Game Development Community

V1.1 not good!

by Bill (aka Him) · in ThinkTanks · 08/10/2003 (8:07 pm) · 56 replies

I don't complain much but things are not well with v1.1. Scrum is no longer
fun for me. My complaints or obsevations are;

I bounce all over the place in a light, and spend so much time air born
it's almost impossible to steer. Trees, rock, other tanks send be bouncing
off with no control.

Since aiming was improved it's almost impossible to make a run with the scrum.
This has made shooting a much greater premium over driving.

I spawn a lot more in the goal. I have even spawned, had the scrum drop on me
and then drop into the goal. On some games by the time you drop in after the
previous game multiple scores have been made already.

I am running on a mac and now have problems with sound quality that I did not
have before upgrading.

The Scrum does not seem to transfer the same. I hit a tank head on and all it did was
bounce him back with the scrum.

The changes in my view are enough to make me move on. I'm not trying to make a
threat or anything but when I start to actually get angry while playing then I need
to make a change. I have loved the game , and had hours (way too many) and
hours of fun. I hope the developers will take a good look at the changes made
and consider changing some of them back.

Sorry to bitch and whine
Bill
aka "him"
#21
08/14/2003 (11:33 am)
Is it lag Tally.. I was under the impression that our brain magnets were decreased in power =)

I have had the scrum simply "fall off" since running 1.1!!!
I have also watch two tanks collide from angles which normally would result in a transfer.. only to see the scrum go flying far away... it is actually sorta funny to see the scrum bouncing loose around a heated goal battle.

"loose scrum!"
Tank Dork
#22
08/14/2003 (12:33 pm)
I have noticed more air time in a light when i use a jump pad. Aiming is a bit more stable. and it is nice not having the scrum fall off the map so often.

vanbuskirk
"Boost pad, to a jump pad, nothing but rings"
#23
08/14/2003 (12:43 pm)
Okay, I'm going to disagree on the Light tank thing. Why? Because I usually play Heavy Tanks, and I've been getting my ass kicked by lights. It used to be that a head-to-head battle between a light and a heavy ended up with the light being dead, but now usually the light wins. If you're driving around and not just pointing at one another, it's even worse. Part of this is because there has been some kind of change in the number of shots: lights nail me with seven or so shots before I can get my three at them and have to lift up and click again to shoot three more slow blasts. Another part seems to be that the blasts just seem weaker. I'm sure I could make a light tank smoke within three shots before, but now I'm lucky to see smoke before they make me smoke...and that just doesn't seem right. If they were outmaneuvering me, then I'd say, "Well, that's what I get for being in a slow tank." But, when they park in front of me, we aim straight at each other, and nail each other from less than 5 paces, and they smoke and kill me? I'm not buying it. :)

It's VERY annoying and I do notice I'm dying a lot more from light tank fire than in the earlier version.

In fact, when I go head-to-head with heavy tanks, it seems to take about as many hits to make a heavy smoke as it does to make a light smoke... Doesn't add up for me.
#24
08/14/2003 (3:09 pm)
ME AND DORK GOT OUR G5's FROM THE G5 BARGAIN NETWORK!!!
CHEEEEEEEEEEAAAAPPPPP!!
FP
#25
08/15/2003 (11:40 am)
Version 1.1 Frustrations

1. Scrum Transfer Bump:
Has anyone noticed that the scrum transfer bump has become more difficult in the new version 1.1. I can ram a tank at full speed and nothing happens, they just bounce away and keep going with the scrum. Also the scrum transfers less often too. But this of course could be a good thing once getting use to it, assuming that Bravetree just changed the impact velocity scrum transfer ratio.
2. Gravity:
Boing! boing! boing! boing! all over the place. It's like the gravity of the moon. I go further on launch plates and bounce into the wrong direction way too often. Again being launched further is not bad, it will just take getting use to it.
3. Aiming:
It seems that when when I am idle the aiming rings bounce all over the place and it is even worse when I am chasing someone. The rings have actually just gone completly in one direction all by itself as if the cannon was rammed by some invisable object. I am not sure what everybody is talking about when they say the aiming has been improved. It's different but not improved for me. It bounces around too much and skips. Maybe it's my Logitech MX700 optical mouse or it's just a lot of lag but it is defiantly frustrating.
#26
08/15/2003 (12:53 pm)
Hmm I'd say almost the opposite there. In the last few games I've played, I've noticed the scrum being transferred with the slightest of nudges. Avoiding other tanks and losing possession of the scrum is now a lot harder and the chaos around the goal has increased two-fold as the scrum jumps from tank to tank. Solo runs are harder and camping is easier.

