GoldenEye: Source Forums
Debriefing => Impressions & Feedback => Topic started by: VoodooPork on October 25, 2009, 03:27:33 am
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The Good:
- Many classic levels such as Facility, Temple, Caverns duplicated to a T and graphically updated. Guns, ammo, and armor in familiar positions. Veteran GE players like myself found the best stuff in the old places.
- Classic weapons return, for better or worse...
- Controls are very tight and customizable.
- Servers are low bandwidth.
- New, well produced music
-Goldeneye "feel" gameplay & presentation: simple, frantic, fun.
The Bad:
- Graphics don't optimize Source Engine capabilities. Levels like Caverns use it very well.
- Collision detection problems. You tend to get stuck on stuff.
- Glitchy on server connections. A few crashes.
- Weapons maintain their classic inbalances. RCP-90 still dominates every game, needs tweaking (like lower mag capacity or less power). Klobb still poor weapon (needs less fire spread). Uses CS:S knife as default melee for some reason (bring back slappers!).
- Golden Gun mode unbalanced: wearer can still pick up armor. Too difficult to kill GG user on certain maps (like Complex). Needs health penalty to user (like x2 damage). GG games also should forbid radar as default (GG user can spawn kill defenseless player easily). Normally first player to get GG dominates game.
- No way to tell how much health/armor player has.
- Damage spread on models is wonky. Headshots are not always kills.
- "Aiming" device, similar to N64 mode, unnecessary with mouse control. No crosshair.
- DM bots for new players would be a welcome addition.
I think many of the snags I hit are simply beta problems, like collision detection and connection problems. I'm more concerned about weapon balance, especially in GG mode. The GG user needs to have a penalty that makes using the weapon a risky choice: more kills, but trades off a benefit, like speed or health. I would also recommend GG mode also be radar-free (example: you pick up the GG, you lose your radar).
Overall, I am completely psyched for this mod. If the developers are looking for playtesters, I'd be more than willing to help out. Excellent job, guys.
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Cheers for your breakdown, we appreciate these posts.
I can tell you many of these have been adressed, at the same time many wont change. It's a recreation of goldeneye so keeping classic damage stats is vital to the feel of nostalgia.
Modern games rely too much on damage values to find balance. We adhere to the notion that learning about invulernability and chosing to aim well with timing is where a good player can improve to become great.
The headshot thing is mostly source net code, which will be odd in every source game when pings are so variant with international players on a server. In-fact, there is not a game known to man where extreme ping difference does not create visual "what the hell" issues.
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Hello and welcome to the forums.
There's a way of seeing your own armour/health by pressing Tab (default). You can also see your team mates health/armour, but that's about it.
The damage model is not wonky (God forbid you from saying that, VC will rage...); in fact, it's fairly accurate representing what was in the original, as well as headshots. An headshot in the original wouldn't kill you instantly (dependent on the weapon and health, of course, but a Klobb headshot only takes a chunk out of your health). This is also dependent on the net code, as Wake mentioned.
Your main gripes seem to centre in MWGG mode, which can be an annoyance if not properly played or not on the proper map. I do agree with your ideas of a penalty for the GG user; one thing was when you and your three friends were together and you could see where the GG user was, but the internet is a different things.
The knife as default starting weapon is a problem of the servers. They have to set it so you start with Slappers (the knife does more damage though, if I'm not mistaken).
I'm also glad to hear your criticism/ideas. It's always nice to have feedback like this. It helps us improve.
One thing: don't offer to be a playtester (http://forums.goldeneyesource.net/index.php/topic,711.0.html). In fact, if we look at it well, everyone that plays the mod is a playtester, since this is still a beta :).
Looking forward to see you on the servers!
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In MWGG the golden gun holder can only pick up armor ONCE while holding the gun. This is strictly enforced. The reasoning is so that the game encourages grabbing the golden gun without making the user invincible.
As for the crashing
Glitchy on server connections. A few crashes.
If there really was crashing was it on your end, was it a disconnect, was it the server? Please explain, there shouldn't be any crashing of the game. As far as disconnects, that would be your connection or the server kicking you.
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I just played the latest Beta, and I am pleased with everything you guys have done with it. It's a lot more smoother now. I might get a server running soon.
Good job to all the devs. Keep up the good work.
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Wow, it took me this long to relaise that the current release is Pi. I hate my self.
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Wow, it took me this long to relaise that the current release is Pi. I hate my self.
oh shit ure right LOL
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Uses CS:S knife as default melee for some reason (bring back slappers!).
:S
What. The. Fuck?... That's not the CS:S Knife foo', that's the GoldenEye Hunting Knife. Oh, and there IS Slappers in GES, just not likely enabled in the server you were playing on.
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The Bad:
- Graphics don't optimize Source Engine capabilities. Levels like Caverns use it very well.
- Collision detection problems. You tend to get stuck on stuff.
- Glitchy on server connections. A few crashes.
- Weapons maintain their classic inbalances. RCP-90 still dominates every game, needs tweaking (like lower mag capacity or less power). Klobb still poor weapon (needs less fire spread). Uses CS:S knife as default melee for some reason (bring back slappers!).
- Golden Gun mode unbalanced: wearer can still pick up armor. Too difficult to kill GG user on certain maps (like Complex). Needs health penalty to user (like x2 damage). GG games also should forbid radar as default (GG user can spawn kill defenseless player easily). Normally first player to get GG dominates game.
- No way to tell how much health/armor player has.
- Damage spread on models is wonky. Headshots are not always kills.
- "Aiming" device, similar to N64 mode, unnecessary with mouse control. No crosshair.
- DM bots for new players would be a welcome addition.
I think many of the snags I hit are simply beta problems, like collision detection and connection problems. I'm more concerned about weapon balance, especially in GG mode. The GG user needs to have a penalty that makes using the weapon a risky choice: more kills, but trades off a benefit, like speed or health. I would also recommend GG mode also be radar-free (example: you pick up the GG, you lose your radar).
Overall, I am completely psyched for this mod. If the developers are looking for playtesters, I'd be more than willing to help out. Excellent job, guys.
Reading this post you have most of the bads and goods in order for sure but my problem in particular is the aiming and the golden gun are both true to nature with the original game and to me keep that unique feel of a game that is in a genre that spans across time and space cause honestly there is a lot of first person games but remove the aiming/no cross-hair and mess with the gold gun you have counterstrike with different skins. The idea of changing the golden gun could work but im just saying dont mess with the factors that make it genuine. I wouldnt mind adding an issue I had which is lighting but that will come around is my guess.
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After a few minutes of interpretation I gather that you want a crosshair for the golden gun? 'Cause there is.
To be honest I'm not positive what you're trying to say.
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oh shit ure right LOL
got Pi need milk
lets eat