Debriefing > Impressions & Feedback
Weapons Feedback
†ProphetOfDoom:
it doesnt even have to be that specific. No bleeding out encessary
or slowing down. Keep the damages the same and just take out the invulnerability. Just bring back singleplayer damages and physics. for multiplayer. The damage that is done when you shoot an AI soldier
coolDisguise:
--- Quote from: Kinky on March 31, 2010, 04:39:00 pm ---Realism =/= Gaming
"Oh he shoot me in the foot and ran away, now i have to hobble around and slowly bleed to death... awesome"
--- End quote ---
OMG America's Army strikes again - with all campers 'n stuff. >.<
Never understood why anybody would want to play such a game anyway. ^^
--- Quote from: †ProphetOfDoom on March 31, 2010, 08:44:20 pm ---it doesnt even have to be that specific. No bleeding out encessary
or slowing down. Keep the damages the same and just take out the invulnerability. Just bring back singleplayer damages and physics. for multiplayer. The damage that is done when you shoot an AI soldier
--- End quote ---
Since invul. is a key mechanic which is kind of unique to Goldeneye (feel free correct me on that but I haven't seen it elsewhere) it's highly unlikely that it will ever be cut out.
By slowing down you meant aim mode, right? Well, this is something that is actually realistic, since when you concentrate to shoot at a target you wouldn't be a able to sustain the accuracy while running all over the place.
So in a sense just what you wanted. :p
Concerning that bleeding for nothing: it's Valve's fault, as far as I know. As far as I understood this is basically the engine guessing (locally) if you probably could have hit someone and then spawns the blood (locally) and asks the server afterwards, spawning the blood on the server as well if a hit was registered. Anyway waiting for the server to answer could cause strange behaviour like you hit someone and the person walks away and bleeds 1 second afterwards. :- /
†ProphetOfDoom:
Ok, obviously you are having a hard time sinking this in. Its ok I am used to dealing with newbies. The fact is, the enemies in single player didn't have that invincibility period. I want to transfer that over into a game mode for multiplayer. How hard would it be? It wouldnt completely change a game if you didnt play that game mode. In fact you could ignore the change completely if you are scared of instant hit counts. And you cant aim faster than the more skilled players and you die so much that it makes the game less enjoyable for you. How hard is it to transfer singleplayer damage physics over for a multiplayer game mode. Not all of the enemies had an invincibility period in GE singleplayer. How many times do i have to repeat myself until someone of intelligence responds. i feel like I am praying to god at this point.
kraid:
--- Quote ---How many times do i have to repeat myself until someone of intelligence responds.
--- End quote ---
Talking like this won't bring you any further.
We understood what your suggestion was about and you allready recived your answere.
Repeating it over and over again won't lead to other answeres.
I'd suggest you to appologize for calling everyone who posted in this thread dumb/unintelligent.
--- Quote ---Its ok I am used to dealing with newbies.
--- End quote ---
So are we. Look next to your name, you're the newbie here.
keefy:
Giving server admins the ability o adjust weapon damages is not good it creates a too varied gameplay mechanic
1 server has high damage
another uses defaults
another tries to balance the weaker/stronger weapons L
All server admins will have their own view on what right and wrong.
There is already a huge variety of game play options from FFA to TDM to gungame to instagib (LTK) and more.
I do think the invuln could be tweaked though soemtimes it can seem random as to how many bullts I need to take someone down adn for them to take me down
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