weapon, for example such that 0% eff. means full 3000 CP and 100% makes it free, with linear progression in between. So with this system someone with, say, 30% effectiveness with RL could get the golden RL with only 2100 CP.
  5. Reflex 0.49.0 - Matchmaking refinements

    You can, kinda, if you go spectate a match and then queue up. It would be more convenient if it kept you in the queue when you go spectate a match though.
  6. Post your contact info, find duel buddies.

    I've played shooters for most of my life, got into AFPS with Quake Live in 2012. Moved on to Reflex in 2014, but didn't play much during 2015. I usually try to get 1v1's going and hop into FFA or Race if I can't find one quickly. A quick self-analysis of my skillset: Decent aim, alright movement, I can time quite well but usually forget to, I don't control the map nearly enough when in control, and my ooc play is downright abysmal at times. (tl;dr: mostly aim, barely brain) Steam: http://steamcommunity.com/profiles/76561197995192152/ Discord: Vie #8102 Location: Finland Skill: Med (I guess?). I'll play anyone though. Time: Whenever I'm online; if not, contact me anyway! I might hop on if I can.
  7. Reflex as a competetive title

    I'd say the biggest challenge games like Quake and Reflex face is player retention, specifically due to an insane learning curve and unintuitive mechanics and skills like advanced movement, positioning and item control, which coincidentally happen to be some of the biggest reasons I got into AFPS in the first place: I guess that's true for a lot of us here. Because of these skills being so obscure, a newbie won't understand high-level gameplay and can't see what the pros do better besides them hitting a lot more than a new player and jumping all over the place. The newbie won't want to keep playing for long if their first impression of pro-gameplay is "I'll never be even close to being that good" instead of, say, "Wow! I have GOT to figure out how to do that myself!". If the game doesn't retain new players its tournaments won't have an audience, which in turn means the game will never get its deserved slice of the esport pie. We already have an excellent, helpful community and high-quality tutorials, but those only help if you actively seek out to improve. We'd need a way to softly guide casual players into understanding and appreciating the game's mechanics and skills instead of thinking of them as cheap or too challenging, or ignoring them outright. I don't think there's an easy solution to this, but then again I'm no game designer. I wouldn't be too concerned over things like graphics settings, sounds, mouse settings or quality peripherals giving an advantage, as chances are a player who invests time and effort into these things already has a huge experience and raw skill advantage over a player that does not. I find it hard to believe that players would win or lose games only because of their opponents' settings being superior.
  8. Build 28 - Input feedback

    Turning decals off increases performance, which I feel improves input. Other than that it seems to be pretty much the same to me.