Debriefing > Impressions & Feedback
very underwhelmed - sorry devs !!
SoFGR:
@work right now so I can't really type much
here's a small copypaste from a post that I made in another forum about the 5.0 update ( necro-ed a 2007 thread in hardOCP just for you guys :p )
--- Quote --- now about the mod itself, I don't really like the direction they've taken after beta 3, it's been in development for almost 11 years btw, still have fond memories of the public alpha that was released in late '05
( paying for hl2dm back then was the cheapest way in order to play sourcemods )
gameplay is way too "unfaithfull" right now, the "temporal invulnerability when you get hit" period is very brief - so that newbies don't comlain about hitreg (lol )
they already allienated me back in '09 when they decided to allow movement while aiming with the red sights ( R button in good old N64 controller )
the addition of new models and sounds ( who asked for them anyway ? ) along with the "tweaked" invulnerability period was the last straw :/ it doesn't feel like GE N64 anymore, especially when most servers have jumping enabled atm.
playerbase size is very healthy right now but that does not mean much since the maps were meant to be played with 4 players anyway , played a "remastered" version of bunker last night and it was horrible, 16 players ManWithGoldenGun and I managed to top the scoreboard mostley out of sheer because everybody was literally spawning in front of each other ( "cod4 shipment" clusterpuck )
how's your framerates btw ?
I get a lot of jitter / microstuttering when the server is packed - specs : amd r9 390 + 4690k @ 4.4 ghz
settings : all low - disabled, 1080p 120hz , 2x AA 8x AF fps_max 125 ( drops to 80-110 during shootouts in large maps like Dam and it feels horrible )
pooping in your very own "party" feelsbadman :p
--- End quote ---
Luchador:
Hello,
Thank you for your feedback. We did quite consciously decide to deviate from the original game in a number of ways in order to make the game, we believe, more fun. There was a lot of discussion on the dev team about invulnerability in particular. We think one reason 4.2 had such poor player retention was because the old invuln system made many weapons feel unrewarding. You could load 10 bullets from an automatic into an enemy and maybe one or two would count. Many players would confuse this for bad hit reg. So we altered the invuln system with the knowledge that a few hardcore GE players would dislike it, but many more players would find the game to be more fun.
If you find 16 players on Bunker too hectic, then I would recommend joining a smaller server. We give servers the freedom to largely do as they please. That means players need to use some discretion and understand that any server they join may not have an optimal experience.
We've gone to great lengths to optimize the game, but please understand that we're stuck on an outdated game engine and there's only so much we can do. In terms of graphics we're trying to compete with other modern games, so there have been a lot of visual upgrades since 4.2. That comes at some cost to performance, but on the bright side we get fewer comments such as "GE:S is so ugly I wouldn't touch it with a ten foot pole." Game development is all about trade-offs.
You may disagree with our decisions, but we hope you'll still appreciate that many people have donated their time to create this game.
SoFGR:
yes I understand, but i also miss my rock stable 250fps :/
the jitter is unacceptable, a high fps cfg would be much appreciated. everything in the menus is already off/disabled.
killermonkey:
You do realize that anything over 30 FPS is a farse right? The server only runs at 20 FPS if I am not mistaken. It does not matter how fast your computer is, if the server only processes the information at 20 FPS....
Your eyes cannot perceive anything over about 60 FPS, its physically impossible for you to tell the difference between 60 FPS and 250 FPS.
Is your monitor's refresh rate even 250 Hz?
SoFGR:
it's all about input lag and fluidity ^
http://esreality.com/post/2640619/input-lag-tests-ql-csgo/
it looks VERY jittery when i drop from 125 to 110, have to launch fraps and check the frame pacing, something feels really off there.
I could cap my frames to 60 and call it a day but that would add tons of mouselag, fyi I always played GES @ 120hz, even when i beta 3 was brand spanking new and there were no 1080p 120hz LCDs around, my old trusty LG F900P did the job just fine @ 1024*768
edit : last time I checked all GES servers run 66tick, not 30 not even close to 20 (lol)
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