Debriefing > Impressions & Feedback

Check which weapon we are wielding?

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Ruone Delacroix:
Or you can find out what gun you're holding by scrolling up the wheel once, then down once. All in all, not too big of a problem.

Konrad Beerbaum:

--- Quote from: keefy on February 10, 2009, 03:50:36 pm ---I like how you guys keep blaming the servers or the players.  Not everyone playes the game how you want or how it was meant to be played e.g CS:S gungame, surfmaps, hl2dm co-op, build puzzles, although allthose I listed are modifications by scripts or making maps but you guys included random in your game so whos fault is it really?

--- End quote ---

Of course people are going to play the game in different ways.  You have to realize our goal has always been to recreate the goldeneye experience using the source engine.  So we are designing the game and the player experience to try to get as close as possible to the goldeneye feel.  If players want to play with 20 people on a classic map with random weapons, they have the freedom to do so, but they also have to realize that we aren't designing the game towards that situation.  We are designing the gameplay around reasonable player counts in each map using weapon set based gameplay. 

People can play the game however they want, however when people aren't playing it like goldeneye, and then come and say this game sucks, there's not much we can say except "its fun if you play it like goldeneye because we designed it for that". 

keefy:
If you say it should be played this way and works best this way, then force it that way.
Then if server owners want to up the player limits for example thats up to them, and if they do you do not support it as its an external modification out of your control.

Whereas now you support 32 players by allowing it but you say its the server admins problem for not restricting the player count, kind of a strange situation if you ask me.

Thats the way I see it.

Jonathan [Spider]:

--- Quote from: keefy on February 10, 2009, 07:45:17 pm ---If you say it should be played this way and works best this way, then force it that way.
Then if server owners want to up the player limits for example thats up to them, and if they do you do not support it as its an external modification out of your control.

Whereas now you support 32 players by allowing it but you say its the server admins problem for not restricting the player count, kind of a strange situation if you ask me.

Thats the way I see it.

--- End quote ---

teh team has had very long drawn out discussions on things like player caps and we came to the consensus that letting the community police itself would be the best option.

and as for the random weapon things that we put in. yea we put it in there, but we really didn't expect that it would become the standard that all servers picked. so we want had to come up with a design solution to hedge server owners to use our newer system instead. i think random weapons suck, but some people may still want to play it. the solution the team came up wiht was to have the setting random weapon set, that way it picks out te default balanced weapon sets, and allows server owners to do there usual set it and forget it method of admining their servers hehe.

[GoldenGirls]Bea Arthur:
Because I love this mod, and the effort put into it, I will invariably side with the dev team on the opinions of a larger player cap. A lot of the admins hosting these servers probably, in my opinion, endorse gigantic 16+ player mashfests with random weapons because, hey, that stuff gets freaking rowdy. This mod hasn't even been out a full week and people are complaining about things that aren't even a bug, they are more innocent oversights by people administrating servers who probably loved the original as much as we do.

If the players new to this iteration of the mod would give it some time, most of the people hosting the large servers will realize that 16 player complex is a bad idea, because the map isn't big enough to accomodate 20 Boris' and Mishkins running around and that will cause players to telefrag. The servers with large player limits need to play more levels like Cradle, Runway, Egyptian, Casino et cetera.

I would advise anyone making their own maps to space them out to accomodate the max 32 player limits and put a minimum of probably 20 or 25 info_player_deathmatch entities to prevent the suicide incidents.

As for not knowing what weapon you're using, turn fast switch off and use your mousewheel or 1-5 to check. Or, better yet, try binding keys to certain weapons so you can always be sure you have the one you want out.

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