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jjjuho

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jjjuho last won the day on May 31 2015

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About jjjuho

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  1. jjjuho

    Reflex 0.43.0 - No puns, I'm tired

    Looks good aside for IC nerf which is kinda joke, it wasnt that powerfull anyway. Just look at scoreboards to see balance. Most matches you had like 70% of dmg done with rockets, 20% rail and the last 10% with IC. And this is from player who is trying to use IC always when its viable having +40pct acc. So basicly some avg players with 20-30% IC wont have any fights where it would be beneficial. It just shows how shitty the game is balance wise. Rocket reload speed needs to be nerfed and IC needs 5 or 6 dmg and way more kickback to be viable.
  2. jjjuho

    Reflex in eSports?

    ​Random in a way that it is unpredictable. Things happen so fast, that you cant really predict what kind of gameplay is upcoming. Advantages between players switch so rapidly most of the time that it is impossible to predict what is the situation in next 10 seconds. This is mostly due to high movement speed and maneuverability, your having too many choices at all times. In any popular esport title game advances gradually and upcoming things can be predicted way before: We usually see player / players prepping up to do some tactical move and then execution. Do we see that in Reflex? ​If you want to archieve popularity in current esports scene its the only way. Mention one game that is big in eSports that doesnt have ton of streamers? I watched a few and its really just "He has control he is fragging. Nice rail to rocket combo. BLABLABLA. Now control has switched and another player is getting spawnfrags." Theres really nothing tactical analysis at all, mostly cuz theres nothing tactical happening in the game. Its run and gun.
  3. jjjuho

    Reflex in eSports?

    I think the biggest problem game has when it comes to eSports is the current pace of the game. Game is way too fast and as a result "random" to be enjoyed in the format that is essential to all esports titles. What makes a great game to spectate then? You need to be able to predict and analyze the game to some point and make assumptions, it creates tension and intrest. Currently game is so fast and unpredictable that no matter how fast stream caster speaks, he cant really speak fast enought to create a these assumptions for people watching, before they already unfold or lose their value as the game's pace is so fast that situation can change completely in matter of seconds. This applies already to duel, but take something like TDM, its fucking impossible to cast that shit so that it would make really any sense. Game needs to be slowed down, more value must be added to control and positioning. Movement is currently so fast that it allows you to make a lot of "mistakes" without getting punished, it also enables players to move in few seconds to another side of map which basicly means that situation can change to completely different in just few seconds. I also feel that there isnt enought ways to force fights: its too easy to just exit fight, movement allows players to move in map pretty freely without getting punished for their foolishness, theres no baiting to items as getting item such as RA is valuable pickup even if you take 2 rockets to face from it. And as most of the people like to enjoy games with their friends we need also one GREAT teammode that really is something new, fresh and fun. CTF, TDM etc have already been overplayed in the past and since most of the games offer more intresting teammodes, people expect more from team modes. ;TLDR
  4. jjjuho

    Reflex 0.36 Preview

    ​hahhah, never claimed it. It was fun how Electro picked it up and somehow translated it to that. All I stated was that i pasted a picture of model I made in less than 8 hours... but someone of the devs took it too deeply and began to banter about shit i didnt even talk about
  5. jjjuho

    Reflex 0.36 Preview

    I think this is a good choice, teslapunk was shitty done anyway. It looked just generic rather than stylized. But the fact is that direction without textures makes no sense at all, this is what we have basicly had without any help from your artists. Just look at warsow / tf2 / dishonored for how to create stylized procedural materials and allow artist use them. Why not just leave gfx direction of maps to mappers? I can make better stuff myself than any of the assets given to us so it feels kinda stupid to be limited by inferior stuff to compromise when you could archieve so much more with some freedom... In the end what do you lose if you allow freedom to create custom assets and textures? If those custom assets are favoured over yours, maybe hire the artist making them to your team to make gfx for your game even? My respect for your teams artists / graphic designers vision or concrete skill was lost already with hud gfx / teslapunk shiit, everything looked at best mediocore. Nothing was outstanding. You can even get better stuff from india with few bucks, if you just give proper concepts. What comes to new weapon models, they look pretty damn bad. Generic and rendered like it was 90's again. Basicly something like in warsow, but just uglier.
  6. jjjuho

    #dp_two [EU] - Saturday July 18th, 2015

    So notimers mean no timers at all or no item timers? I just hope they leave the match timer... What comes to new RL and LG, both seem fine. Now shotty needs some nerf and plasma some buff and it starts to be all good regarding weapon balance.
  7. jjjuho

    [dp4] abandoned shelter

    Dunno how you thought about faking GI if you wont add anything from dynamic lights to lm. Obviously reflections shouldnt be baked, dunno who was talking about it? Last time I checked baking lighting didnt mean baking reflections In my eyes lightmap + ambient occlusion is just multiply applied on top of albino / diffuse. You can then use dynamic lights projection as alphamap of that multiply or dynamic shadows to further multiply the effect. Thats just how I think about it, never coded graphics engine so I am not really sure if you could do it like that.
  8. jjjuho

