Debriefing > General Goldeneye
Why is the invulnerability Removed?
RogerMooreSucks:
I want to know why that has been removed, don't say it hasn't been. I can tell it has. I think you removed due to all the crybabies that can't get kills without some special handicap. Learn to play the game and over time you will get good. It may take a while but being good at something should not be easy to gain, it takes hard work and dedication. The game is now ruined and it takes no skills to be good at this game. That is one of the worst decision I think you made. It was in the original game, there should been no reason why is was removed. It was perfect in 4.2.4 and other previous version of this mod. The spawn system is still terrible and needs major work beyond belief. The reason I bring up the spawning system issue is that due to there not being invulnerability time you can never escape a bad spawn and 95% of the time you get killed. That right there makes me and most people not want to play the game and simple uninstall it. 4.2.4 was the best version. The game now is completely different is many aspects, such as strafing, which is nice but you "REALLY" need to implement invulnerability time again. The game is simple not fun or correct without it in place.
Torn:
4.2 was far from perfect. In its previous state invulnerability was a confusing mechanic that only rewarded certain weapons and sidelined others. Automatic weapons were essentially handicapped by it, as there was no reason to sustain automatic fire over tap firing single shots because invulnerability simply negated the majority of those shots. It was in the original game only because it was a leftover mechanic from single player that was in place to prevent the player from being shredded by groups of enemies in half a second.
The weapon statistics were re-balanced for 5.0 to support the changes to the invulnerability system, which does still exist, albeit in a less intrusive way. Sustained automatic fire is now actually viable, whereas in the old system you would essentially fire off 30 rounds and only 3 or 4 might land. This rewards proper aiming, and gives all the weapons proper strengths and weaknesses. No longer is tap firing single shots objectively the best way to dispatch someone.
There is also an invulnerability period after spawning, so no you don't get immediately mowed down when you spawn in.
RogerMooreSucks:
Let me put this a little bit more simpler for you.
The invulnerability is awful, and does not work well with the gameplay.
Fix it.
codemaster94:
--- Quote from: RogerMooreSucks on November 28, 2016, 10:28:36 pm ---Let me put this a little bit more simpler for you.
The invulnerability is awful, and does not work well with the gameplay.
Fix it.
--- End quote ---
You've got balls, I'll give you that.
JohnRDVSMarston:
Well, I don't know if I should do this, but let's go:
1st: They aren't your slaves, man. They are doing that to the community and for the community, not to make people frown and start yelling at each other's faces at every problem down the road. Hell, they aren't even paid for that! Saying "FIX IT!" won't do... But since I think that you came to blurt this 5 seconds after having this happenings to you, it's understandable (at least, for me) and I suggest you to calm down... Take a good ol' Passion Fruit Juice. It's good for tension moments!
2nd: I agree a bit with you, in regards of the invulnerability times not working properly, since you are still mowed down... But it's better than before, being your POV the one mowed down or the mower itself (but in that case, for me, you can't please much Greeks and Trojans. There isn't much of a gray area for this. One of them will step up to critic it, one day or another).
I have a thought for that: What if, besides having time invulnerability, you have for place as well? Like an:
If (time=>1,875s) && (place==spawnpoint) {
invul();
} else {
carryOn();
}
...well, probably the code it's like that, if not sort of... What I'm trying to say is that the invulnerability will both be bounded by place and time. If the newborn entity walks off the spawnpoint or wait long enough, "invul" is a goner.
Well... there's my opinion.
A bit off-topic: Does the spawnpoint have a player detection? That could help in stopping the spawncamp a bit.
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