Playtest Feedback

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Playtest Feedback

Postby Vino » Fri Mar 15, 2013 3:19 pm

Leave it here.
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Re: Playtest Feedback

Postby Daniel » Fri Mar 22, 2013 12:40 am

No one's posting here! So I will!

-Should probably remove the grenade from the buy menu and make Nitrophiliac spawn with just 1.
-Walther's high capacity, low recoil properties are OP.
-The shotgun has way too tight of a spread. I've actually missed close range shots because of it.
-Style meter seems to be maxing out too fast. All it takes is about a kill and a half. Sometimes just 1 decent stuntkill is all you need.

These are probably already known internally, but seriously, no one's posting here and there's lots of people playing.
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Re: Playtest Feedback

Postby zigvt85 » Fri Mar 22, 2013 1:13 pm

Ok so since I played The Specialist mod a few time I figured I would try out this mod. So far its off to a great start but here's what I noticed when I played.

-Slow Motion, Since there hasn't been any players when I played on the server. There should be way's to build up your slow motion bar. For example finding ammo would be a great way to
boost your slow motion I think that's how you guys had it setup in the specialist if i remember correctly.

-First Person, This view is prolly good in direct x 10 or higher. But I tried it in direct x 9 and i can not see the hands. This is only in first
person view third person looks find to me.

-More Servers, I know server hosting cost money but there should be way more dedicated server's. So people actually have a chance to debug the game
as they play and so on. Also figure out how people are using hacks if they are.

But overall there are some good points towards the mod.
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Re: Playtest Feedback

Postby Weedwacker » Fri Mar 22, 2013 2:38 pm

zigvt85 wrote:-Slow Motion, Since there hasn't been any players when I played on the server. There should be way's to build up your slow motion bar. For example finding ammo would be a great way to
boost your slow motion I think that's how you guys had it setup in the specialist if i remember correctly.

Slow-mo was acquired in TS by picking up power ups and from kills, not picking up ammo.
The design change between DA and TS with slow-mo is that powers should not be found and camped on the maps, but should come as a reward. I don't see it changing from its current state.
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Re: Playtest Feedback

Postby Vino » Sat Mar 23, 2013 10:41 am

I don't know actually, I've been thinking about doing pickups. I like the idea of players fighting over spawn locations, and campers tend not to prosper in a game like DA that rewards movement so much.

Removing the grenade in favor of Nitrophiliac is interesting - what's the logic there?
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Re: Playtest Feedback

Postby Weedwacker » Sat Mar 23, 2013 2:34 pm

Makes it a more worthwhile perk to select, cuts down on nade spam.
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Re: Playtest Feedback

Postby Daniel » Sat Mar 23, 2013 3:06 pm

Weedwacker wrote:Makes it a more worthwhile perk to select, cuts down on nade spam.

This. Currently, Nitro leads to the tighter maps becoming non-stop explosions. It's fun when it's 1, maybe 2, people but quickly the entire server switches to Nitro after they get blown up a few times in a row.
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Re: Playtest Feedback

Postby Vino » Sat Mar 23, 2013 9:21 pm

I dunno, it's already pretty worthwhile given it's OP. I nerfed it for the next version pretty significantly, if it's still too strong maybe I'll try something like that. I kinda like that idea.
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Re: Playtest Feedback

Postby shmopaloppa » Sat Mar 23, 2013 10:31 pm

think it would probably solve a lot of the current problems if you could only 'buy' one grenade. Then nitros get double that and a few more on activation, everyone else only gets one, and grenades can still be strong without permanent tinnitus
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Re: Playtest Feedback

Postby Daniel » Sun Mar 24, 2013 10:03 pm

Just played on Stranger and it quickly turned into grenades fucking everywhere again. I still say Nitro should be the only class to have access to grenades, aside from picking them up off the ground.
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Re: Playtest Feedback

Postby Vino » Sat May 04, 2013 9:00 pm

Good shit. Best version yet. Akimbos are ballin. My list:

* With some weapon configurations, pressing q goes to grenade instead of to the secondary weapon, even right after spawn. It should default to the secondary.
* Picking up a second of a pistol the player already has should have the player deploy akimbos.
* I don't like the auto buying the second pistol with the first. It should work like grenades does, press the button a second time to buy the second pistol.
* The shooting start point for akimbo bullets can be offset left and right a tad.
* Probably shouldn't show "Worth it!" if the player damages himself while falling to his death.
* Akimbos need balancing but TRP knows this.
* Can't reload if akimbo bullets are exactly half of full capacity, but I think Lithe already fixed this one
* Nitrophiliac should have akimbo grenades as its v model. Or shit, maybe just any time the player has > 1 nade it should do this. It would only fire one at a time though I think, it would just be a visual gag.
* Grenades need to be changed to bucket 1
* Rolling-out-of-stunt forgiveness time could be messed with a little bit
* Maps need to put clip brushes over stairs so that the game treats them as ramps, for better movement interaction
* If you slide or roll away from a nade it should be the same as if you dive away, damage reduction.
* The HUD should show how many grenades the player has at all times.
* If the player holds movement keys while diving but spins 180 degrees around it should still roll even though the movement keys are against the movement speed.
* If the third person camera gets too close it should make the player semitransparent
* Third person camera shouldn't treat fences and glass as walls for aiming purposes
* Sometimes weapons get super fire rates for some reason
* Resetting the mouse between buy screens gets super annoying
* If you brawl with akimbos you get stuck walking
* If a player is diving, his head is facing the enemy, but diving at your enemy is cool, so maybe don't have headshots do double damage in that situation
* Soundscapes aren't being reset between maps sometimes for some reason
* Akimbos need new reticles. Misan?
* We also need new style icons for the new style skills. Misan?
* Should allow the player to brawl pretty much immediately after shooting. Having to wait just kills brawling with the shotgun.
* Brawl damage should go up more. It's so hard to close range, it should end fights.
* Training day I think could make use of some signs above the passageways so it's easier to see where the player can duck into a passage
* Let's put "F5 for screenshot!" over the kill cam.
* If you get up from prone by pressing crouch it's a jesus pose
* It should hold onto slowmo for you for a moment even after the player who activated it has passed out of sight.
* Sometimes the slowmo sound remains even when there's no slowmo
* Slide-after-dive forgiveness needs to go
* If you brawl after reload, it should go back to reloading automatically, or maybe even just not interrupt reloading at all.
* The last nitrophiliac grenade has no chance to refill the bar. Maybe it should wait until the grenade goes off to deduct the style points, to see if the player hit someone and gets style points.
* The metal walkways in jah_streets make the player go crazy.

And lastly, the one we're going to debate about:

* The upper areas in megachat and streets that you can only get to by diving at a weird angle need to be closed off.

Since just about everybody I talked to disagrees with me on that point, I'll make my case first. I see this as sort of like superjump. It's fun for the players who are doing it, but for everyone else it's lame. The designer of the map intended certain areas to be accessible, and when players are walking around, they have a mental map of where it's possible that other players can be. So when the player starts getting shot at, they generally know where they can be shot from. If someone is back behind in the skybox, then they're shooting from an "impossible" location, and so the player feels cheated. Put yourself in the shoes of a player who's been playing DA for a month, then suddenly can't figure out why he's getting shot from an area he thought was off limits. If an area is accessible by players it should marked clearly as such.

Some people said we would reward exploration. Exploration is a fun gameplay mechanic, for Minecraft. Double Action isn't about exploration, it's about style. Doing a weird dive to get into the skybox isn't stylish, it's just an exploit. Getting shot from seemingly nowhere isn't stylish, it's just lame. I don't think we should be rewarding exploration at the expense of map flow and player expectations. That only pisses people off and pulls them outside the game. God mode is pretty fun if you're the guy with god mode, but it just makes everyone else ragequit. Superjump was the same way. This is the same thing on a smaller scale.

If we want people to be able to go up there then we need to either make it more clear that it's an accessible area or else block it off so you can't shoot into the map from those areas.
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Re: Playtest Feedback

Postby Daniel » Sat May 04, 2013 9:26 pm

I don't like the map breaking.

Berettas need to be much less accurate than the 1911s.

That Mac xhair needs to be removed. God it's so bad.
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Re: Playtest Feedback

Postby ThinRedPaste » Sat May 04, 2013 9:50 pm

pretty sure the BOGO pistols were a temporary thing from the start. limited time offer.

If a player is diving, his head is facing the enemy, but diving at your enemy is cool, so maybe don't have headshots do double damage in that situation


I think we've done quite enough to make the game forgive people for being stupid. I'm drawing the line here. You present your brain to your enemy, you've no one to blame but yourself if he destroys it. besides, diving backward is cooler anyway. Slide toward, dive away.

Also I can tell you with reasonable certainty that wish left those upper areas on megachat accessible on purpose. But I don't care enough about the map stuff to really argue hard, so i'll just say this: I like map secrets. I like little hidden spots that you can get to. the back roads thing is a bit much on streets, but I see no problem at all with stunting to get on that roof, or from there to the light post and then the balcony across the street. That's not a map problem, that's a problem of us not thinking with the movement tools we have. I'd love to see more of that stuff.
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Re: Playtest Feedback

Postby Vino » Sat May 04, 2013 10:25 pm

ThinRedPaste wrote:
If a player is diving, his head is facing the enemy, but diving at your enemy is cool, so maybe don't have headshots do double damage in that situation


I think we've done quite enough to make the game forgive people for being stupid. I'm drawing the line here. You present your brain to your enemy, you've no one to blame but yourself if he destroys it. besides, diving backward is cooler anyway. Slide toward, dive away.


I don't know that it's such a stupid thing to do, especially if you prefer to play in first person. In third person you can see that your head is leaned into the enemy, but in first, you don't get much of a sense for that.
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Re: Playtest Feedback

Postby Wish » Sun May 05, 2013 12:08 am

Agreed on closing off 'impossible' places on maps. The roofs on megachat are intended to be accessible, but none of that clippy skybox exploit nonsense.
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