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Author Topic: Feedback From That Avid Fan Guy.  (Read 15283 times)

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OoSuper MarioO

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Feedback From That Avid Fan Guy.
« on: December 24, 2010, 10:19:03 pm »

Hello, Team GoldenEye: Source. I'm going to get straight to the points with feedback based from your GoldenEye: Source users(myself included).

-Damage System: There needs to be more feedback when players are damage. In the original GE n64, when you damage a player a sound would feedback from the damage hit.

The second problem, is it takes too long to kill someone(Head shots excluded); it creates scenarios that looks awkward.


-Spawn System: Spawning in front of bad guys or spawning and immediately dieing is just a recipe for frustration. This really needs to be fix.


-Radar: I made a thread before about this, but please allow us to customize the color fonts. Having a green color symbolize an enemy just feels...wrong and unnecessary confusion.

- I notice on the casino map that if I enable the flashlight I will crash to the desktop. I'm going to look into this to see if it's my hardware or maybe tweaks.

Nevertheless, great work on the mod!  Solve these problems and your mod will be excellent, lol...
« Last Edit: December 24, 2010, 10:26:09 pm by OoSuper MarioO »
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V!NCENT

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Re: Feedback From That Avid Fan Guy.
« Reply #1 on: December 25, 2010, 12:10:25 am »

-Damage System: There needs to be more feedback when players are damage. In the original GE n64, when you damage a player a sound would feedback from the damage hit.
There's a giant  orange/blue circle combined with a white flash to indicate your own damage. Otherwise it's a giant blood spill on someone's character.

Quote
The second problem, is it takes too long to kill someone(Head shots excluded); it creates scenarios that looks awkward.
Playing chess takes long and looks ackward too.

Quote
-Spawn System: Spawning in front of bad guys or spawning and immediately dieing is just a recipe for frustration. This really needs to be fix.
You get 3 sec god mode untill you fire your gun.
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OoSuper MarioO

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Re: Feedback From That Avid Fan Guy.
« Reply #2 on: December 25, 2010, 12:29:46 am »

There's a giant  orange/blue circle combined with a white flash to indicate your own damage. Otherwise it's a giant blood spill on someone's character.
Now what about the audio feedback? Specifically dependent on a visual feedback is not satisfying at all, especially in comparison with the original game.

You get 3 sec god mode untill you fire your gun.
It doesn't solve the spawn problem.  :-\
« Last Edit: December 25, 2010, 12:35:07 am by OoSuper MarioO »
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Enzo.Matrix

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Re: Feedback From That Avid Fan Guy.
« Reply #3 on: December 25, 2010, 12:56:59 am »

The spawn system we implemented doesn't help when you play on a level like complex with more than 16 players.  It is programed to find a spawn where there is not another player in near proximity to it...
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Rodney 1.666

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Re: Feedback From That Avid Fan Guy.
« Reply #4 on: December 25, 2010, 01:31:55 am »

A gasp is heard when you're hit. If you really want, open the sound in Audacity or something and up the volume.
Other than that I really don't see a problem.
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major

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Re: Feedback From That Avid Fan Guy.
« Reply #5 on: December 25, 2010, 01:37:58 am »

It's creepy if you think that the noise is basstronix... so every little damage it sounds like bass having sex... I laugh a little every time I hear the sound.
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Wake[of]theBunT

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Re: Feedback From That Avid Fan Guy.
« Reply #6 on: December 25, 2010, 01:40:51 am »

We are looking into reports that spawn protection isn't working 100%. But I can assure you through months of testing there was never a spawning issue with 5-10 players.

This game isn't designed for 16+ player FFA Deathmatch (on at least 50% of maps) without teamplay enabled after 14-16 limit.

This is more a serverhost issue than our implementation. But of course, we will work at creating even more hardened fail safes and advancements to the already solid and intuitive systems killermonkey has put in.

Ask any beta 1 player whether v4.1 is "problematic" with spawns and hit notification :P You are new, and as such we cannot jump to the same conclusion that there are "problems" in the mod stopping it from being excellent. It is excellent. Outlets such as PCgamer believe there are no issues with these kind of things stopping it from being a great GoldenEye recreation.

