GoldenEye: Source Forums

Debriefing => Impressions & Feedback => Topic started by: The Beatles pwn j00! on February 09, 2009, 01:58:03 am

Title: LTK, MWGG... Various issues...
Post by: The Beatles pwn j00! on February 09, 2009, 01:58:03 am
LTK is suppose to be one shot kills, yes? Then why is it that a very large percentage of the time it takes more than one shot? I shot some one with the AK 4 times. 4 times! That is, 4 or so blood sprays spewed forth from him. What is this all about? Is there a lot of false hits being detected? Is the code and engine really that awful? Same thing happens with the golden gun. Once I shot some one in the f'n face with it, no death.

This seemingly happens all the time. And no one was lagging real bad. Is there a invulnerable period after you spawn? And if that's the case, it shouldn't be that long (since i shot that guy more than 5 seconds after he spawned), and blood shouldn't spew forth.

This is very annoying to say the least. :'(

Also (yes, I've already said these before... I won't make any other posts about them, ok?):

1. YOLT bug.
2. Floating hats.
3. Extremely stupid server owners who think it's a good idea to have 25 people on Complex (and other small maps... telefragging up my asshole).
4. Bullet trails being shot out of peoples genitals when spectating.
5. Models heads looking in random directions during a fire fight. Looks ridiculous.
6. Being snagged and stuttered like no other while walking up against walls, ramps, and pretty much every single thing.

Yes... BETA... I understand.

But other than those things, decent game so far. My hope has been restored for this mod. It does indeed feel somewhat like GoldenEye.
Title: Re: Question about LTK... and various issues...
Post by: Mark [lodle] on February 09, 2009, 02:07:11 am
These should be reported in the bug board and you would of found out most of them have all ready been reported.
Title: Re: Question about LTK... and various issues...
Post by: The Beatles pwn j00! on February 09, 2009, 02:12:01 am
Well not all of these are really bugs. This is what I call feedback. Either, Or. Whatever, delete this then. As long as you guys know about these things.
Title: Re: Question about LTK... and various issues...
Post by: Wake[of]theBunT on February 09, 2009, 02:14:41 am
I dont get any hit detection issues in beta 3, all these reports about 4-5 shots on LTK are actually news to me. It never happened in testing.
Title: Re: Question about LTK... and various issues...
Post by: The Beatles pwn j00! on February 09, 2009, 02:26:15 am
Well, it's usually 2 or 3 shots. But it happens ALL THE TIME. Well, enough of the time to make a very big deal about it. I just left a game where I shot some one in the chest after they had opened a door, standing like a meter away, showing a blood spray, but he didn't die.

He shot me and I died. I rage quit.
Title: Re: Question about LTK... and various issues...
Post by: Mark [lodle] on February 09, 2009, 02:33:45 am
Whats your ping?
Did he just spawn (got 3 secs of invun when you spawn)?
Title: Re: Question about LTK... and various issues...
Post by: The Beatles pwn j00! on February 09, 2009, 02:51:26 am
My ping was around 50 - 60.

Maybe he did just spawn, but I don't know. He just opened a door and I shot him.

But that AK thing I was talking about... that guy didn't just spawn. I watched him for at LEAST 5 or so seconds before I came up behind him. But I'm not 100% absolutely positive on that.

Can't you guys make people with spawn invulnerability glow or something?
Title: Re: Question about LTK... and various issues...
Post by: Mark [lodle] on February 09, 2009, 02:55:05 am
We are looking into it, just have alot of things to do. :P
Title: Re: Question about LTK... and various issues...
Post by: The Beatles pwn j00! on February 09, 2009, 03:03:43 am
Alrighty.

Another little thing... in MWGG... maybe make the GG kill/drop/pickup messages seem like a bigger deal? Maybe a little GG icon above the MWGG? I don't know.

All I know is that I've seen a few nubs kill the MWGG and stupidly not pick it up. Like it wasn't the objective of the mode. There's really no reason to NOT pick it up, beside no body armor. But who cares about body armor when you have the f'n GG!?!

Some of these people playing the mod apparently have NEVER played the original GoldenEye. And that really pisses me off for some reason, lol.

