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Found 6 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, I've been playing Relfex almost from EA release, more than 700 hours poured in and loving game so much, but some features are being missed daily, that are not major, but means a lot. I understand that some of these features on the list are already possible with widgets, but I think these should be shipped with game. Also, I know game is not even half way there (number wise) so a lot of this would be added anyway, but anyway <3 My "humble" list of suggestions: Console: Select and copy text from console Text wrapping, so text wouldn't go offscreen Time stamps in console A lot of messages lacking in console (ex. people joinin/quitin, match start/end) Basic colour coding for (errors, messages, game messages) Default command's value when double tab'ed Widgets: Built in zoom Kill feed's different message when frag involves player Chatlog with actual chat logs Server browser: Filter by servers with password Favorite servers Filter by favorite servers Filter by max ping Search bar by server name Hovering on server would show Alpha/Zeta players, spectators, timeleft/warmup Save selected options (not to restart every launch) Servers: Fix crashes when server has more than 10 players (I know it's probably tricky to fix) callvote teamsize sv_maxteamsize (Dedicated spots for spectators) Window: Alt tab'ing not making game go windowed Not fucking up open windows when alt tab in downscaled resolution Game modes: Change AFFA scoring system to damage based system. 2 seconds suicide protection in race mode Scoreboard: Seperate stats after every round in arena gamemodes, summed stats after match Map's creators name next to map name Personal stats visible to player until next match/disconnect Spectator: Game physics option (That you could run around as spectator with game physics (maybe a pretty major feature tho )) Option to follow last killer Option to automatically spectate player's pov when possible Remove option to callvote and vote Default switching following player to Mouse1 and Mouse2 Misc: "Press any key to continue" on start window List could go for ever of course, so I will stop here Some of these added with every major update would make me very happy
  3. Hi I would like to share my suggestion that it would be very nice to have little preview pictures for maps in the menu section, where you will start a game and where you can select a map. I think it would be a nice design-addition to have the mapnames as they are now but a but with the rectangle to be a bit thicker and having the mappreview-pic as an underlay under the map-name-text. Additionally adding a checkbox somewhere there in that menu, which will enable a preview window, that will additionally show the complete map-preview-pictures, when you select one of the maps. Greets, I'm liking the latest additions to the game! Keep doing the good stuff! Cafijn
  4. HaraldQuake

