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Zvarri

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  1. Like
    Zvarri got a reaction from Goulox in Why do you play Reflex?   
    The Quakecon 2016 grand finales of Quakeworld and Quakelive got me hooked on afps, so I'm fairly new to the genre (Even though, I use to defrag a lot on Quake 3).
    I play Reflex because I think it's technically the best afps on the market with the most earnest devs team and community to support it.
    I'm not decided on all the current gamedesign decisions so far (I really like Quakeworld gamedesign on almost all aspects) but they are small details compared to TDM and CTF that I hope the devs will add with all the truly teamplay-oriented features and gamedesign decisions to support it.
  2. Like
    Zvarri reacted to HaraldQuake in Base problems of team modes   
    Actually I don't really want to discuss this as it's properly just a matter of taste and opinions (because this is a game with it's own rules which shouldn't be compared to real life). Though I just prefer QW ( https://youtu.be/pkysX175pC0?t=4m35s ) and early Reflex ( https://youtu.be/OX_VDzJxOE4?t=24m30s) because it's more fun to be able to have somewhat "realistic" or reasonable splash on rockets (that enables area-denial and crowd control) and also knockback that makes it possible to interrupt the enemies movement and hit multiple midairs after eachother. 
    I know hitscan fans don't like it but for me this is how a quake-like should play (high knockback, splash and dmg on rockets and high knockback on shaft - personally I don't mind if shaft is medium-high dps because it's knockback and usability alone make it super powerful ).
    What else I prefer over current Reflex is the old gravity because I think it feels more natural and more consistent to have gravity in proportion to general movement speed --> if there is low inertia at grounded movements then there should also be low inertia while in air (you move too fast/accelerate to too quickly using A or D strafe on ground compared to how fast your playermodel falls down while in air. In current Reflex it always feels like slightly floating in midair while in QW / old Reflex it just felt like movementspeeds are somewhat reasonable (besides special mechanics like bhop and aircontrol) but the whole timescale is higher than in real life.) This is extremely noticable when trying to walk down stairs. It's mostly impossible to move them down silently because you almost always get dropsounds (doesn't happen in QW).
    I feel like rocket- and grenadelaunchers should be extremely powerful (maybe make them share ammo like in QW and generally make ammo more rare) and armors / hitscan weapons should mainly be bonus.
    Edit: All in all I think it's important to have a game which has consistent gameplay across all modes (same (self-)damage, knockback, ammolimits, aircontrol, speed etc.). I think duel also works with strong rockets and gl and team modes would profit from them aswell. So besides it being more fun I think it would improve the whole game by making it a more unique and consistent experience.
  3. Like
    Zvarri reacted to Sky in Should Reflex Arena be free?   
    no thank you.
     
    reflex is a niche game. people who play it know what it is and why they want to play it. we do not need, and cannot afford to have, people who feel entitled just because they downloaded a free game. who will disrupt team balance and when asked to play in the appropriate server or to spec will tell you "fuck you i do what i want". 
    and on top of that, people who burn their account on free hacks. 
     
    let's make on thing clear, we're not shooting for 100k active users here. reflex will never have the appeal of large-team TDM games because it's not built to be that. what we want is to have most esports players own reflex and occasionally playing this "elite" game when they are bored of their socially-oriented FPS, be it Overwatch, Paladins, TF, or whatever. 
     
    another thing is that population alone has no meaning. if you bring in 50 new players to a game that has 10 active players, you didnt increase the population by 500%, you polluted the population to a state where those 10 do not want to play. 
    If you game is Halo, then yea, anyone who logs in is an active player. if your game is a promode Quake clone, then a 15yo controller-using kid is not an active player, he's a nuisance.
     