"This game is so unbalanced. Why is everything one shot kills!? Might as well use the pistols all the time.".... (LTK) ::) ::) ::)

Title: Re: Question about LTK... and various issues...
Post by: Wake[of]theBunT on February 09, 2009, 03:15:27 am
Cant help that, time will weed out or EDUCATE them, depending on their tolerance to learning.

Just kindly say "that is this game mode, its called license to kill, and each bullet that registers is a kill"

MUST point out registers because spawn invuln still exists in ltk
Title: Re: Question about LTK... and various issues...
Post by: Jonathan [Spider] on February 09, 2009, 04:07:33 am
The LTK issue your talking about i have only seen when theres really bad lag, either you, or your opponent. if that happens its a client side error that says you shot hte guy, but the server says otherwise, and the server is always right. that's my understanding of how that happens.

the time this can happen is with the spawn invul theres only a 2 second window for it (or the player fires once then no more spawn protection), i think we are going to switch the window to 1 second on LTK servers.

its really REALLY rare for me to see a time when i shoot someone with either LTK or the GG and they don't go down instantly maybe 1 out of 70 hits on people. and if it does, one of us has always been lagging.

1. known issue
2. known issue
3. yea it sucks when they do that, could you bug all the server admins you play at to split their servers into 2 or 4 games haha.
4. known issue kinda gross to haha
5. known issue yea we can nail this a bit better when we get better animations.
6. yea we need some better player clipping on some levels

thanks for the response dude. we will nail pretty much all of it for our next patch or release
Title: Re: Question about LTK... and various issues...
Post by: killermonkey on February 09, 2009, 04:27:35 am
Hit detection is no longer a problem in Beta 3. What is a problem is people running 16 man servers on a connection / box that can only handle 10 or less! This results in the server doling out 20-30 updates per second to each client, to put that into perspective... the normal server update rate is around 100 updates per second

Independent lab testing confirms that higher powered servers are a dream to play on.
Title: Re: Question about LTK... and various issues...
Post by: Sean [Baron] on February 09, 2009, 05:09:35 am
I do agree that blood should not splatter if hits are not being registered, whether thats during invul time, or spawn invul time.

Also about the GG issue in MWGG, I also agree. Possibly a arrow pointing down at the GG would work.
Title: Re: Question about LTK... and various issues...
Post by: killermonkey on February 09, 2009, 05:24:55 am
I really don't know what the problem is with the big GG icon on the radar? If you are near it, the GG is near you go grab it! (of course it could be up/down that's part of the game)

As far as blood on "hits".... the way source is coded does not allow me to effectively filter out the blood spray of unregistered hits. If the client "guesses" that you hit them when in reality it doesn't count on the server then oh well... that's the nature of online gaming, its just very amplified in LTK and GG modes.
Title: Re: Question about LTK... and various issues...
Post by: Rodney 1.666 on February 09, 2009, 05:48:43 am
Cant help that, time will weed out or EDUCATE them, depending on their tolerance to learning.

Just kindly say "that is this game mode, its called license to kill, and each bullet that registers is a kill"

MUST point out registers because spawn invuln still exists in ltk

Everyone I've educated has been tolerant so far.


"why does one shot kill?" / "is this one hit kills?" / "does one hit kill always?" / "why do i die so fast!?!"

Me: (mic) "This is an LTK server; License to Kill, meaning one-hit kills."

"o ok"


"this gun sucks!!"

Me: ...
Title: Re: Question about LTK... and various issues...
Post by: The Beatles pwn j00! on February 09, 2009, 05:49:43 am
Most people I've played with so far are treating MWGG like standard DM... that's not the way it's done, right? Shouldn't people tolerate each other to a certain extent? At least not kill unarmed people just trying to find a gun? Or at least not killing AFk people? Shouldn't people be more worried about the MWGG, and obtaining it for themselves? Of course killing other people is necessary, but... ugh, I think you know what I'm trying to say here.

Hold on a minute, I'm able to pickup body armor as MWGG? At least I think I did a few times. I thought the MWGG couldn't pick up armor? Wasn't that the way it was in the original? I haven't played it in a very long time.
Title: Re: Question about LTK... and various issues...
Post by: killermonkey on February 09, 2009, 06:09:38 am
We amended our gameplay due to the fact that there are more then 4 players now. The MWGG can only pick armor once if they haven't ever picked it before grabbing the gun.
Title: Re: Question about LTK... and various issues...
Post by: The Beatles pwn j00! on February 09, 2009, 08:23:18 am
Ah, I see.