-Z-
#27
08/15/2003 (3:23 pm)
After extensive testing, I will agree with most of Hawaiian MAX' comments.
Scrum games definitely lost much appeal to me. However TEAM Scrums are still good, since it's 5 vs 5 as opposed to 1 vs 9. Solo scrums isn't the same anymore. Spectacular solo runs are just so much harder. Now there is too much randomness - either you spawn close to a freebie, or you do some goal random score. Dancing is much harder because of the new scrum transfer dynamics and quick killing.

Scrum transfer is whimsical at best. I'm a very good interceptor but now I wonder which angle to attack an incoming tank.
It seems a full frontal ram still is good, albeit t can send the scrum flying above me.
1- 0
#28
08/15/2003 (5:34 pm)
I couldnt agree more with hugo AND z. a tactical game of solo scrum is an impossible proposition. in my eyes, these goals are now possible.
1. Freebies.
2. Random skilless *don't gloat you lucky arse the scrum landed on my head when party B cracked scrum carrier C and the scrum flew over him" Goals. These are the uber lame, and once a scrum starts, 90% of the goals are of this type. I'd rather see 90% be skill, like it used to be, but now, this game is a dice roll. i was playing scrum night before last with hugo i think and some others, and suddenly i realized how little fun i was having. the game has been arcaded, dumbed down. i think i could play blindfolded around the scrum and have just as much success as i am having now.

the solo scrum game used to be about driving and strategy and shooting.

now, it's destruction and chaos.

it gives me a headache and makes me indifferent.

i hate erraticness and unpredictability. when i reverse turn into someone and crack them hard, the scrum better land on my head or i'm going to get frustrated. why is party C getting rewarded for my driving? why did i just go from full health to death in under 3 seconds?

the problem with the bullets now is they are borderline click-hit at a close distance. that's fine if the light had more than a sheet of paper covering its ass, but that's all it's got, and worse, it can't turn for diddle.

it creates a sort of linear game situation. the people behind the scrum carrier light each other up like it's going outa style, while the buzzards wait in essentially single file order for the scrum carrier to approach, then detroit foggy freeway into one another.

then, it's chaos. the scrum goals that aren't freebs these days all go down like that. i hate it. it used to be that i could drive around in scrum and score, sometimes 3 goals without actually dying. it was thrilling to dodge and weave while i was smoking, headed towards the goal.

how do i try and score now? drive away from everyone, hope the scrum randomly drops to me once someone scores or slides off, and grab a freeb myself.

or maybe ill get a heavy, so the red levels don't make me vomit anymore.
----
i was really looking forward to the game updates for ADDITIONS, but instead, all we're getting are ALTERATIONS. i feel like a greatly balanced game has been turned into one that is quicker to download. at this point, i seriously recommend a comparison between the two builds. the personality of the game has been changed, and the balance has been ruined. no one that's been there since the get go, us early buyers, have been going at it for this long because we wanted a doom or quake-like experience. live//die//live//die is stupid. plain//simple. if we were into death and destruction, we'd go play Unreal. if we were into eratica, we'd go play Dungeons and Dragons. if i thought i'd type this much, i'd go play microsoft word.

--

<---volunteers his services for future and further pre-release beta testing.
#29
08/15/2003 (6:14 pm)
I played a game of scrum last night where I didn't do any shooting. I used to do this
early on just prove to myself I could. It was almost impossible to get the scrum from
other tanks by bumping. The reaction of the scrum seems totall random, sometimes
a nick gets it and other full impact does nothing.

I agree, something is just not right.

