Poll: gameplay changes so far

Post any feedback you have about the game here.

Which of the gameplay ideas do you like the most, so far?

Free upgrades
6
12%
Simple momentum
4
8%
Anti-camping
9
18%
Unlocked buildables
5
10%
Construct anywhere
9
18%
Build point pools
4
8%
Removal of stamina
5
10%
Simplified locational damage
7
14%
 
Total votes: 49
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gavlig
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Re: Poll: gameplay changes so far

Postby gavlig » Fri Oct 16, 2015 9:59 am UTC

I guess free upgrades mean that you'll have to rebalance all units so that even a dretch will have certain advantages before tyrant and playing it should potentially be as dangerous for humans as tyrant(more or less). Same goes for all human weapons. Is that even possible? :)
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0z_
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Re: Poll: gameplay changes so far

Postby 0z_ » Fri Oct 16, 2015 1:35 pm UTC

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gavlig
Animator
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Re: Poll: gameplay changes so far

Postby gavlig » Fri Oct 16, 2015 2:16 pm UTC

Well, i think you can make a team fortress out of unva. probably. But will it be cool? :)
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0z_
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Re: Poll: gameplay changes so far

Postby 0z_ » Fri Oct 16, 2015 3:13 pm UTC

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kharnov
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Re: Poll: gameplay changes so far

Postby kharnov » Sun Oct 18, 2015 9:20 pm UTC

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cu-kai
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Re: Poll: gameplay changes so far

Postby cu-kai » Sun Oct 18, 2015 9:24 pm UTC

Web Raccoon
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kharnov
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Re: Poll: gameplay changes so far

Postby kharnov » Mon Oct 19, 2015 12:04 am UTC

A few of the modifications seem very non-controversial to me and should probably be merged into the base game.

Simple momentum makes a lot of sense, and the reason that it wasn't voted as a favorite was probably because it's too subtle a change for people to notice directly. Anti-camping works well, and if anything, the camp range should be tweaked or perhaps dependent on map size somehow? Construct anywhere makes building much less annoying. Simplified locational damage is a major gameplay tweak that has been needed since Tremulous and has finally arrived to make using the dretch less awkward.

Thoughts?
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killing time
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Re: Poll: gameplay changes so far

Postby killing time » Mon Oct 19, 2015 12:35 am UTC

I strongly dislike *Simplified locational damage* when applied to all classes. It's too dumbed down and for me makes aliens unenjoyable to play. The confusing mechanics of dretch headshots could stand to be changed, but not for larger types.

*Simple momentum* is probably a good idea. I can't even remember what the usual rules for that are except that there's something where it decays over time.
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Lecavalier~
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Re: Poll: gameplay changes so far

Postby Lecavalier~ » Mon Oct 19, 2015 2:02 am UTC

Last edited by Lecavalier~ on Tue Oct 20, 2015 8:57 pm UTC, edited 1 time in total.
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Ishq
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Re: Poll: gameplay changes so far

Postby Ishq » Mon Oct 19, 2015 5:12 am UTC

Free upgrades: I think the experiments with this were enlightening. I loved the aggressive nature it brought to the game, but I also dislike how one dimensional it made the game. Now, we have to find a way to keep the aggressiveness of the game, while also making the economy an issue. I'm starting to agree with some folks that we need a deathmatchy mode, and then some more competitive modes.

Simple Momentum: The idea of momentum is that the inner workings are meant to be opaque to the user. Doing what "feels" right, like attacking, killing, building, or helping your team in some way should result in momentum. The goal was that players shouldn't have to think about what they're doing. Just keep playing and the momentum would come. I'm not sure simplifying it is necessary. One of the strengths of the momentum system was that it was so flexible to make it easy to promote active and aggressive behavior by weighting different activities differently.

No camping: eh. People get stuck in their base due to constant rushing, so I'm not sure I have a good feel for what this mechanic entails.

Unlocked Buildables: Seems good to me actually. Poison at the beginning of the game is kinda lame, and tbh, I'm starting to turn on the poison mechanic. It's horribly unfun when you have to run back to base because you got a love tap from a dretch.

Build anywhere: This seems okay, to be honest. The fewer restrictions allow for more risky forwards. I don't like the lack of OM/RC requirement though. The idea of a weakpoint seems fun. Power restrictions force humans to uncluster their bases and nades force aliens to uncluster their bases, so spammy bases are less of an issue than I expected.

Build Points: We debated this early on and decided to go with aggregating resources instead of a pool, because we wanted to reward map control held on for a time. I think this decision was wrong. It entrenched a team and allowed them to basically spam bases whereever they wanted forcing long turtle games which were super boring. I like build points now. Less BP forces builders to be more judicious with build points. Also slightly more forgiving because you get BP back when you lose them.

Stamina: I like stamina. It adds another dimension to movement. I also dislike strafe jumping as medium of getting around. I really only like strafe jumping when used in combat. Instead, we should find other ways to move humans rapidly around the map.

Locational Damage: This takes getting used to when coming from Tremulous. I think this mechanic is good in what it does in that it makes it very clear how much damage you do. If nothing else, we should definitely keep the increased damage from back/sides. Makes alien flanking tactics much more effective and fun. That said, it makes aliens slightly more dissatisfying without having the head as a target.

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