(The following is a rant. Please allow me to vent :). I'm not taking things TOO seriously here. I don't really think badly of anyone. And I know it's just a matter of time. Really I'm just bored and killing time here.)

Apparently 7/10 people currently playing don't grasp the concept of the "Man With the Golden Gun" mode. They're treating it as if it's normal DM.

How utterly stupid does one have to be to say "the golden gun is so cheap" in MWGG mode? Yeah, they're saying that while killing off people who represent NO strategic value regarding obtaining the GG.

They are making no effort to go and get it, as they are apparently ignorant of it's significance. Letting the same guy keep it in his possession for long periods, letting him rack up points like no other while they go and pick fights with random people, and therefore sealing their fate as losers of the round.

Idiots are firing each other, ignoring that yellow dot on their radar closing in (or ignoring their radar altogether), making it easy for the MWGG to wipe them all out while they are distracting each other. And then they complain. Obviously, take care of MWGG first, so he doesn't RAPE all of you and get a bunch of points. THEN worry about each other as you each go and scramble for the GG. FFS.

The fail is staggering. And the things people say...

I can't wait until people learn to play. I've won my last five matches with an absurd score, BUT ONLY because people are DUMB. :(
Title: Re: Question about LTK... and various issues...
Post by: kraid on February 09, 2009, 09:35:51 am
Well, due the fact there are mostly random weaponsets on the MWGG servers too, if there is a AutoShotgun, Remotemines or even a AuPP7 i go for that one instead of the AuG.
Hunting down other players without AuG is far more easy then go and get the MWGG and risk to be killed with one shot. There are no real advantages of killing the MWGG and you risk to be cursed with the AuG when killing him.
Sure it's not the way MWGG should be played, and that might be something to think about for the patch or beta 4 (e.g. giving more score for killing the MWGG).
I also could imagine to change the gamemode a little, like having teams and the AuG has not to be picked up, it's assigned at start to one of the players, whoever kills him will be the MWGG till he died.
And if there are a lot of ppl on a server, what about more then one MWGG, so if there are 5-7 ppl there's one MWGG if there are 8-12 there are two.
And what about force the MWGG to use the AuG?
Title: Re: Question about LTK... and various issues...
Post by: Wake[of]theBunT on February 09, 2009, 10:01:30 am
We agree with your rant but thats because we are educated on the game. People arent "stupid", thats not why its just they are just new to settling in. I really hope the community at large gives this game a fair go and realizes that 3 days in is NOT going to be the optimal time to formulate opinions or say the game sucks or anything like that. Learn all the game varieties the servers are giving you so far. Then note that servers will align to all the different options we have when they become aware of our scalability (impressive imo).

The community can always help in this. For instance the "Right To Rule" servers are 26max servers which is fine if they werent always deathmatch and random weaponset. This gives the game a sameness feeling more than the original designed, and if all players join the "largest servers" only you wont see all the variety this game has.

In GoldenEye: Source, joining the server with most numbers shouldnt be your first move :) Figure out what you want from Goldeneye: Source and head to that location!
Title: Re: Question about LTK... and various issues...
Post by: PPK on February 09, 2009, 10:26:05 am
^^agreed. MWGG has a peculiar game mechanic. When I played it with my friends in the N64, the guy who got the GG was in for hell, because everyone would team up to kill him and then rush for the prize and turn their backs on the ones that were once your companions...
It is all up to the people you are playing with; it depends on the way they like to lay that mode. Scout for MWGG servers and see which ones play that mode in the "correct" way and then stick to those.
Title: Re: Question about LTK... and various issues...
Post by: Jonathan [Spider] on February 09, 2009, 10:50:18 am
for me when i play MWGG i head straight for that yellow dot to try and kill that bastard so i can get the uber score, and anyone in my way while im headed there is just a speed bump i have to kill.

maybe to make killing MWGG more of a forced gameplay, we can do like a smear the queer kind of a thing, where the GG is on a team by himself, and everyone has to hunt him down. if you kill him, you get the GG and 5 bonus points for the kill.

either that or maybe a team Men With Golden Gun, where one person per team gets the GG, and it switches to a new player when the GG dies. and once you have the GG you cant switch the weapon over. and the only way to get points is to kill the golden gun carrier and the whole team gets 5 points per kill.

both those could be fun game modes that foccus more on hunting down the GG carier.
Title: Re: Question about LTK... and various issues...
Post by: The Beatles pwn j00! on February 09, 2009, 12:03:01 pm
I don't know about the teams thing. I mean, everyone should want the GG, AND to keep others from getting it as well. So you need to kill other people too.