Bill
aka "him"

PS after Prey left I actually managed to win 7-1-0-0-0-0
owe, arm hurts from patting myself on back
#30
08/15/2003 (8:08 pm)
Hey guys, what servers are you running into these issues on? Would these by any chance be the shockwave servers? They are running a lot of games off the same machine. It's possible that we are seeing an issue related to cpu load or network bandwidth. Have the scrum league games been normal?
#31
08/15/2003 (10:50 pm)
Clark,
We will let you know after todays scrum league games.

Tank Dork
#32
08/16/2003 (12:33 am)
I just played a scrum. max points that could be scored by anyone was 3, and i doubt any of the goal scorers held the scrum for over a second. seriously. one second. if i wanted to dodge bullets, i'd enter the matrix. if i wanted randomness, i'd go shoot craps. i think we were on a shock server, but who knows. ping was green.

i'm done playing solo till this crapola is removed from the vat of dung it's been dropped in to.

catch ya'll saturday?
#33
08/16/2003 (12:34 am)
Td, keep your sight running. Loler still hasn't updated yet. maintain the shadow.
#34
08/16/2003 (4:33 am)
Rgr.. hate to run with the whole thing but I am ready...

Tank Dork
#35
08/16/2003 (5:36 am)
Well, I got rather annoyed yesterday by the sheer multitude of campers, battlemoders and trash-talking army recruiters and tried to put up my 7 Deadly Sins server to play around in. What happened? It started fine, and the console even showed that people had joined the game however, I couldnt get this to appear on my servers list. In the end, I resorted to re-installing v1.0 and despite the health not showing up when your damage is high, I think overall I preferred it - even considering that a lot of the changes are server side.

For now, I'm sticking with v1.0 - sorry.

-Z-
#36
08/16/2003 (8:25 am)
Just a note to everyone that we ar reading these post and we are paying attention. The 1.1 settings have been on the servers and y'all have been playing these new settings since the shockwave release of ThinkTanks. The changes were not that great, and they were mostly centered on the weapons of the tanks to make the heavy more useful and to address feedback we had gotten about the aiming being difficult.

We have been getting both positive and negative feedback on the changes, and if demand is high enough from the 'old skool' crowd, we may consider setting up a 'ThinkTanks Classic' server with the old settings. We have to be very careful, as we want to be able to provide a consistent experience for the end user and we don't want players to have to re-adjust everytime they jump into a server.

I also want to point out here that we took our time with the 1.1 release, as we were very aware that a situation like this might occur. We took a long time fine tuning and play-balancing the original settings. I took a long time balancing and re-blanacing and testing the 1.1 settings.

Keep this thread in mind as you ask for feature additions and push for the 1.2 release (this is already starting to happen). Many, many of the suggestions for features posted on these forums were tested and discarded prior to release of version 1.0.

We want to keep the users happy, so we will endevour to provide what the community asks for. This is just a little note of warning to be careful of what you ask for, as you just might get it.

Initial tests with additional powerups, meters, the abilty to tweak the tanks, etc... proved to make the game less fun, not more fun.

We set out to make a game that was pure, fun, and simple, and on many counts, we feel that we have succeeded.

That being said, we feel that we have a commitment to our community, and we will respond to the feedback the users give us. The 1.1 changes were in response to user feedback. We will continue to respond to user feedback, except in cases where we have tested the game and determined that the changes and feature additions were not in the best interest of the game or the community.

I personally like the original settings better. We tested for a long time to make sure that the game was fun to play while the rate-of-killing and rate-of-death remained low. This resulted in more than a few complaints about the difficulty of the game (in terms of getting kills). We have made it easier, and as a result, people will end up getting destroyed more often.

We will be taking our time with the 1.2 release (as we did with the 1.1 release) and we are listening and paying attention. Keep the feedback coming, as it is important to us to get this feedback as we want this game to be the funnest experience that one can possibly have when playing a game.

Again, a cautionary note, be careful of what you ask for, as you just might get it.
#37
08/16/2003 (9:16 am)
Points I like...

* Health power ups showing up on the radar when low on energy.

* Aiming seems to be better to and doesnt bounce around so much. However, a throwback (I suppose) is that there is more carnage.

* The Scrum not bouncing off the map so much (though it still occasionally happens from a fresh spawn)

* Team colours now seem to work properly.

