Yeah, I mean these guys look like they've played this map for over 60 years and they still look so slow... I've seen snails play Quake faster than this!!!!!!!!
This was our first time playing the map. Regarding the speed of the game, I find it to be even faster than cpma. Gaining speed and traveling over ramps and stairs seems a lot easier now, and some of the harder jumps in cpma maps (e.g. stairs to MH on cpm3) are easier to pull off in Reflex, in my experience. In fact, the game seems so much faster that I find it harder to hit rockets than previous quake games. Though, I would expect tweaks to be made so this won't be the case in the finished product.
I don't know if they are the same speed as cpma/q3, but currently, the projectile itself fires from the center of the person and not the end of the gun like in q3. This makes it feel slower when shooting currently, that could be what you are seeing. Either way I imagine rockets to feel closer to q3 speeds in final version.
i guess i missed the point of pre-final releases of games then, i thought it was to criticize them?
regarding movement, i find this hard to described and yes, it's a video of an early built. the player seems to pick up speed fast coming from a stop but there's little acceleration afterwards, he also seems to slide around the map without any real 'weight' (gravitation?/friction?) to it. i had a similar impression to warsow's dash + somehow 'icy' ground.
regarding warsow in general, i think one recent comment on esr described it perfectly: years ago we thought robots + laserz was awesome... turned out to be, not so much :p
Yes, of course stating things that could be fixed is good, but I got the feeling that you meant the game will end up crap due to the things you mentioned.
I played Warsow a bit years ago, and I loved it :P
It's okay, i long ago filed you under heretic anyway. Didn't you play UT/HL/some other dodgy 'shooter'? :p
I want Reflex to succeed, i backed the kickstarter and voted on steam for greenlight, eventhough the final version won't have a linux client on release (said ninemil).
It's just that i hoped for something that'll blow me away spectating in the 'i want to play this soo bad' way. like watching qw still does or watching voo/gelleh/rat/aph play cpm did. right now i'm a bit worried, because i do not want a cpm clone, i want an updated, futuristic qw :}
No, the movement has flow and yes I do know how to strafe correctly :)
This was the first time gramz and I ever tried the map at all, so I was just exploring the geometry, items, and routes. Usually on the 2nd to 3rd playthrough of a map, things become more fluid.
Edit: Not to mention we were also being very weary of the lava, because it was instant death. The map maker made the lava floorless, so if you fell in it, you fell through the map into the void (death). The map has changed since then, but it's something to take into consideration when watching the VOD.
so we've seen some duel content so far, how about other modes, especially tdm? im not gonna put a single cent into a game that doesnt have proper teammode support / is duel only
you are watching two guys shooting each other in some custom build engine, weapons aren't pimped, infrastructure for different modes is being build (in build#23 you can change it already).
Some feedback:
Death camera can move faster or rotate. Blood its great!
About weapons: GL is usless, good SG.
You need to make portal exit (fire cross).
There is no zoom? If yes i like it.
There is no enemymodel or brightskins?
I don see some new features, looks like 50%cpm and 50%osp =)
Because in 2000 in q3 when you had ball mouse and 15" monitor and small hitbox you cant hit as good as now. So zoom were required to increase your accuracy in mid and far or far distance.
Today i feel that i can hit good without zoom at all in ql because of hardware.I watch many pro live videos and they use it maybe once or twice in one game now.
And it is excess button bind which can be your weapon bind etc.
No zoom is my imho. It is like use accel or not use accel. Personal preferences
Osp/cpma .. OK! But i want to see some new game mode or new items, new feature. Somwthing new that sticks me hard)
imho strenx is lowsens so he can not use zoom at all in theory (shootmania).
CZM have 2 zooms 40 and 70 on mwheel. Fox and Fazz have different fov, zoomfov and sens for each weapon, and in 2005 i play like this.
I know you like to chat. As i sad before it is personal preferences.
Zooming doesn't necessarily make stuff easier to hit and I don't think there is correlation between zoom feature and poor hardware back in the days.
Like you said, it's personal preference.
As for the rest: FFA is all you need, and stake gun is dope : ))))
preference? it was pretty much mandatory if you wanted to be a ql pro.
that 10%+ bump you get can be the difference between winning and losing in a close game.
there's a video with two scrubs playing on youtube
the pov was struggling to get 30% average without zoomlg
once he put on zoomlg(he said when he was using it), he started hittiing 60-70%.
ofc, he couldn't get that high if he wasn't playing another scrub, but it still shows how helpful it can be.
i don't think zoomlg was very useful in cpm, but reflex could be a different story.
nothing looks different(edit: on 2nd look, plasma looks to be more useful. nice)
still lots of bumping into walls because the bunnying is too stiff.
wallclipping would help that a bit, but the team has no interest in it.
i hope the next video update is more interesting
gl reflexteam
zoom is for scrubs and tryhard faggots(edit:comment #12)
i hope it never gets a zoombind
dota2
cs:go
nothing new to the table argument doesn't hold up
ql screwed up on a ton of levels, including gameplay mechanics, but that's a debate that can be done elsewhere.