And I could imagine all the other players rushing the MWGG, and swarming him into a corner. When he dies one in the swarm picks it up, now also being forced into that corner and probably dying quickly, and repeating the process. Wouldn't that scenario happen quite often, you think? At least on larger servers/smaller maps?

What about making it so that you can only get points when killing with the Golden Gun (AND killing the MWGG)? That way people will have no choice but to go for it if they want to win. And it makes going for anyone else useless except for still allowing the necessity of killing other people for strategic reasons.
Title: Re: Question about LTK... and various issues...
Post by: keefy on February 09, 2009, 12:08:36 pm
I know this isnt the case in the original ( I had to go check for myself) but how about having Armour absorbs 1 bullet of GG that is if it is full?


Title: Re: LTK, MWGG... Various issues...
Post by: PPK on February 09, 2009, 01:25:38 pm
@keefy
The original did not have that implemented. No armor for the GG carrier, unless he picks it up first and not 2x health because you have armor. GG has always been one shot one kil; I think it should stay the way it is.


maybe to make killing MWGG more of a forced gameplay, we can do like a smear the queer kind of a thing, where the GG is on a team by himself, and everyone has to hunt him down. if you kill him, you get the GG and 5 bonus points for the kill.

either that or maybe a team Men With Golden Gun, where one person per team gets the GG, and it switches to a new player when the GG dies. and once you have the GG you cant switch the weapon over. and the only way to get points is to kill the golden gun carrier and the whole team gets 5 points per kill.

both those could be fun game modes that foccus more on hunting down the GG carier.

It would definitely be a worthy upgrade to the MWGG game mode and make more people play it the way it is meant to be played (nVidia payed me to say it).
Title: Re: LTK, MWGG... Various issues...
Post by: VC on February 09, 2009, 08:05:17 pm
Let's not muck with MWtGG.  It functions appropriately and it's up to the players to play it properly.

KM and I went in circles over "bonus point" bullshit and it all stinks.  If killing the golden gun guy is worth five points, you just avoid the AuG and instead camp it to kill noobs who are stupid enough to go for it for epic scores.  And why 5? Why not 3 or 30?  It's all arbitrary.  And why should the AuG be a Kick Me sign on your back? The whole point of the mode is to avoid getting fragged while using cunning strategy to win the AuG for yourself so you can dominate.

And don't forget we have Live and Let Die already slated for Beta 4, which turns Golden Gun combat on its ear.
Title: Re: LTK, MWGG... Various issues...
Post by: keefy on February 09, 2009, 09:42:40 pm
What is AuG?
Title: Re: LTK, MWGG... Various issues...
Post by: PPK on February 09, 2009, 09:49:41 pm
What is AuG?

Golden Gun. Au is the symbol (or name if you prefer) for Gold in the periodic table, hence the name AuG.
And why Au you ask? Because of the latin word for gold, Aurum.
Title: Re: LTK, MWGG... Various issues...
Post by: keefy on February 09, 2009, 09:56:25 pm
Its so confusing, I just started playign Quake live and all i see on those forums is
RA, LG, RG, YA, RL, MG, MH,  then there are the maps CA1 dm3 dm6 yet the names in the server  browser say trinity, place of many deaths and now more abreviations to learn its hard work thsi playing video games.
Title: Re: LTK, MWGG... Various issues...
Post by: killermonkey on February 09, 2009, 10:47:47 pm
@Beatles:
You are my new hero, and your rant is my new monologue. Thank you.

MWTGG is a game that plays itself. Unfortunately some people don't get on the band wagon, time will tell if "adjustments" need to be made, I will speak with VC and say that "bonus points" however arbitrary are just that and detract from the focus of the gameplay and that is to pwn people with a 1 hit wonder.