    [dp4] abandoned shelter

    You forgot "so called", which pretty much sums it up. They really arent dynamic at all, lighting of environment stays the same no matter what happens, atleast with my gpu and settings. These "dynamic" lights seem to only affect to player model's shading and dont really cast shadows to walls if player models go in front of them. Therefore they could just be baked to lm and the "dynamic" part could be only affecting player models instead of map.
  9. jjjuho

    [dp4] abandoned shelter

    I checked out the latest version of dp4 where some of the new textures and stuff are being used. Most of the stuff on the list below is engine related. Obviously textures could look ton better if drawn / sculpted by hand instead of using some cheap photoshop filtering Here is a list of things that would instantly make it look 10x better.: Avoid sharp corners, use beveling to everywhere possible. For now this is a pain in ass, map editor should have beveling variable for each edge. So called dynamic lights should be baked in the lightmap so users even without dynamic lights could enjoy static effects they generate. Raycaster is buggy as hell, theres some ambient light passing through everything which results that theres no darkening in corners that should be darkened. If it cant be fixed pleasy allow us bake light maps in proper software to generate better results. Should be possible to adjust sharpness of the sun shadows. Maybe there could be some option for dynamic AO if raycaster cant be fixed You should be able to choose if engine uses flat or smooth shading for group of objects. If you are using smooth shading, you should be able to choose angle threshold from which on it splits areas to different smoothing groups. So called "boxes" should be some sort generators or engines instead just concrete blocks. This obviously isnt possible as we have no cool assets to use in places like this...
  10. jjjuho

    Reflex could have been...

    I checked out the latest version of dp4 where some of the new textures and stuff are being used. Here is a list of things that would instantly make it look 10x better: Avoid sharp corners, use beveling to everywhere possible. For now this is a pain in ass, map editor should have beveling variable for each edge. So called dynamic lights should be baked in the lightmap so users even without dynamic lights could enjoy static effects they generate. Raycaster is buggy as hell, theres some ambient light passing through everything which results that theres no darkening in corners that should be darkened. If it cant be fixed pleasy allow us bake light maps in proper software to generate better results. Should be possible to adjust sharpness of the sun shadows. Maybe there could be some option for dynamic AO if raycaster cant be fixed You should be able to choose if engine uses flat or smooth shading for group of objects. If you are using smooth shading, you should be able to choose angle threshold from which on it splits areas to different smoothing groups.
  11. jjjuho

    Reflex could have been...

    First they made ton of great patches, in the beginning of this year game was moving forwards by LEAPS. Netcode patch, lighting patches, performance patches... All the right things. Then they started to make a hell lot of things nobody asked, which brought some disadvantages along themselves. Say lua scripting, who in the first place asked any of it? We just wanted working HUD, not system for scripting all sorts of crazy shit. Also for some reason they got the idea that game must be limited in one setting. Why? Theres no lore or story. Its arena based game. Arena is a competitive setting in some intresting place. Doesnt really matter if its scifi, gothic, industrial or whatever. Instead of setting they should be worring more about blending all the graphics under same art direction from HUD to player models, textures and maps. It means the graphics must have the same stylized feel. Now its just random imaages / artwork thrown in mix with no consistent style. Each texture and asset should be "filtered" with the style of the game. People tend to say "its early", "give them time", but when you see that months go by with no progress where progress could be made in weeks or even days, its just fucking frustrating. Also something to note on is that see the maps, how many mappers are actually using current assets / textures? I see only few. Theres only one reason why you would choose grid textures instead of real ones. It obviously is that real textures look unpolished and shit. Also I dont see that much of usage of assets. Why? Because they are some pipes and generic stuff that doesnt really make any impact on maps. They wont generate any emotions or graphical value. Please make more usable and graphically intresting objects. Statues, fences, containers, teleports, jumppads, animated signs: almost anything is better than we have now. All I say, do it like DOTA. Allow community to contribute and if quality is high enought add it to your game through marketplace. ;RANT
  12. jjjuho

    Environments in Reflex

    Obviously people would want to have more things, but the fact is that this would eat a lot of manpower which could be utilized in much better ways
  13. jjjuho

    Server Option to Disable Item Timers?

    Would be foolish to not make this happen. Make server cvar for force comphud which forces to use one of the comphuds approved by developers / community. Files can be checked for .md5 sum or something to verify. Personally I pretty much stopped playing the game after timer update, it just makes game boring and way too easy. You dont need to actually use your brain anymore to do multiple tasks at same time, now you can just focus on the position and fighting all the way which made game shallow as fuck.
  14. jjjuho

    Reflex could have been...

    Figured it eventually out myself, dno if it was chrome bug or what, but worked after I switched to FF and pasted youtube url without https
  15. Hope it will happen someday.. Would be awesome http://www.youtube.com/watch?v=8-zJ1Yhh1I8 Just a fast visualition made in few hours to show what it could have been. Map with graphics like this could be made in 1 week, if devs allowed usage of proper tools After assets are made, other levels with common theme could be made even in less time. https://youtu.be/8-zJ1Yhh1I8
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