    What makes games great is the core community. As rapha once said, "quake is great because it has great players". having a solid core community has appeal to new players who want to become the same as those players. if you start to bring players in who have more interest in collecting skins than aim, then you are removing the one thing that might interest your target audience, and pushing out people who take the sport seriously.
  4. Like
    Zvarri got a reaction from Kyto in Base problems of team modes   
    Wasn't there a Quakeworld's mod called Quakeball where you had to grab a flag (and there was only one on the map) and hold it as long as you can, and the team with the most time held at the end of the game won ?
    It included every others mechanics of TDM (power-ups, armors, health, weapons, ammo control) and CTF (differents roles and a defined objective) but it was more easy to follow as a spectator and was definetely more Quake-y ?
    Plus, it definitely makes a home for the stake launcher and it's teamplay use.
  5. Like
    Zvarri got a reaction from NicholasWalters in Base problems of team modes   
    Moreover, weapons had more pronounced tactical elements in QW TDM.
    You could efficiently cover entries with the RL and the discharge mechanic. You could easily kill multiples enemies with the RL insane splash damage and easily kill enemy weapons by ambushing and pinning them to the ceiling with the LG.
    Not to mention traps and shortcuts that could be activated by one of your teammate to save time/ambush enemies and stairs that slew you down, hence making a defendable position.
    QC tried to be innovative by adding abilities, which is good on paper, but they added gimmicky/non-tactical abilities and deleted all the others aspects that made team gamemodes cool.
    So, Reflex doesn't have, for now, the abilities to sound "innovative" nor the tactical elements that would wreck duels but make TDM/CTF good.
  6. Like
    Zvarri reacted to Fastidious in Base problems of team modes   
    I didn't know there were so many technical issues with larger player numbers on a server.  If that is the case then maybe team modes aren't even worth working on.  That said I don't think they really worked on team modes much.  They gave interviews saying how important it was but team lock was never a feature for about 2 years.  Clearly not an important part of the game.
    One important distinction to make regarding team modes might be to admit duel and team modes require different design.  The problem with basically everything AFPS lately is they are designed around duel, then team modes fail horribly and everyone is like "well it's an AFPS we knew no one would play it."  Why not actually design gameplay around teamplay modes for once?  Hell most AFPS can't even recognize team modes need higher ammo caps which is incredibly basic.  Sure 25 max rockets or whatever might work in duel but it is shit in team modes where you might have 3-5+ enemies on a team.  More targets need more ammo.
    The reason QW TDM was magic was because the teamplay was good and revolved around self-sacrifice which was very unique.  There's a big difference between basic coordination tactical play (deathball, OW ult combos, etc) and making plays that might hurt your own direct power but indirectly help you by making the team stronger.  When you do an aggressive attack in QW TDM, secure a kill which drops a strong weapon pack for a team mate it might be very risky.  After the fight you then have to sit around and guard it for a team mate to take (even riskier!).  The selfish play would be to take the pack (more ammo!) and run.  You're more likely to live but your team will be weaker off and if you need help later your team mate won't have a good weapon.  Those are the decisions and unique aspects which make teamplay magic work yet it only happens if there are sharp power differences (strong QW RL, RA, quad every minute, etc) and scarcity (hard to get ammo, 30s weapon respawns).  No one would save a weapon in QC because everything respawns in 5s.
    If you look at PUBG (which is insanely popular, shockingly popular) at it's core it's one life deathmatch.  Yet it shares many AFPS qualities.  Items are tied to map spawns and while random certain areas are much more likely to spawn certain things.  In PUBG team modes players make tough quick decisions and need to do that sacrifice play which might be very risky for themselves but helps their team.  It's very random (item spawns, circle, etc) which makes more crazy shit happen but also means it is a less serious competitive game.  Yet at this point I think most AFPS players would be more than willing to trade a little casualness if it guaranteed an actual player base worth a damn.  I also strongly believe no AFPS is going to have strong player base without a good solid team mode (and no CA isn't it because it's too simple).  Maybe someday an AFPS will actually give team modes the effort they require.
  7. Like
    Zvarri got a reaction from Kyto in Base problems of team modes   
    Wasn't there a Quakeworld's mod called Quakeball where you had to grab a flag (and there was only one on the map) and hold it as long as you can, and the team with the most time held at the end of the game won ?
    It included every others mechanics of TDM (power-ups, armors, health, weapons, ammo control) and CTF (differents roles and a defined objective) but it was more easy to follow as a spectator and was definetely more Quake-y ?
    Plus, it definitely makes a home for the stake launcher and it's teamplay use.
  8. Like
    Zvarri got a reaction from NicholasWalters in Base problems of team modes   
    I think having proper mechanics for TDM and CTF would be a start (a dedicated menu for team bindings in the options, high ammo caps, long respawn time for weapons, etc...).
    I don't think that large amount of players per game is a solution, 5v5 is the most these gamemodes can handle.
     
  9. Like
    Zvarri got a reaction from Kyto in Base problems of team modes   
    Wasn't there a Quakeworld's mod called Quakeball where you had to grab a flag (and there was only one on the map) and hold it as long as you can, and the team with the most time held at the end of the game won ?
    It included every others mechanics of TDM (power-ups, armors, health, weapons, ammo control) and CTF (differents roles and a defined objective) but it was more easy to follow as a spectator and was definetely more Quake-y ?
    Plus, it definitely makes a home for the stake launcher and it's teamplay use.
  10. Like
    Zvarri got a reaction from NicholasWalters in Base problems of team modes   
    I think having proper mechanics for TDM and CTF would be a start (a dedicated menu for team bindings in the options, high ammo caps, long respawn time for weapons, etc...).
    I don't think that large amount of players per game is a solution, 5v5 is the most these gamemodes can handle.
     