MWGG should NEVER be played with Random Weapons.
Title: Re: LTK, MWGG... Various issues...
Post by: VC on February 10, 2009, 12:06:00 am
It should be played with Automatics. But everyone runs it with silly things like Tacitcal Nukes and BFG900s instead.
Title: Re: LTK, MWGG... Various issues...
Post by: Sergeant Kelly on February 10, 2009, 12:11:29 am
Silently understanding nukes are nice.

Personally I like playing MWGG with Remote Mines because it forces the AuGunner to keep a safe distance. Both Remote Mines and Automatics work, but absolutely not Random.
Title: Re: LTK, MWGG... Various issues...
Post by: VC on February 10, 2009, 12:16:50 am
lol

That's the problem; the AuG holder shouldn't be the target of bullies.  The guy with remotes should be hauling ass and setting a trap.
Title: Re: LTK, MWGG... Various issues...
Post by: The Beatles pwn j00! on February 10, 2009, 05:34:39 am
As you guys have pointed out numerous times, I guess most of the blame for poor game-play belongs to server owners and the various ways they set up their server, and the fact that most people need to re-learn how to play GoldenEye (me included).

Anyway, great job guys. I was truly surprised by how great the mod is. I'll probably be playing everyday. Most of my dreams the last few nights have been of me playing it :D. Haha.

By the way, is there any chance on resetting my Rep on the forums back to 0 or at least to -1? I got that -2 because about a year and a half ago I came on here to basically call all of you incompetent morons, and was talking out of my ass about mod development. I really am sorry about that.

But I've been decently tolerable so far, haven't I? :) I'm probably not the best person to give feedback on the game, but at least I'm making an effort here.
Title: Re: LTK, MWGG... Various issues...
Post by: killermonkey on February 10, 2009, 05:40:33 am
There I repped you ;-) Maybe someone else will listen to your plea
Title: Re: LTK, MWGG... Various issues...
Post by: Jonathan [Spider] on February 10, 2009, 06:34:19 am
By the way, is there any chance on resetting my Rep on the forums back to 0 or at least to -1? I got that -2 because about a year and a half ago I came on here to basically call all of you incompetent morons, and was talking out of my ass about mod development. I really am sorry about that.

lol +1 for being honest haha no big deal mate your a reformed criminal now haha.
Title: Re: LTK, MWGG... Various issues...
Post by: PPK on February 10, 2009, 10:08:43 am
As you guys have pointed out numerous times, I guess most of the blame for poor game-play belongs to server owners and the various ways they set up their server, and the fact that most people need to re-learn how to play GoldenEye (me included).

Anyway, great job guys. I was truly surprised by how great the mod is. I'll probably be playing everyday. Most of my dreams the last few nights have been of me playing it :D. Haha.

By the way, is there any chance on resetting my Rep on the forums back to 0 or at least to -1? I got that -2 because about a year and a half ago I came on here to basically call all of you incompetent morons, and was talking out of my ass about mod development. I really am sorry about that.

But I've been decently tolerable so far, haven't I? :) I'm probably not the best person to give feedback on the game, but at least I'm making an effort here.

I'll quote it all because it deserves.

It is only up to the players and the servers providers to make MWGG playable as it should be. It is not the devs fault; as it isn't VALVe's fault that rockespamming happens in TF2 (quite annoying btw, specially for snipers). They provide us the game and we do what we want with it.

+1 for honesty.
Title: Re: LTK, MWGG... Various issues...
Post by: The Beatles pwn j00! on February 10, 2009, 11:10:51 am
Haha. Positive Rep. Yay!

I just played some Team DM and Team YOLT. It's really hard to tell who is friend or foe from long distances, being out of your radar. This is especially annoying on large open maps like cradle or runway. Are you guys planning on putting in some Team icons above player's heads, or something like that?

Also, at times on large maps it's really hard to tell where you are being hit from. Need some sort of rough indicator for that.

I don't know if it's the server settings being on Random weapon set, or if it was just a particular set on it's own, but it seems like the Golden Gun, Golden PP7, and proximity mines show up way too often. It really sucks the fun out of everything, especially if there is a lot of people. Are you going to take down the chance of those weapons appearing in Random sets?

How does the weapon set stuff work anyway? What are the default sets? Are there custom sets? Is there a way to set it to cycle through particular sets throughout the rounds of the match? Can someone give me a brief explanation if it's not too much trouble?