    Thoughts about Reflex

    Hello. First some information about myself: I am 24 years old, I play many different games (modern shooters, oldschool-shooters, singleplayer adventure games and some strategy games). I played most of the oldschool FPS games (mostly Half-Life 1: Adrenaline Gamer and Quake Live). About Reflex: I was really happy to see a game like Reflex coming up at first.. and yea I am still happy. However I am a bit disappointed at how close it will resemble Q3 CPMA. That's not a bad thing ofcourse.. but I am missing some new features to be honest. Ofc.. You can build maps in coop, there will be in-game official matchmaking (looking forward to this really much) and there will be Steamworkshop integration (I hope there won't be 300$ skins like in CS:GO, because that's just inappropriate and brazen (I think Items should have a fix value based on their rarity). These things are great but I think you should focus more on sucking people into the game and make them want to learn the game. So I have some suggestions / ideas / thoughts: Tutorials and Information: You should add some Tutorial-Missions for beginners. These should be well-made and not too boring (not too long.. not too much talk, but still understandable). Each Tutorial-Campaign should be about a different topic. For example one campaign should explain how to move in reflex (air-control, strafejumps, doublejumps, teleporter-jumps, silent movement, rocket- and plasma-jumps). Another campaign should explain the core gameplay.. Here you should learn about respawn-times for items, importance of items, powerups, player-spawn-system, how to use your weapons (how to improve iongun-aim.. how to find your right mouse-sensitivity). These should be the basic tutorials, which could be made as playable missions. There should also be playable tutorials about how to use the map-editor and the replay-editor. Also it would be really nice if you had some ingame-documentation for available config-commands and how to use the ingame-console (how to easily find needed commands, how open the console and how to change settings while ingame, how to call a vote) Singleplayer, Race, Coop, Tournament, Skirmish and Practise-Mode To make Reflex more attractive for new players, to introduce them the genre of fast paced and action focussed FPS and to make the playerbase grow in general - I think there should be various modes aside from competetive multiplayer. I will explain how I think these gamemodes could be like.. Singleplayer: It should be similar to Quake 1 or Doom 1/2 style of gameplay. You run through maps killing NPCs, explore environments and search Keycards or buttons to proceed. There could be confusing maps like in Quake 1 or old Tomb Raider.. with many rooms, puzzles, platforming, teleporters and hidden shortcuts.. and there could also be more linear maps like in Painkiller. There could be outdoor-environments with destructable foilage and nice looking terrain (not seen much in oldschool games). The Singleplayer doesn't need a great story but it would be really cool to have about 5 or more chapters that play in different environments (for example tech/sci-fi, gothic, industrial/city, forests/caves/jungle, desert, ice, ancient temple/tomb). Each chapter should have a final boss and there should be different types of enemies. Each enemytype should be different and have a purpose. There could be melee-enemies, flying enemies, enemies with ranged projectile or hitscan-attacks. There could be enemies with special moves or armors. Enemies should have their own stregths and weaknesses. While you play singleplayer it should count your playtime, found secrets, killed enemies and overall score (Should be fun to speedrun this game). Race: When you pick race-mode you should be able to download Community-Defrag-Maps from the steam workshop. In these maps the player should spawn in some start-area.. Once the player leaves this area, the time starts to count and you have to speedrun the map as fast as possible. When you go back into the start-area, the time resets. Once you hit the finish-line or button, you see some statistics (average speed, shots fired, jumps made, air-time, personal best time, global best time) and get listed in the global leaderboards, which should be right on the steam-workshop-page of the map. Coop: It should be possible to play the singleplayer-chapters in coop. Additionally there could steam workshop integration for fan-created coop-campaigns / missions. Tournament Generator: In this mode you can pick a gamemode, set up how many teams participate, what skill they have, which maps are available in the map-pool and whether you want to play coop with your friend or alone with Bots (make Lobby, make settings and then play Online or on LAN). The generator should create a tournament based on the settings you've specified and show you the brackets with the participating, (Bot-)Teams and which maps they've picked. Between matches you can see results (brackets). Skirmish / Practise mode: You can freely pick a map, set up gamemode, difficulty and how many bots you want. If you enable practise-mode you can display item timers, enemies hp/stack and player-spawn-points. In practise mode you should also be able to disable bot-attacks, allow bots to use only certain weapons, enable unlimited ammo, enable godmode or noclip (for example to practise good accuracy percentage, spawnkills, jumps, item-routes etc.) Bots difficulty and smartness/aim/movement should be configurable very well. It would be nice and motivating for players to play against Bots that adjust to the players skill from time to time. (I know this is really hardcore to code, but these are just ideas.. And I think good bots are very important to get beginners more into the game) Competetive Matchmaking I think it's very important that you make a very good system to match players and make a fair matchmaking system. The official Matchmaking should change mappool every month.. or maybe each three months. So that many maps get played. I hope there will be matchmaking for all gamemodes (because players always want to get fair matches going.. n00bs want to play vs. n00bs and advanced players want to play vs. other good players). So maybe you have statistics / personal stats (accuracy per weapon, timing, k/d, general win/loss, win/loss in a certain gamemode.. etc.). These statistics should somehow make your rank. You should have a rank for each gamemode. Some of your statistics should count for all gamemodes (for example if you have crazy accuracy or k/d you should not get matched with complete n00bs when you play a different gamemode for the first time)... Also please try to make it possible to play matchmaking high-performance and low-ping servers. Other new Features / Ideas that could be cool - Realistic graphics with no option to make em look minimalistic (--> same conditions for everyone) - Add a Visor-Powerup. When you have visor picked up and enabled, you see everything in minimalistic style (simple textures, effects and brightskin-playermodels)... - Make some maps that are less minimalistic / clean and more organic.. more nature/outdoor-style. It would be cool if there were maps in Reflex with individual themes and not only random minimalistic build architecture. For example some outdoor maps with small wooden huts, buildings, foilage and real looking terrain.. rocks and caves. It could be similar to some TeamFortress 2 Maps. But they should be more detailed. Try many different styles for official maps. - Make it possible to wallbang with boltgun (like up to 96 units.. or maybe less ) - Remove the grenade-launcher and make it possible to throw grenades with one button (for example with shift-button) like in Team Fortress Classic / QWTF - The Stakegun and the Burstgun are similar to each other.. I think there should be more differenciation between the two. Maybe let the stakes deal some extra damage over distance and let the burst-shots ricochet off walls for one time. With the stakegun imo it should be likely to get 1hit-kills over distance, at least when you hit a guy with low - medium stack (Not sure how it exactly works right now in Reflex.. ) Thx for reading. Good luck with further development of Reflex. Please share your thoughts I come back tomorrow or so.. I have to sleep
  5. It could be just me, but it seems a little loud compared to everything else. The Carnage sound in general actually seems kind of gritty and not very pleasing to hear...
  6. Blarget2

    Editor Suggestions

    Here is a list of things that would make the editor experience better (in my opinion). 1. The ability to select more than one side of multiple BSP or select more than one vert on multiple BSP. so a hot key, like ctrl, that you hold while clicking sides or verts so you can move them all at the same time. This would stream line what is a very tedious process. 2. the ability to move one side on more than one plain. Lets say you grab the side (x+) of a cube, but you want to move all four points of that side up (Z+) to make a slanted trimming on your stairs. YOU hold shift+Alt and you will be able to not move that side of the cube (all four verts) up, making a trapezoid of sorts. 3. A simple texture selection GUI that can be brought up with a key and will change the texture of whatever is selected. This will make it much faster to make texture iterations. If I have time, I will make a Gif of each one of these to show a visual example.
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