  11. Like
    Zvarri reacted to Goulox in Future of stake launcher   
    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.
  12. Like
    Zvarri reacted to lolograde in Ingame suggestion - VOIP   
    VoIP would be great but there's already other software for that (as annoying as that is).
    Regarding binds, chat "tokens" would go a long way. For instance, beyond just binds saying "EFC high" or "EFC low", things like being able to hover your crosshairs over an item and being able to press a single bind that says, "#nearbyfriendly, there's a #item available. Please take!"
    Other cool stuff might be for map editors to be able to designate and name map zones. For instance, on a TDM map, you can name an area "RA room" and use a bind like, "Enemies in #room. Please help!" 
    Maybe someone has already worked that in Lua, though?
  13. Like
    Zvarri got a reaction from Goulox in Why do you play Reflex?   
    The Quakecon 2016 grand finales of Quakeworld and Quakelive got me hooked on afps, so I'm fairly new to the genre (Even though, I use to defrag a lot on Quake 3).
    I play Reflex because I think it's technically the best afps on the market with the most earnest devs team and community to support it.
    I'm not decided on all the current gamedesign decisions so far (I really like Quakeworld gamedesign on almost all aspects) but they are small details compared to TDM and CTF that I hope the devs will add with all the truly teamplay-oriented features and gamedesign decisions to support it.
  14. Like
    Zvarri reacted to Electro in We need to talk about the state of the game.   
    I'm working hard. I'm not going to promise features or hype anything, because what ends up being in the next build might change. When (or "wen" as people like to keep poking/hounding with) isn't known at this stage too, might be a few weeks away still.
    I'm more so interested on refinement than inflating/polluting the game with more features. In an ideal world large games would happen and mysteriously have people appear out of nowhere to form endless queues of large matches, but it just doesn't happen. For example, we put a lot of time into doing CTF (a lot more than just flags...), the tech for larger maps was pretty huge, team visibility/customisation of all the colours and having those go into the maps also, sounds, events, hud/lua... there's quite a bit to it.
    Regarding the abusive people saying they paid for X, game is ded devs are ded and pickering about trivial trash. You paid $10 or less and typically have hundreds of hours in-game. I'd like to know how many other games you pay for that have given as many hours and costed more. Get a reality check. Sit down.
    Think about how much money is pumped into marketing for other titles from big studios and what their player numbers are at or typically hours played. Millions of dollars pumped into marketing alone which far exceeds any actual revenue for the entire project, but people still like to draw comparisons... yep, well done.
    A lot of people like to think they have the secret magical answer to wave their wand and it's everything anyone ever could have possibly imagined, but the reality just isn't that.
    I know people will probably slam me, but they slam me anyway regardless. Bust our asses on a huge update monthly... slammed, what about X or Y? wen.
    Hype anything, get poked wen constantly, release, slammed... what about X or Y, do the devs even care. wen is X coming.
    Don't say anything, try focus on working. Slammed. Say something. Slammed.
    Stop with the negativity.
    Enjoy something, the amount of content is insane. The updates have for a long time have been huge and frequent. The update is yes taking a bit longer this time, no need to get out the pitch forks and abuse.
  15. Like
    Zvarri reacted to Grybzt in We need to talk about the state of the game.   
    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 !
  16. Like
    Zvarri got a reaction from hArD_a$$_nIqQa in Rockets, how do you feel about them?   
    I think damage is good.
    However I think the knockback on it (and on every weapons) is a little too weak compared to what you can do and the speed you can gain with the current movement set.
    Small knockback was okay in Quake Live because you couldn't do much with the movement set, considering CPMA stuff, we should have crowdcontrol closer to Quakeworld.
  17. Like
    Zvarri got a reaction from Goulox in Why do you play Reflex?   
    The Quakecon 2016 grand finales of Quakeworld and Quakelive got me hooked on afps, so I'm fairly new to the genre (Even though, I use to defrag a lot on Quake 3).
    I play Reflex because I think it's technically the best afps on the market with the most earnest devs team and community to support it.
    I'm not decided on all the current gamedesign decisions so far (I really like Quakeworld gamedesign on almost all aspects) but they are small details compared to TDM and CTF that I hope the devs will add with all the truly teamplay-oriented features and gamedesign decisions to support it.
  18. Like
    Zvarri got a reaction from hArD_a$$_nIqQa in Rockets, how do you feel about them?   
    I think damage is good.
    However I think the knockback on it (and on every weapons) is a little too weak compared to what you can do and the speed you can gain with the current movement set.
    Small knockback was okay in Quake Live because you couldn't do much with the movement set, considering CPMA stuff, we should have crowdcontrol closer to Quakeworld.
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