Hello everyone,
I downloaded 3.1 and tested it for a while, I noticed a few things you should make your top priority or people will not play the game.
Aiming with any weapons without using the AIM mode (shift) is 100% horrible. I was NOT be able to kill anyone without using the aim mode. Once I figured that out I was only shooting with that aim mode and quickly became the best player on the server.
The AIM mode makes it all a bit more tactical, but it's still a great disappointment that I cant hit anything at all without it.
So, please, the box model and weapon aiming should be your top priority. Almost all weapons have the same feeling, you might want to work on that as well. Not one of them is accurate enough to hit without AIM mode!
Consider this some constructive criticism. I really like your MOD and what you have already achieved is amazing, but personally I'm not gonna bother if you don't fix this. It's unplayable for me. Maybe my ping was a reason, but still I can play CSS with a ping of 130 and can aim better than in GE:S.
Update:
Also .. the AIM mode should NOT be shift. The AIM mode should be right-click by default.
Some weapons like the rifles and sniper weapons zoom in way too much making them almost useless. I was able to camp in one spot and be a sniper for a while (just for testing of course) but it didnt feel right, it's zooming in kinda too much and you cant really aim with it.
So first of all let me say... hello and welcome to the forums. Feel free to speak you mind and post you opinion - as I'm about to do.
The first weeks when Beta 3 was released already did prove you wrong - a lot of people played and a lot of people stillt do it today regardless of that Valve breaking all servers for 2 weeks thing.
Furthermore it's perfectly possible to shoot people without aim mode - you might want to get yourself some more experience playing licencse to kill mode.
Occasionally you'll notice, that the hitboxes are even more accurate than in most other source based games (even the ones by Valve itself), because they are customized to fit the model. (and not like someone shooting a bullet like 10 meters off your head and you're dying by a headshot)
The "lacking" of a crosshair under normal cicumstances is a consequence of 2 things:
1.) you don't have a crosshair in real live, when you're not aiming do you?
2.) this mod is based on the N64 game, which also hadn't a crosshair unless you aimed (obviously for reason 1)
The right mouse is reserved for secondary weapon functions (e.g. exploding remote mines in mid-air) and shift also gives you (as you are used to cs:s as you state) the slight hint that you won't be able to run, since you're concentrating and aiming.
I think different zoom levels are under construction and will perhaps even already be included in Beta 4 (I'm not part of the Dev team, so I'm not that well informed).
As for the weapons being "all the same" in behaviour, I'd recommend you to go ahead and spray some bullet patterns into a wall of your choice.
You'll thereby see differences in the distribution and frequency of the bullets.
(e.g. you can't tell me it doesn't matter whether you fire a Klobb or a PP7 or a RCP90)
Next step: get a friend and try different hitzones with different weapons on each other - you'll come to notice that there is also a difference in damage output of the weapons - which (together with the bullet distribution and bullet frequency) proves that each weapon is at least in some part unique.