Debriefing > Impressions & Feedback

Opinions on Beta 3?

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Storm101:
Am I the only one who hasn't been using the radar mainly because I'm too used to Beta 1 and forget it's there? lol

I agree with the health bar thing. There were a few times where I couldn't figure out who was sniping me on Runway.

Jonathan [Spider]:
glad you liked the game

1. there is an option for you to turn off your radar in the menu. and if you want you can join a server that has the radar turned off globally.

2. yea spawning is just an issue with all FPS games we haven't figured out a perfect solution yet. for now your best bet is just to join a server with around 12 people those seem to have very little issue with people spawning behind you.

3.yea i was hoping for some kind of directional indication as well. we might squeak this into beta 4 if i can convince the other devs to have it implemented.

thanks for the feedback dude if you find more stuff your not happy with make sure to let us know we are listening to get a consensus from the community as to what the game needs to become.

Boxiii:
I love the new update, hopefully this will get more people playing it. I don't have any major issues with it, just stuff that has to do with the servers and not the game itself. I feel like it catches the feel of the classic goldeneye, and I can't wait to see what else you guys change and add. ;D

killermonkey:
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)

Mike [fourtecks]:
I recommend an 8 player server. I played 16man basement_classic and it was just NUTS. Some of the bigger maps like control can handle more people, but I still like the 8 player average for everything. I feel the servers made a mistake by having such high player counts.

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