Global Communications > Development Media
VC's Laboratory 110424: On Her Majesty's Secret Service
VC:
Glitch noted; it could be a bug that crashed the script, but then the game should've reverted to Deathmatch. Level 15 is supposed to be Throwing Knives, so I don't see why you were already on slapper-tier at that point... oh wait...
there was no body armor
You aren't playing OHMSS. Someone touched my code, and for that they shall burn eternal.
They probably suffered a head injury and woke up with delusions of grandeur, proceeding to meddle with things beyond their grasp as though they were myself or a similar deity. Anyway, if it isn't my code, I ain't maintaining it.
If it crops up in v4.2 testing, I'll be able to get the internal details needed to crush it; but right now, I know that my code for weapon possession looks only at the player's frags/level value and the weapons list, so if you're able to pick up a weapon other than the level's weapon, then the callback isn't being called, and that means something deep broke and I need to see the error message in the server's console dump.
KISS: Adding another button to fumble with (and to make players remember) to proceed is bad. You'll have players stuck on a weapon because you cannot communicate to them the concept of "press the scenario event-trigger button", which is even worse than having a few who haven't gained the skill necessary to succeed in first-person shooting games. I did consider a time-delay system of some sort to deal with switching during combat, but between what features I have to work with, the fact that it is a very situational effect (maybe I want that shotgun), and it opening doors for more fringe-case bugs, y'all can just pay attention. If the bar's about empty, play less aggressively so you tap a guy, switch guns, then go all Rambo on your next target.
Being killed when you are almost about to level is a jeopardy. The whole point of this scenario is to be effective; hit the opponent where it hurts, and don't let yourself get killed. Carrying progress changes the game to "W+M1 until someone wins." I may as well remove dying, and give levels for being in the server, and add an achievement titled "YOU'RE A WINNER" that is achieved by turning the computer on without accidentally swallowing the computer's BIOS battery.
Agreed that Grenade is a better weapon, but it's traditionally slotted as penultimate, and because I wanted the player to have something fun and exciting after slogging through Klobb and Failing Knives.
Ruone Delacroix:
--- Quote from: VC on June 20, 2011, 05:12:20 am ---KISS: Adding another button to fumble with (and to make players remember) to proceed is bad. You'll have players stuck on a weapon because you cannot communicate to them the concept of "press the scenario event-trigger button", which is even worse than having a few who haven't gained the skill necessary to succeed in first-person shooting games.
--- End quote ---
That would be the reason to have it be a level progress because of
A: !Voodoo Key
B: Respawn
It gives the player the choice between seeing how long he or she can go on using the current weapon, or force it to potentially level up sooner.
VC:
When you clear the level, you are done with that gun. What you suggest is to make the game about gaming the game instead of completing the stated objective. Getting killed in a dogfight during a level-up weapon switch is NOT A BAD THING.
It's often a good thing. That's the only period when you have no progress penalty for getting killed (think of it as a reward for completing that weapon's objective), and by dying, the other guy isn't hitting you, and thus not progressing toward the GOAL. If you kept spamming the old gun, you would be earning no further progress, and the other guy would be earning against you, and even if you kill him, you now have almost no HP left and a half-progressed bar to lose.
Entropy-Soldier:
I agree with VC on this, you should level up right away as it lets players focus on the objective rather than running around trying to get as many kills as possible before dying.
However, having played this gamemode many times myself now, i still stand by my opinion that this is pretty much unplayable. When it's played with armor, it becomes "camp the armor or lose". When it's played without armor...nobody ever makes it past level 10. The TG admins made some modifications to the weapon loadout and armor appearance to alleviate the issue, but it still doesn't change the simple fact that gungame is designed to cater to new players.
You can't take that, make a gamemode that new players can't even get past the third/fourth weapon on, and then say it's anything like gungame.
Really, i think you should just do away with the whole leveling up thing and just reward good accuracy. Gungame, in concept, will always be unlikable to experienced players but you need to respect the demographic that does like it. People like to just spam bullets and be rewarded with a lucky win. To that end, just market your gamemode as a training tool and scrap the gungame mechanic. because let's face it, no-one who wants to get good at the game is going to be playing gunlame anyway.
killermonkey:
VC, sometimes its not about the math or statistic odds, or who does what when gives me an advantage.
You have to look at gameplay as an experience, and frankly no one is going to go through this experience if it is NOT enjoyable, thus no one is going to "train" themselves to get better. The times I played this game mode it left me frustrated and longing for revision. That is not what you want when your audience is trying out your product.
Don't be surprised if there is a On His Majestrate's Secret Service released on KM's blog in a couple days.
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