Debriefing > Impressions & Feedback
Opinions on Beta 3?
PPK:
--- Quote from: Storm101 on February 08, 2009, 04:22:23 pm ---I died because it auto-switched out a grenade.
--- End quote ---
Man, that was some bad luck.
This auto-switch feature should be changed in the next patch, I think, in order to work more like the way Storm101 said.
killermonkey:
The auto switch looks at the weapon weights that are assigned. If you switch from grenade to knife, that would be a bug. I suspect you picked up an RCP-90 which is obviously a better weapon.
Good players DO NOT PLAY WITH AUTO SWITCH ON. That's a hint...
Storm101:
Err, I switched from Shotgun to Grenade. But you're right, it's better if it's off anyway.
PPK:
--- Quote from: killermonkey on February 08, 2009, 06:16:05 pm ---Good players DO NOT PLAY WITH AUTO SWITCH ON. That's a hint...
--- End quote ---
The first thing I did once I fired up BETA 3 was turn the auto-switch off. It is an annoyance, at least for me.
Meliadoul2k:
--- Quote from: killermonkey on February 08, 2009, 02:57:35 am ---I am going to feedback on your feedback from the programmer's perspective by point:
1. You can turn off the radar for yourself no matter what the server setting is (with exception to MWGG and two man YOLT when it is forced on for gameplay reasons). Just go to the OPTIONS menu then click MULTIPLAYER, then ADVANCED OPTIONS in the lower right. It's one of the check boxes.
2. There is a "good enough" enemy avoidance spawn code in place already. This is entirely coded by me in house and is not in any other game. The problem lies in the fact that you are playing on maps designed for 16 players MAX, with maybe 20 spawn point locations. To do a 100% assurance that you will not spawn next to someone would be extremely computationally expensive. So, as with almost everything in the video game world, we cheat a little bit and choose four random spawn points and then choose the one with the LEAST number of enemies within 512 inches of the spawn point. When you up the players, it becomes almost impossible to find a "safe haven" so sorry, this won't be ever be fixed 100%.
3. We have plans for hit location HUD graphic, it didn't make it for Beta 3 and IMO is not that important with a lower player count. Even with a pointer to your enemy, on cradle it would be very hard to determine where they are anyway since its so far away (small angle locally for large changes in absolute position)
--- End quote ---
1. It defeats the purpose though. Turning off your radar would put you on a major disadvantage to every other play in the arena. I like the idea of if you have your radar turned off other players cannot detect you on theirs.
2. So the problem lies with the maximum amount of players rather than the code itself? Sounds fair. Then for the final release I'd suggest player caps on all levels. If there are more spawn points then maximum players then there would be no chance of spawn camping.
3. It may not affect many people but it certainly affects me. If I don't know where I'm being shot from I mine as well run blindly in any direction. I am glad that you decided to add it to later releases.
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