Bit of self education by the servers couldn't help imo. We must have written it like 12 dozen times the game should never be 16+ without teamplay on unless "rediculous fun" is your only motive to host a GE:S server. Even some long time community servers still violate our own recommendations :P

====

In all honesty, join an 8 man server and wait for it to fill up. And enjoy zero issues with spawning. That's my honest advice until servers learn what they've got at their disposal allows them to avoid all these issues.
« Last Edit: December 25, 2010, 01:50:29 am by Wake[of]theBunT »
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V!NCENT

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Re: Feedback From That Avid Fan Guy.
« Reply #7 on: December 25, 2010, 02:45:05 am »

It is programed to find a spawn where there is not another player in near proximity to it...
Are you kidding me? I can force players and items to spawn where I want literaly by means of walking certain directions. The radar is a dead giveaway. Maybe it's just my insane pattern finding skills but I know so well how this system works that I can manipulate it to my advantage. There's even a spot where I can let players spawn over and over and over again, turn around, shoot them in the head, get some armour and the other player is done for because I can regrab the armour every time.

But then I stopped doing that; it's completely taking the fun out of the game...
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VC

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Re: Feedback From That Avid Fan Guy.
« Reply #8 on: December 25, 2010, 06:55:45 pm »

It's programmed to supposedly find a clear spawn.

Long story short, KM didn't feel like it actually needs to analyze the player distribution, so instead it picks something like four potential spawns and then tries a best-fit.

But, I have an idea.
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Storm101

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Re: Feedback From That Avid Fan Guy.
« Reply #9 on: December 25, 2010, 07:00:15 pm »

Is it possible to put up a message warning of a high player count every time you enter one of those servers? TF2 has this.
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VC

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Re: Feedback From That Avid Fan Guy.
« Reply #10 on: December 25, 2010, 07:26:49 pm »

I think all source games' server lists show the number of players.

We added a system to convert scenarioes to Teamplay whenever applicable, but if server hosts don't use it there's not much we can do.
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keefy

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Re: Feedback From That Avid Fan Guy.
« Reply #11 on: December 25, 2010, 07:46:27 pm »

If the game sint designed for more than 16 palyers then dont allow more than that many by default and if server admins want more then let them fiddle about until they can manage it.
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Storm101

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Re: Feedback From That Avid Fan Guy.
« Reply #12 on: December 25, 2010, 08:08:39 pm »

Yeah of course you can see the player count, but a lot of people don't realize that any more than 16 players is unbalanced, which is what the message would warn of. TF2 warns you of unbalanced gameplay when you enter a server with more than 24 players.
« Last Edit: December 25, 2010, 08:10:37 pm by Storm101 »
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V!NCENT

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Re: Feedback From That Avid Fan Guy.
« Reply #13 on: December 25, 2010, 09:10:10 pm »

It's programmed to supposedly find a clear spawn.

Long story short, KM didn't feel like it actually needs to analyze the player distribution, so instead it picks something like four potential spawns and then tries a best-fit.

But, I have an idea.
The way that it would defeat me would be like this:
1. Don't make items spawn closer to me than a newly spawned player if I have already picked it up there; let me walk to the other armour spot instead and than turn the mechanic around;
2. In case of all spawn points camped; never let a player spawn closer to me than someones else more than once/time and at the same splace more than once/time. In case of total dissaster; random.

That way I cannot take advantage of the system.
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VC

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Re: Feedback From That Avid Fan Guy.
« Reply #14 on: December 25, 2010, 10:59:00 pm »

As my idea (which I've PM'd to KM; IDK when he'll RTFM, but W/E) addresses, "nearness" is not the issue.  You can get ganked easily across the big room of Stacks but be four feet away from someone on the other side of a Complex wall and be safe.

We really wouldn't want the item spawning system to try to analyze what everyone's current inventory is, especially to alieviate a problem that only exists because people let themselves get hit and dead in the first place. :)
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"(03:12:41 PM) KM: I would call you a no life loser, but you are useful"
"(03:12:59 PM) VC: Go ahead.  I am, and I am."
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