I'm sure you guys are already fully aware of these things. And I'm sure other people have already mentioned them. I haven't really found the time to browse through all the forums (I'm just lazy, actually). But I will eventually. Heh.
Title: Re: LTK, MWGG... Various issues...
Post by: major on February 10, 2009, 11:34:31 am



How does the weapon set stuff work anyway? What are the default sets? Are there custom sets? Is there a way to set it to cycle through particular sets throughout the rounds of the match? Can someone give me a brief explanation if it's not too much trouble?



Server default is Random weapon set (which loads random weapons for all the slots). But a server admin can set the weapon set to anything they want, in sort of two ways:

1.  They can use the weapon sets from the Original Goldeneye (aka Slappers Only, Automatics, Power Weapons, ect)

2. They can make there own custom weapon set, and set what weapons will spawn in the set, example:

Code: [Select]
"HELL"
{
"print_name" "Hell on Earth"
"weapons"
{
"1" "PROXIMITYMINE"
"2" "PROXIMITYMINE"
"3" "PROXIMITYMINE"
"4" "PROXIMITYMINE"
"5" "PROXIMITYMINE"
"6" "PROXIMITYMINE"
"7" "PROXIMITYMINE"
}
}



Which would have proxies as all the weapons.

To set the weapon set ingame its a simple command for the admin: ge_weaponset HELL    (which would load the above weaponset)

Title: Re: Question about LTK... and various issues...
Post by: The Cy on February 10, 2009, 06:33:13 pm
Hello everyone !

1. I want to say that you´re doing amazing work and that I´m veeeeery impressed by all this retro-mod-goldeneye-fun-action-stuff. It seems like my old wishes became true.

2. I´ve played the beta 3 version and I believe the Beatles-Guy is right about the MWTGG-thing and you should think about his suggestion:


What about making it so that you can only get points when killing with the Golden Gun (AND killing the MWGG)? That way people will have no choice but to go for it if they want to win. And it makes going for anyone else useless except for still allowing the necessity of killing other people for strategic reasons.

There are too many people concentrating about killing the people without using the golden gun, ´cause for the points in your game-statistic it doesn´t matter if you kill them with the golden gun or not. And that´s a big problem for this gamemode.
Title: Re: LTK, MWGG... Various issues...
Post by: The Beatles pwn j00! on February 10, 2009, 09:05:59 pm
Thanks major.

Deathmatch... Golden Guns and Gold/Silver PP7 everywhere... all the time... nearly always.

Might as well just play LTK. :(

If most people are just going to leave it set on Random, you need to make those not show up on the Random weapon set... or not as often... or something.
Title: Re: LTK, MWGG... Various issues...
Post by: Wake[of]theBunT on February 11, 2009, 12:05:38 am
We have already taken care of it, stay tuned for the details of it in official announcement updates and the patch should be next week sometime we are aiming for!
Title: Re: LTK, MWGG... Various issues...
Post by: The Beatles pwn j00! on February 11, 2009, 06:05:04 pm
Awesomeness.

Anyway, you guys probably have more important things to worry about at this point, but please humor me...


I don't know if anyone has said anything before, but isn't SOME glass really hard to break?

I just tested it out a little on the Control and Stack maps. Most weapons take 3 - 10 hits to break it. Is this bullet-resistant glass? Do shots go through it? Was it this way in the original?

Don't you think a shotgun should shatter glass in one hit, not three (the small, not very think glass on stack)? The strength of the glass is generally annoying, especially if all you have is slappers and you're running for your life.

And I assume the strength of the glass depends on it's thickness or size, or some other factor?

Because those on stack will break with three Slaps, while the non-curved glass on Control will break in 7 slaps, and the curved glass on control will never break no matter how many times you slap it (well, I got up to 100, then got tired, hehe).

I also struck a small pane on control 100 times with a knife, and no shattering...

Glass shouldn't be so annoying, hehe.

