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Post by Alex on Apr 19, 2006 16:09:55 GMT -5
I have noticed an overwhelming bout of off-topic or totally pointless bantering going on around the forums lately.
I know that there's been a lull in news (read : NOT a lull in development) and that's got some of you antsy.
I tried to cool things off with the London shots, but that didn't work, so I've had to lock some threads.
Don't bitch to me about how important they were, or whatever. In the case of the XPC thread, I had already locked that once (i only unlocked it on good will), and at some 12 pages, it had become mostly a testament to how bored everyone has become with waiting for 2.0
fair enough.
In this thread (if you'd like) you can post realistic suggestions, constructive comments, and recommendations for 2.0.
Gibby and I are on task, we'd appreciate it if the fanbase was too.
Stickied.
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Post by Dr. Macon Dead on Apr 19, 2006 19:43:17 GMT -5
My reccomendation? I'd like to see a reduction in fall damage; there aren't many drops in the current maps, but I'm sure we all remember jumping off the rock in the manor level and losing a good majority of our hp. The fall couldn't have been more than (Edit: I guess I misjudged the distance; basically its slightly less than the distance between the corner of my roof to the ground, a jump I've made plenty of times and lived to tell the tale).
I believe this has been mentioned before, but there are some karma objects out there in the world that are wedged in corners, so the only way to move them is by shooting them. While I'm not sure if this is possible in UT2k4, an ability to grab karma objects(either push/pull or full movement for smaller objects, as in half life)would be nice.
This one might also have already been said, so sorry if I'm repeating somebody's idea. I think it would be cool if the welder could weld a karma object to the floor, thus making it immoble after significantly welded. To counter this I think barricades should be made breakable, so that after taking enough damage the barricade would be destroyed, just like doors. I don't think barricades should respawn after waves, as that would make things entirely too easy, and karma objects are usually pretty abundant.
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Post by Seras Victoria on Apr 20, 2006 8:43:30 GMT -5
... I got your point Alex... Sorrrrry I really did not mean to bother you guys
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Post by gibberstein on Apr 20, 2006 8:58:13 GMT -5
The welding karma objects is an idea I'm liking a lot. However, it's also an idea that invokes terror at the thought of what it might to to the Zombie AI, and it's potential for arsewits to abuse in order to derail the team. I feel it might be too late to squeeze in a feature that could unbalance things so much at this stage of development. Guess that's one to try after 2.0.
The maps have been reworked quite extensively, and I've not noticed any places where the fall damage seems excessive. Hopefully it's been resolved then, but in a different manner to the one you suggested.
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Post by zombieButcher on Apr 20, 2006 10:21:58 GMT -5
you cant expect us to leave people like blubber alone if you just wave em infronta our nose..
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Post by Abyx on Apr 20, 2006 10:24:35 GMT -5
Actually, Macon... sorry if this is spam, but I feel the need to add this..
A twelve or fifteen feet drop, without the shock redirected(PK roll or a PK landing), will fuck your knees and the bottom of your feet up. Infact, it would actually cause you to hardly even be able to USE your legs, it'd hurt so much. So in the game world...the amount of HP taken away is actually realilsitic(sp?).
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Dastard
Crawler
I are a thinker.
Posts: 342
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Post by Dastard on Apr 20, 2006 14:41:07 GMT -5
It would hurt momentarily, yes, but not in the long run. Especially if you know how to land. The best alternative would be to do slight damage, blur your view, and slow you by 40% or so for 5 seconds or so (I know the real time it takes to get over a fall like that would be longer, but for the sake of gameplay it shouldn't be too much.
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Post by Abyx on Apr 20, 2006 15:27:43 GMT -5
Depends on the surface you're landing on. Like if you land on grass or some soft surface, you're just gonna fall down and your legs will hurt slightly. But if you land on Cement, it's gonna hurt...really badly. Even with combat boots on.
And I like the idea about the damage/blur/slow/five seconds thing, just felt the need to add that.
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Post by gibberstein on Apr 20, 2006 16:01:04 GMT -5
Yip, we're going to give the hitblur thing for falling a try. It's in the queue to be implemented and tested ;D
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Post by Dr. Macon Dead on Apr 20, 2006 16:57:50 GMT -5
I had another idea. I'm sure we've all been in this situation: you're surrounded by zombies, but everything is going alright. Suddenly, you hear a clicking noise as your ally runs out of ammo. As it stands right now you can either try and cover him(her in case its Lara)or throw your gun to him/her and hope he/she can protect you. Chances of survival in this situation are less than great, as you're only fighting at half effectiveness(or some other fraction if you're in a larger game). I think a good way to help that would be to let players choose to drop individual ammo clips of whatever weapon they're using at the moment, instead of throwing the whole weapon(say, put an ammo drop button next to the weapon drop one). That way, provided you're using the same weapon, you can both continue shooting, making the zombies work that much harder to get their next meal.
Edit: In regards to welding karma objects, perhaps give the welder a deweld ability, so you could remove pesky objects jerks put in the way?(Edit: dewelding already exsists, apparently. Great minds think alike) Then again, jerks would probably deweld everything, sabatoging the group anyway. Maybe a vote-kick system would fix that?
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Post by Alex on Apr 20, 2006 17:03:51 GMT -5
The welder already has dewelding functionality insofar as doors are concerned, anyway.
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Dastard
Crawler
I are a thinker.
Posts: 342
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Post by Dastard on Apr 20, 2006 22:50:54 GMT -5
The problem I foresee with the karma weld/unweld is switching between static object and karma item. From what I've heard it's a bitch to deal with, especially when networking is involved.
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blubber
Stalker
rouge commando
Posts: 108
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Post by blubber on Apr 21, 2006 21:46:12 GMT -5
I have REAL recommendations
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Post by gibberstein on Apr 21, 2006 21:55:14 GMT -5
The problem I foresee with the karma weld/unweld is switching between static object and karma item. From what I've heard it's a bitch to deal with, especially when networking is involved. Given the game balance problem, and the netcode problem, I'm much more scared of the game balance one I'm mulling over the clip-throwing idea. Pros - very useful Cons - another keybind to configure, and another to try and reach during play etc. Maybe there's a deeper problem - careful players shouldn't be running out of ammo way before other equally careful players. If clip-throwing is needed, it suggests something else is going wrong As I opened this post with, gimmie a knotty coding problem over a game balance one any day - the code's less of a pain
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blubber
Stalker
rouge commando
Posts: 108
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Post by blubber on Apr 21, 2006 21:58:48 GMT -5
ok ...... about my idea i think we should have a FlameThrower !!! I wanna burn some zombies with an AOE weapon
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