* The re-loding of ammo-bursts.

* Pause key for solo mode. Big thank you for that.

* Option to cycle between maps.. that already existed though ???

Things I dislike...

* The lightweight scrum. It seems very very easy to lose, but very difficult to take it off someone. I know.. The maths there doesnt appear to add up, but ramming someone, or even them ramming you is very very unpredictable and I find that even huge bumps quite often have very little effect and I cant steal the scrum anymore, and sometimes with the slightest nudge I will lose it to someone else. This is particularly noticable when its from the rear or side, as I can never seem to steal the scrum from these positions. The light scrum has made the goal area a real frenzy in Scrum, and it is a big change in favour of the campers. Having a slightly larger goal maybe, or as has been previously suggested, being in the area slowly drains health might help. Scrum now seems a far more like 'luck' than skill. It always had an element of luck with respect to spawn positions, but now there's also a huge amount of luck as to who gets the scrum from collisions.

* No Island hopping - ah well... I suppose we knew that would happen.

* I cant seem to get my 7 Deadly Sins server to work anymore. It refuses to show up on the servers list :(

* Battlemoders in scrum games and persistent campers - but then, Bravetree has no control over that ;)

Things I havent really noticed or dont mind...

* The light tank control. I cant say that it feels additionally bouncy. I think the light should have a penalty in manoeuverability, and I dont mind that. Taking damage however seems a little more unpredictable now though. Is damage inflicted related to the range?

Other stuff...

* There's still a bug where you can get trapped behind an un-yet respawned tank on the map, at the position where it is going to spawn. This is difficult to reproduce, but I have encountered it many a time and have witnessed others having the same problem in-game.

* Collision detection is not all that accurate. It only seems accurate up to about 1/2 of a tanks width (and I mean collisions between tanks, rocks, trees etc. Not projectiles) It's just something to get used to, but it's still a mild frustration sometimes.

-Z-
#38
08/16/2003 (9:47 am)
The lightweight scrum issue is a weird one. We added the ability for the scrum to bounce to the center of the map, and this may have changed how it works slightly, but we did not change the scrum settings of how 'sticky' it is. We will look at this and see if there is anything we did that may have changed the way the srum behaves on the tanks.

We took out island hopping as we suspected the shockwave release of the game would bring in a bunch of noobs that would take the scrum and hop it to the island. (the feedback about the 'rats' seems to have confirmed our suspicion that this might happen). We hope to be able to release a slight fix soon that will allow one to launch a 'hopping' server by changing a line in their perf.cs file.

No idea about the 'seven deadly sins server'. That should work fine.

The scrum issues with the growing community.. well... password protected servers are in there. We have one for the scrum league that is empty most of the time, and I see no reason why the serious scrummers could not use this when a league game is not happening.

Keep the feedback coming... we are listening intently.
#39
08/16/2003 (10:16 am)
Yeah.. Im not sure why either. I have got it back up using 1.02 though. After fresh (and separate) installs of both versions into different folders. I will try and get it working again from vs 1.1 later on and let you know if I still get no joy. I could watch people join it from the console window, but it just wouldnt show up on my server list. :(

-Z-

-EDIT-

Just tried it again, and it works now. Must have been something funny with installing 1.1 over 1.02 or something. The fresh install seems to have cured it.
#40
08/16/2003 (10:36 am)
I was just thinking that maybe it would be a good idea to make the goal cause a minimal ammount of damage if you sit inside for a certain ammount of time. Its very -very- annoying to be 30-40 feet away from the goal with a pack of scrum-hungry tanks on your ass, and all of a sudden you see some fat little demo rat or a heavy just sitting inside the goal. You're 2-3 shots away from elimination and are consentrating on dodging shots so much that you swerve right into the demo rat or heavy. Now I, as well as most others I know can deal with campers that sit outside the goal just fine. Its the ones inside that really get annoying.


on another note.....


Maybe keep track of misc. data such as: hours played, number of deaths, number of kills(in battlemode), number of goals in scrum, total games played, etc? We could also have top ten lists for our top scorers/killers, so people like tank dork and tally ho can get the recognition they deserve.


just my two cents,

~Clax