Not very important I guess, but I like coming on here and saying things, haha.
Title: Re: LTK, MWGG... Various issues...
Post by: PPK on February 11, 2009, 06:57:25 pm
Some things simply don't shatter; others take a really long time to. In Beta 1.1 the glass on Library (and consequentially on stack) was easy to break. You'd do it with like 3 shots from the KF7. In Control all the glass would break, with the exception of the one existent in the cantine section, I guess.
Title: Re: LTK, MWGG... Various issues...
Post by: VC on February 12, 2009, 01:12:48 am
Glass toughness is something we need to standardize.  It hasn't been touched since before we altered weapon strengths and damage calculations.
Title: Re: LTK, MWGG... Various issues...
Post by: Sergeant Kelly on February 12, 2009, 03:18:46 am
Wasn't the control glass in the original Goldeneye nigh invincible to all but explosives and golden bullets?

I remember that stuff being tough as nails.
Title: Re: LTK, MWGG... Various issues...
Post by: keefy on February 12, 2009, 03:28:11 am
Wasn't the control glass in the original Goldeneye nigh invincible to all but explosives and golden bullets?

I remember that stuff being tough as nails.
I think you are right there, even so I think its better as it is now, its multiplayer and esy smashing glass on control enables players to move about more freely which is good.
Title: Re: LTK, MWGG... Various issues...
Post by: GoldenGuy on February 15, 2009, 05:16:30 am
Just downloaded the mod today and hit detection seemed absolutely horrendous with a ping of ~50ms and no packet loss.  I was pouring dozens of rounds of AK ammo directly into other players heads (we were just facing one another attacking) and finally the guy went down.
Title: Re: LTK, MWGG... Various issues...
Post by: Mark [lodle] on February 15, 2009, 05:24:41 am
Just downloaded the mod today and hit detection seemed absolutely horrendous with a ping of ~50ms and no packet loss.  I was pouring dozens of rounds of AK ammo directly into other players heads (we were just facing one another attacking) and finally the guy went down.

How about you find out how the game works before bitching about. Players have an invun timer that stops them getting hurt after they take damage so spamming people to kill them doesnt work.
Title: Re: LTK, MWGG... Various issues...
Post by: Abraham Lincoln on February 15, 2009, 07:10:07 am
A few more suggestions...


The temple walls that raise should not let you walk through so quickly, even if you crouch.  This may make more sense on the classic versions.  The fun was always waiting to see what was on the other side rather than making a mad dash.

The 45 degree walkways where the turrets would be housed in Egyptian could be made a bit lower so that you can step through it.  The room where the sarcophagus is that contains the two double doors with the dropdown should be one-way for playability.

You should be able to walk through teammates but not enemies.  In complex, people get stuck very quickly.  It might also be a good idea to include indicators on people's heads if they are on your team.  I know this is not the original territory of the game, but would add playability.  Respawn timers are a very good idea as well, because they make it so that everyone doesn't die instantly, and they can see where the enemies are fighting.

Incorporate a fixed cam in the level with the description in white text with a black outline that all fades out.  Head zoom would own, at least in the first timed spawn, but maybe the logistics would be too much.

The large screen on control could benefit from a countdown timer if the round is timed.  Otherwise, it could blink 0:00.  What I'm referring to is a small clock in the bottom left corner.  It cannot be destroyed so this would be a nice touch.

Drivable tank (a boy can dream).  Maybe you can make the existing one act like a HL2 turret.  Or maybe one person could drive and the other would shoot?!

The death gif of blood should be a little more dynamic, with an added fadeout effect.

Start with a PP7.


Ok thats all for now.  Great game, very addicting.  I will be back for more!
Title: Re: LTK, MWGG... Various issues...
Post by: PPK on February 15, 2009, 10:40:10 am
The head cam you referred was only available in singleplayer if I recall correctly.

The countdown clock in Control would be a nice addition, but it would have to be synchronized with the server.
Title: Re: LTK, MWGG... Various issues...
Post by: Wake[of]theBunT on February 15, 2009, 10:53:42 am
that goldenguy is a barrel of fail. Dont even bother listening to him. I just got my second hint of uberfail to validate my slanderous feelings toward him. Hes only a spreader of bad vibes, that wont fly.

