Announcement

Collapse
No announcement yet.

0.1.8 Update posted 2/22/2017

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #16
    Hmm, that's no good. I've gone into warmup and then created a self death work before. I think it's just "enter" again. That wasn't ctf though. Worth a shot. Eight minutes is waay too long.

    Comment


      #17
      After turning on the game again after 2 weeks it was nice to see an update.
      Just from the Zaccubus's video I can say I liked majority of changes, however... this one thing really bothers me.

      5v5 ctf as default. The only time I actually played a 5v5 match before was on azcanize and during that match I was shat on (sorry for the expression) because my score wasn't high enough for that one particular player.
      I've never tried a pug before because I don't like the idea of screwing something up and getting raged on. Many people have told me you can really get a lot of heat so I'm just staying out of it (yes, I know I shouldn't judge from one eperience, but I am not in for the competitive scene. As long as I have fun it's fine for me).

      The problem I have with this now is that every frikkin guy that is considered pro to some extent, will start raging on his team the second things don't go the way they want. On 6v6 you could shake it off as "it isn't a pug, it's always **** on publics" but not anymore...
      Anyway, we'll see how it turns out. I hope I am wrong.

      According to the video:
      + ctf scoreboard sound
      + clan tags
      + health pickup animation
      + headshots when player is sliding
      + the minor delay when scoping
      + lighting rifle
      + reduced damage of flak cannon
      + rocket launcher trirox changes

      - lighting rifle is too big in first person , scale it down a bit

      +/- link primary sound
      Last edited by DarkSideCookie; 02-22-2017, 07:08 PM.

      Comment


        #18
        Here are a few random thoughts:

        Yeah I didn't really understand the note that warm-up means ready... I thought it already did.

        I also don't like this change as sometimes I want to warm-up, others I don't and will just sit there waiting for the match to start - maybe having a short break or something. It might not mean much, but I don't like dying... even if it's as I'm afk in warm up mode :P

        The warm-up periods are also far too long. 8 minutes is crazy for a random public game, perhaps it is for catering to the matchmaking. On a public I wouldn't extend it past 3 minutes. Honestly, I felt like just quitting the game during such a long warm up and not bothering to play.

        I do like the new pulse sound - it's got that initial punch that's been missing, but it does highlight how weak sounding the rocket launch is in particular. Rockets are so difficult to hear. http://plays.tv/video/58adfc87d9efb93d7f/

        I'm not sure on the power-up flashes yet. I think it looks good on other players, but maybe it's a touch too much on screen. Perhaps just highlighting the borders would be enough without any further effects.

        I felt the UI was still really difficult to deal with. Half the time it wasn't doing what I wanted and sometimes it's too difficult to chat during the end sequence of flag run. Arguably, the chat box should always be selected whenever the menu is up.

        I got quite a lot of unresponsiveness during play. Maybe it's because I have been playing other games, but it felt like there was too many delays in things like firing shots, switching weapons - but inconsistently. I also found myself firing multiple shocks, flak bombs and rockets when I only fired once. It felt like there was a sort of packet loss, but not via the network as that was at 0.

        The new update to FR-Loh(?) is very defence biased. There are too few areas to come through and it's one bottleneck after another.

        The new shock effect was a bit distracting for me. It took my "eye off the ball" quite literally a few times too many. Some might like it though.

        I also found myself on 6 health quite a lot after a flak to the face. So that at least gave me a fighting change to get some damage back in.
        Last edited by Smurgl; 02-22-2017, 06:24 PM.
        Current Main Issues: Tri-Rox (Remove), Scoreboards lack player stats,Team Balance.

        My Pre-Alpha Highlights 2016 to early 2017 https://www.youtube.com/watch?v=IKlKQ349o8A | http://plays.tv/u/Smurgl

        Comment


          #19
          LOL "Bobodemon" in Flag Invasion. You guys are killing me. I love it.

          Comment


            #20
            DM starting doesn't work properly, the match doesn't start even if everybody is ready. Also, the increase to 8 players count works on certain maps, but on others it's way too chaotic (nicktest is nearly unplayable for example).
            The health and armor pickup effect is very distracting, i hope there'll be an option to disable it.
            Projectile glow used to be working on even the lowest effect settings, now it requires at least 'high' setting. While it looks nice, it murders framerate (i had solid 60 fps on all maps with 'low' effects, but the other settings on medium or high, now i have to set effects quality to at least 'high' to be able to do shock combos, but the textured maps are simply unplayable even if i set everything else to the absolute minimum). Please enable projectile glow again on low effects settings as well.
            Last edited by TomCarr; 02-22-2017, 07:59 PM.

            Comment


              #21
              Originally posted by DarkSideCookie View Post
              After turning on the game again after 2 weeks it was nice to see an update.
              Just from the Zaccubus's video I can say I liked majority of changes, however... this one thing really bothers me.

              5v5 ctf as default. The only time I actually played a 5v5 match before was on azcanize and during that match I was shat on (sorry for the expression) because my score wasn't high enough for that one particular player.
              I've never tried a pug before because I don't like the idea of screwing something up and getting raged on. Many people have told me you can really get a lot of heat so I'm just staying out of it (yes, I know I shouldn't judge from one eperience, but I am not in for the competitive scene. As long as I have fun it's fine for me).

