Debriefing > Bug Reports & Fixes

Weird Hit Detection

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markpeterjameslegg:
I think I mentioned adjusting the Invulnerability Period for different weapons some time ago, but it was thrown out at the time. I do like this idea in terms of balance, and I still believe it could improve the Invulnerability System overall, not changing the way Goldeneye worked, but improving upon the way Goldeneye worked, what does everyone else think? Maybe try it out with a night of testing, see what the feedback is.

Emilia:
The way I am thinking is that the game needs to have challenges for both new players and long term existing players.

Yes, if the invuln period was reduced for those wielding pistols, yes, new players will have a better chance to make a kill, but for those long term players, that will be too easy.

For a lot of us that have been around for a long time, we have learnt how to use the invuln period and what is takes for us to make a kill with a pistol against a person with a RCP90, for example. There is a serious reward for those people who practice and play a lot.

The current invuln period is quite balanced. Things got tweaked from v4.1 and when I started beta testing v4.2, I could definitely notice the difference in the mechanics. We don't want to tweak it too much, otherwise we will turn into every other FPS out there, which has no real skill effort at all (in my opinion).

However, we want to listen to our new players as well and make sure that we have the most balanced game mechanics, so that you can enjoy our game and stick with us. :)

So it can be a very difficult thing to try and create the best balance for new and old players.

markpeterjameslegg:
I have managed to shoot a high powered weapon holder with a pistol on many occasions in 4.1, however that does seem harder now in 4.2, but I like the way the game feels right now, it's definitely a better balance than 4.1 and I would be quite happy for it to stay the way it is.

PPK:
I think you're overthinking the system. Don't try to compare a normal pistol with a P90 because one deals almost twice as much damage as the other so don't try to evenly balance everything for everyone: if you have a pistol, you're supposed to be in disadvantage compared to the person who has a P90. How you get out of that situation is up to you - you either have a steady hand and keep your cool under fire and land as many headshots as possible or you high-tail out of there.

If we compare a P90 with a CMag, for instance, things are on a more even playing field. It still takes some skill to use the CMag but it has its upside. I think the invulnerability time in 4.2 makes things a bit more hectic and it's easier to die but also easier to kill. I believe that what you're proposing would simply lower the difference between weapons and, at its best (or worst), would make using one weapon or another indifferent since, in the end, the damage you were capable of dealing would be roughly the same; that way there'd be no reason to have so many weapons. One suffices. or it would basically be the same as playing LTK, except you would need to be shot more times to die. I think that adding more "balance" to a system that already works pretty well is unnecessary. No need to over-engineer it.

namajnaG:
I respect those ideas, In fact I do agree with them at some point, Balancing the invulnerability period between PP7 holders and RCP90 holders, But we're forgetting something here...
Goldeneye was all about finding the highest powered weapons on the map and dominating your friends.
Sure, We need a balanced system to let new players adapt to the game, And I do honestly believe we have achieved that with the release of v4.2, It might need more tweakings, But it's overall fairly balanced already IMO, Considering that on the original N64, You couldn't shoot while you had your invulnerability timeout.

There are new players in every game and old players in every game, It's normal that old players are usually better than the new ones, That is why new players need to practice, They could start with bots, Or they could start with skilled players.

I believe playing with skilled players over and over all the time is what makes a new player good at the game, Because he's getting on the skill of the good player, He practiced against good players and when the time has come, He can kick that player's ass. It's all test/error, Well, That's how I got good at the game personally, Or any other game really.
It's just like a teacher, You're not on the level of the teacher unless he teaches you what he knows. That's how I personally see it, Maybe you guys have a different view on this.

I'd love to see the invulnerability system perfected, But let's not leave the "dominating your friends with high-powered weapons" aspect behind.

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