I was pouring dozens of rounds of AK ammo directly

bwahahaha. Im sorry that your sacred CSS AK has been tainted by awesome goldeneye mechanics.
Title: Re: LTK, MWGG... Various issues...
Post by: PPK on February 15, 2009, 10:59:52 am
I must say that that GoldenGuy is a barrel of laughs. One advice. Aim, then shoot in short bursts. That way you can get a better accuracy.
Title: Re: LTK, MWGG... Various issues...
Post by: Abraham Lincoln on February 15, 2009, 03:48:16 pm
PPK the head-enter shot was in the very first synchronized spawn in multiplayer I believe, but I was thinking about how it wouldn't work in some tight areas, so it may not be effective.
Title: Re: LTK, MWGG... Various issues...
Post by: PPK on February 15, 2009, 03:55:59 pm
Now that you mention it, it really happened in the beginning of a multiplayer match, although it wouldn't work in tight spaces, like Boris' escape hole in Control, as you said.

If it was ever to be implemented, surpassing all the tight-space related problems, the invulnerability timer probably would have to be extended, but only the one that acts in the moment you join the match.
Title: Re: LTK, MWGG... Various issues...
Post by: keefy on February 15, 2009, 05:33:25 pm
How long does this invulnerability last after someone is shot?
Title: Re: LTK, MWGG... Various issues...
Post by: PPK on February 15, 2009, 05:36:57 pm
How long does this invulnerability last after someone is shot?

The spawn invulnerability last for two seconds I suppose.
Title: Re: LTK, MWGG... Various issues...
Post by: keefy on February 15, 2009, 05:39:20 pm
Not the spawn protection but this..
Players have an invun timer that stops them getting hurt after they take damage so spamming people to kill them doesnt work.
Title: Re: LTK, MWGG... Various issues...
Post by: PPK on February 15, 2009, 05:44:44 pm
That one lasts for like a split second, dunno if it's half a second or something like that. It's barely noticeable but enough to make a difference.
Title: Re: LTK, MWGG... Various issues...
Post by: Nozzy06 on February 15, 2009, 07:13:08 pm
Wait... there's invuln time after you take damage? How does that make any sense? I'm very confused here. o_O
Title: Re: LTK, MWGG... Various issues...
Post by: keefy on February 15, 2009, 07:22:18 pm
Wait... there's invuln time after you take damage? How does that make any sense? I'm very confused here. o_O

It means pistols are stronger than the autos since there is no point holding down the trigger. Thats why I asked abotut he amount of time players are invulnerable.
Title: Re: LTK, MWGG... Various issues...
Post by: VC on February 16, 2009, 12:04:04 am
Here's how it works:

ON SPAWN, two seconds of invulnerability. This is broken if the spawning player attacks.

ON DAMAGE, between 500ms and 1100ms seconds of invulnerability depending on health level. (This is down from Goldeneye 007, which was 666ms ~ 1266ms.)

Pistols are stronger than automatics because CMag, Ag7, Au7, and Golden Gun are studly.  Holding the trigger increases the chance that you hit something if your aim is poor, but you spend more ammunition. It also reduces the time between the player becoming vulnerable again and the next time you deal damage.

There is a point to holding the trigger down, but it's a compromise.  If you have <25% health, you might not have time to aim and you can't take your bullets with you.  If you're 100/100 and have an RC-P90 with 10 bullets and you have no spare ammo, you should probably consider aiming and firing one bullet at a time.


Hahah, because the duration is variable, you can't wait script it.  :D
Title: Re: LTK, MWGG... Various issues...
Post by: JcFerggy on February 16, 2009, 12:24:04 am
I can't tell if it is a gift or a curse that you spend this much time thinking about this stuff.
Title: Re: LTK, MWGG... Various issues...
Post by: Wake[of]theBunT on February 16, 2009, 12:27:58 am
Its most definitely a gift to us all that he knows all this and implements all this. Without it you are playing a HL2 goldeneye mod, instead of goldeneye on the source engine.
Title: Re: LTK, MWGG... Various issues...
Post by: JcFerggy on February 16, 2009, 12:48:36 am
But it might be fun shooting chairs at people with the gravity gun, while some guys shoots at you with a PP7.
Title: Re: LTK, MWGG... Various issues...
Post by: keefy on February 16, 2009, 12:57:14 am


Hahah, because the duration is variable, you can't wait script it.  :D
Cannot anyway because wait is dissabled (no bad thing) and 2nd because wait depends on FPS the script would have to change  constantly for map change and server change its just not worth anyones bother :)
3rd and most improtant its removing control from the player because once you shoot you are unable to do anything else until the script has finished due to the amount of WAIT's.