              The problem I have with this now is that every frikkin guy that is considered pro to some extent, will start raging on his team the second things don't go the way they want. On 6v6 you could shake it off as "it isn't a pug, it's always **** on publics" but not anymore...
              Anyway, we'll see how it turns out. I hope I am wrong.

              According to the video:
              + ctf scoreboard sound
              + clan tags
              + health pickup animation
              + headshots when player is sliding
              + the minor delay when scoping
              + lighting rifle
              + reduced damage of flak cannon
              + rocket launcher trirox changes

              - lighting rifle is too big in first person , scale it down a bit

              +/- link primary sound
              Welcome to arena shooters! I've been playing arena fps for well over 10 years now and pugging has been the destination for high skill players in quake and UT games.

              There are not enough players for skilled matchmaking or pugging but I can assure you 5v5 ctf is the proper way to play ctf in arena shooters.
              Steam
              irc.globalgamers.net #galaxy #unrealtournament #ut4pugs
              UT Username - nvz
              gg! Galaxy Gaming Community


              SPECS
              || Core i5-4670k @ 4.2 gHz || ASUS GTX 1070 4GB VRAM ||ASUS VG248QE ‑ 24in 144Hz || Random 54 inch TV || Mouse - Razer Deathadder Chroma || Keyboard - Microsoft Sindwinder X4 || Case - Cyberpower Titan X || 16 gb DDR3 RAM || Logitech g930 Wireless Surround sound Headset || Steelseries QCK heavy + Mouse pad ||

              #PREALPHA

              Comment


                #22
                6v6 was fine for pub ctf
                5v5 is 'better', but would be more likely to push inexperienced players way, so not really sure that it will have a positive effect

                Comment


                  #23
                  Thankyou for the update!
                  LoPing
                  Explosive High Voltage UT99

                  Comment


                    #24
                    Please remove the inability to change your ingame nickname. That is a feature that nobody asked for. It is generally not considered "good" business practice to limit the options of your customers. Choice is a good thing. THis is 2017. It's not 1955 Union of Soviet Socialist Republics, Comrades.

                    Comment


                      #25
                      Downloading now, but I want to ask if there are any critical errors with this build like the game constantly crashing, and falling through the map on match start?

                      Thanks.

                      Comment


                        #26
                        Somehow CTF-Lance is a great map, design and look wise .... even if some people in the community do not like asymmetrical maps.
                        Sad to see that it was completely removed from the map

                        i could imagine that this map would have looked absolutely stunning when meshed ...


                        Remove of Sprint mechanics/ability is a bad choice imho. And the 'excuse' in the corresponding february patch windows 'it wasn't generally known to players, only a few, hence got removed' is not really believable ...
                        Last edited by Mr Van; 02-23-2017, 02:02 AM.

                        Comment


                          #27
                          Several nice changes.

                          Two cents on two problems:

                          1) Respawn delay in FR for attackers: no thanks. It's already hard enough to recover lost progress if people don't happen to / haven't been able to rally. And it reminds me of a classic quote by the Guild Wars devs long ago... they had a skill where one player could completely disable both his own and his opponent's abilities for five seconds. They removed it despite whatever strategic value it had because they "realized that being taken out of play for five seconds is simply not fun for anyone."

                          2) Taking away sprint. I used sprint every single game, every single life! It was so satisfying when you build up enough speed in one direction when you manage not to have to turn aside that you get a little "reward". Now there was a tradeoff that was both strategically interesting and fun -- no turning aside, no real ability to engage in combat, but you get a speed boost. More fun. Please bring it back and advertise it better if people aren't using it.

                          Between these two things, the pace of attacking in FR is really slowed down, and personally that means only half the game mode is the wild fun it has been since the previous build. (In fact, I would submit the opinion that any slowing down of a UT game has a better chance of being a mistake than an improvement!)
                          Last edited by argeshaar; 02-23-2017, 01:14 AM.

                          Comment


                            #28
                            OK so the whole eight minute thing in warm up has to go like now. It's already killing the formation of games. Seriously, like this week.

                            Comment


                              #29
                              I've played 10-15 quick duels with the Ranked Duel Matchmaking tonight, can we get a little clarification on a few items?

                              1) I was placed in 'Division Gold 4' after 10 matches, I've noticed I can still gain ELO after placement, I assume you can Rank up to Gold 9 still? The Player Card 'Duel' rank still shows Green 1 though, doesn't look like it's linked for Ranked yet?

                              2) Can we get a Leader board? It would be pretty cool to see in-game Leader boards across each Ranked Mode.

                              3) Can we see the ELO for each player in the game? It'd be nice to know the ELO of your opponent by pressing tab

                              4) Is there anything you can share about the Ranked Mode 'League Points' I am accruing? What will they be used for?

                              5) Can we potentially add a map veto system for Ranked Duel? Getting the same exact map over and over isn't fun, giving the two players a quick option to veto maps each might be decent (similar to how cups/matches are done on ESL)


                              Looking forward to hearing about the plans for Ranked Modes.

                              Comment


                                #30
                                yep, it is killing interest
                                Originally posted by Tack View Post
                                OK so the whole eight minute thing in warm up has to go like now. It's already killing the formation of games. Seriously, like this week.

                                Comment

                                Working...
                                X