aircontrol scene is split up
tiny ctf scene prefers cpm
larger tdm scene plays qw
tiny 1v1 scene prefers cpm by a small margin
no true esports scene for any of those games, so there's not much incentive to practice. cpm hasn't had anything resembling an esports scene since 2004!
haven't seen anyone in recent times call cpm "perfect"
it definitely has issues that need to be addressed.
on the other hand, vq3 zealots on this site love talking about how ql is perfection and god's fps. pretty sure, i've seen you make such claims.
enough arguing about which is best or blablah.
going to stay positive from now on and just focus on reflex.
huh? dota 2 and csgo don't offer nothing new? let's start from matchmaking. or customization. or a shitload of mechanisms for new players to learn the game.
as i said, ql doesn't offer nothing new compared to q3osp. it's the same game, same physics and a bit improved netcode. only thing ql is good for is for nostalgic people to play a game or two of their once favorite game.
ofcourse the larger scene prefers qw than cpm, after all cpm is just a weak attempt at qw in q3. only reason why there's no ctf scene in qw is that they still can't agree on hook/no hook after almost 20 years.
no esports scene is hardly a factor. games are played because they're fun. not because of esports. esports is just a natural progression for a fun and competitive game.
lolwut
ql was a big improvement over q3 and osp
very easy to find games from the website, no need to find game updates from the net, easy to spawn servers, friends list, etc.
tons of tutorials on youtube for newbies to learn
those are just excuses, quakelive failed mainly because of gameplay
cpm has gameplay issues that need fixing as well. never once claimed it was perfect. hoping reflex uses cpm as a base and improves upon it
remove esports(125fps and quakecon) and quakelive 1v1 dies instantly
it won't look much different than the cpm scene right now. you're lying to yourself if you don't believe that
now i'm done, you can have the final word if you want.
- movement is already quite fast, even though the players don't know the map. I hope the devs find a good balance, so it won't be so easy to get away from a trap / bad situation. From what I have seen in the video the movement speed seems to favor a gameplay style that makes running away too easy.
- there seems to be no instant weapon switch, which I think is good. Same reasons as above. If you put yourself in a bad situation (wrong position or wrong weapon out), it should be penalised.
- I guess the sounds are temporary. I just want to stress how important a good sound design is for a game, because it gets neglected in many games.
1st, the sounds need to reflect what is happening in the game. For example, a powerful weapon should also sound more powerful than a weak one. I could imagine also different jump sounds, depending the height or width of the jump (or a change of loudness, etc).
2nd Sounds always convey information. Therefore they should be crisp and clean and not bloated, so one can gather the information more easily.
3rd, Sounds should be as less annoying as possible. I remember the machine gun sound from q4, which was horrible. Especially the weapon sounds need to be well designed, so the weapon comes across as "cool". In an FPS you obviously shoot a lot, and the sounds should motivate you to shoot more.
4th sounds can motivate you to do well in the game (best example are the "double kill", "multi kill", "mega kill", ... sounds in unreal tournament) or keep playing. So be sure to use a good announcer and not a shit one like the one from ql..
In my opinion q3 did a good job with the sound design and imo it is one of the reasons why it is still so popular.
I hope they experiment with the quakelive weapon switch speed a lot. Sure no switch time means you can pull some insane clutches and stuff, but having that weapon switch time makes the game a little more balanced in terms of fighting somebody stacked, and it probably means better user retention as well because you can't just take a new user and wipe the floor with them as well as you could in cpm.
would be good if there was more to the game than just a bog standard arena shooter with the same old stuff again... I dont know what you would do exactly, but I feel like the mechanics dont always need to be the exact same - the gunplay and movement can stay, but theres needs to be more to it... theres not enough variation or potential for fun/epic moments sadly, and this is what will bring players back again and again...
competitive arena fps are close to dying
reflex needs to try to bring ppl in by making the casual experience better
capturestrike(fuck clan arena. put capturestrike in and leave clan arena out)
surf mode
,etc
if enough ppl stick with the casual modes than more ppl will try out the competitve modes
that's the only way reflex will ever be able to pick up enough players for an esports scene(imo)
How Reflex will have an esports scene if the game will have very few players for that, most likely less than QL and QL still has too few to be a part of the scene, and its direct competition -such as the new UT and Reborn- will be lobbying the shit up to be in those events, with one 'arena' fps being enough already.
Reborn is practically nonexistent right now, just empty announcements and claims by 2GD no real game-footage to be found. If Reflex comes out earlier than reborn, has decent gameplay, modern graphics, social-component, matchmaking and ladders it will at least have a huge head-start on Reborn.
I will agree on UT being far more likely to get the "big crowd" and event-support since it is a household name in the videogame world (pretty much every gamer at some point played UT or at least heard of it) has a big-ass studio (even though this time around a lot of stuff is done by the community not epic themselves) and a killer engine behind it and it is (or rather will be) modable.