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"
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#41
08/16/2003 (10:56 am)
We already track some of this data. The combat ratio is the kill-death ratio. The experience is the number of games you have played. We are a little reluctant to add this into the game globally as we want to have a really good system for determining who is # 1.

Personally, I prefer the reputation method of ranking rather then an 'official' ranking. Who is #1 is determined by who can brag the most and what happens on the battlefields, and the 'ranking' is a perception held in the minds of the player.

I would like to see some of the community organize a BTC (Best Tanker Competition) and have head to head elimination rounds for both battlemode and scrum, and have the results posted on a website.

In the meantime, tank dork and tally ho really don't need stats to get the recognition they deserve, and we don't need a ranking system to tell us that Dan MacDonald is the man to beat in battlemode if you want the bragging rights.

Joe (aka PokeMalo)
#42
08/17/2003 (12:52 am)
Joe, it's good to hear you guys are reading this. ill start note-ing where i play, and how the game plays on it.

bring me the head of macdonald.

th
#43
08/17/2003 (1:00 am)
I never see this macdonald fellow
#44
08/17/2003 (1:10 am)
The 1.1 version sucks i down graded for better sound and stability.
I noticed I win even more while using the older version so ,you can bet your foul ass I 'm going to stick with the older version FoulSmut.
PS: I am still the king and now everybody knows it..
Yaaaa BABY...!
#45
08/17/2003 (8:21 am)
Gripes:
glitches in the sound. I turned off the music so I don't notice it all the time, but the background noises occasionally catch it.

Lights take out Lights too easy. my only real gripe with scrum right now is that with able players it is a kill fest. Battlemode that happens to have a goal in th middle.

I don't want/need health meter, but I do need to se the hits! I don't notice any choppiness in the graphics otherwise(my framerate seem ok), but sometimes I only see a couple hits (and hear a couple others) and I'm dead. I've usually got iTunes blaring fastbeat music in the background so hearing a hit doesn't do much.

I like:
Health powerup on map. Now more than ever doesn't seem to be enough of them ;).

Gravity/lightness change: I seem to bounce less off rocks, which I REALLY appreciate, but sometimes when I have inertia I tend to bounce of the edge of the map. I keep bouncing. Several times I've screamed out loud "For the love of God, let me STOP BOUNCING!!!!" as I go over the edge.

suggestions:
the balance between lights was good previously, but they did have to much kill power for battlemode. to easy to light someone up, run away and come back. Maybe heavies need more armor/firepower, to be more juggernaut like. I kinda figure, if a heavy can get to the goal in the middle of a scrum free for all for the ball, the heavy should be able to clear out the area without much issue. Maybe a successful heavy/medium scrum player should be as rare as a successful light battlemode player. Right now light feels best for both.

Tom
#46
08/17/2003 (8:31 am)
Just thought of something - Bots have different colored brains. I've seen yellow at least. could team games use colored brains? Would be a bit more helpful.

Tom
#47
08/17/2003 (9:41 am)
>Lights take out Lights too easy.

Probably is in line with my thoughts that the lights take out heavies too easily now. It only takes 3 7 (or however many it is) shot bursts to take out a heavy it seems. I can imagine this is murder on lights then.
#48
08/17/2003 (10:11 am)
The problem is that the easier aiming that was implemented screwed up the balance; nothing was taken away from lights. they should get slower reloading perhaps to accomodate faster bullets.

just a thought.

i'm still rallying hard for a pull-back from the current bullets, like 30% backwards.

laser beams-laser tag.
#49
08/18/2003 (2:05 am)
Quote:In the meantime, tank dork and tally ho really don't need stats to get the recognition they deserve, and we don't need a ranking system to tell us that Dan MacDonald is the man to beat in battlemode if you want the bragging rights.

Don't listen to him! Me and Tally are not worth your bullets.. we simply drive around and run into trees and rocks.. ask spony, he will tell you.

"may have to downloads racer445's new "x" skin"
Tank Dork
#50
08/18/2003 (9:41 am)
I still would like to see a better rendition of the tank with the scrum on the radar, especially when the green team has it. On my LCD iMac's screens it's a bit tricky to spot. Perhaps just make the tank with the scrum blink faster?
#51
08/18/2003 (5:13 pm)
The scrum is way to easy to lose. The physics of impact don't seem to match up to when the scrum should fall free. Too many times I get hit on the rear quarter from behind and lose the ball, while front quarter hits do nothing.

Tom
#52
08/18/2003 (5:39 pm)
Slide, i'm interested to hear if you think the same applies in team mode. to me, the scrum physics work perfectly. note: the SCRUM physics i refer to only here.
#53
08/18/2003 (6:13 pm)
About island hopping- do you mean the sink method or the pad method? They both seem to still work. Or does sitting on an island kill you now? If someone does get to bot falls island with the scrum, though, it is not that hard to shoot them accurately. I had just started getting good at island hopping, don't see why it was taken away (if it was).

*
#54
08/18/2003 (6:35 pm)
Tally, is it team mode that fixes the issue, or is it the HomeLAN servers?

Someone needs to compare Shockwave scrum vrs HomeLAN scrum. To see if the differences are in the server or the version change. If it's the version 1.1 then the floatiness and scrum problems should be the same for both.


*, you die when you get to the island, which is out of bounds.


--56k Lag Man, who's webhost just took a dive and is locked out of his email...
#55
08/18/2003 (9:51 pm)
MGO servers have been set up to run with the 'classic' settings. This won't fix all the complaints, but hopefully it will give the old timers something to be happy about for a bit. Enjoy!
#56
08/19/2003 (6:11 am)
I was playing in team mode last night.

Well, last night I was playing and took a great leap in the air with the scrum attached. I flew over someone, hit hard ground and apparently the scrum bounced loose. If the scrum is on top of me I would expect it to fall/bounce forward, but when I turned around the guy behind me was running away with it.

I've tried and tried hitting people from the side at high speed to knock the scrum free without success, but I've noticed a hit in the rear (even when I'm moving away from the assailant) knocks the scrum free. I hit a bot offset head on, knocked me sideways, and the bot still had the scrum. It doesn't make sense.

Tom
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