Playtest Feedback

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Re: Playtest Feedback

Postby Maasto » Sun Sep 08, 2013 8:32 pm

* A dive in any direction should reduce grenade damage, not just away from the grenade, but away should reduce damage more ""

how about you get a 500ms window to use 1s of slowmo if you stunt straight to the grenade when it goes boom and take 100% dmg but your health can't go below 0 from that nade or is that impossible to implement?

e: then you could never die from a cheap 'nade if you are stunting around but you'd be super weak obviously but you'd still have a chance to go all "fuck you, receive 4 headshots pls" ~~

dunno. great game <3
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Re: Playtest Feedback

Postby Dementei » Mon Sep 09, 2013 4:27 am

I'm guessing you got killed a ton with spam nades? XD
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Re: Playtest Feedback

Postby Maasto » Mon Sep 09, 2013 7:59 am

Dementei wrote:I'm guessing you got killed a ton with spam nades? XD


Well, yes :D But I also got a lot of cheap kills with nades myself. Kind of liking the idea I posted that you could never die from a nade if you are stunting (your health goes to 1% or whatever).

Dunno. Obv something needs to be done about them, at least imo.
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Re: Playtest Feedback

Postby Vino » Sat Sep 21, 2013 6:53 pm

I couldn't stay too long in this playtest because I'm really busy for the next week or two but here were my (albeit few) notes:

* Award style for kill assists, even when not in TDM
* Don't empty the slowmo seconds entirely on death, maybe just take away one or two.
* The grenade brawl rate of fire is... yeah
* Active athletic + 130 ping = laggy

Game is pretty good though, it has problems but I feel like those problems are overcomeable. When my schedule frees up I'll take a look at the classes debate we've been having.

Edit: oh, and we need more servers.
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Re: Playtest Feedback

Postby Ott » Sat Sep 21, 2013 11:06 pm

Reflexes is back, baby! This game is starting to get really good, I think the slowmo shader helped a lot. I got some amazing screenshots, and that made me realize: Our playermodels need working faces. Something simple like frowning when taking damage, or maybe even grinning when getting a kill.
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Re: Playtest Feedback

Postby Black_Stormy » Fri Sep 27, 2013 1:20 am

How would we do that Vino? Morph targets? The same system as L4D?
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Re: Playtest Feedback

Postby Vino » Fri Sep 27, 2013 1:26 am

Raminul is going to give a shot at making facial expressions as he does his model revamp.
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Re: Playtest Feedback

Postby Vino » Sat Sep 28, 2013 1:26 am

Between playtesting and watching the Gassy/Renaynay/Diction videos, I got a lot of good information. Here are my top priorities, in rough order of priority:

* Gotta fix the fucking stuck in ceiling bug, shit.
* An option to respawn early instead of falling all the way down off the rooftops (unless someone else is shooting at you)
* If you don't dive off a rooftop but instead just fall off, you don't get the "worth it!" points even if you shot someone.
* Game shouldn't mantle over low ledges that you could just jump or walk over.
* Mantling needs a lot of work, let's be honest.
* Need to update the slowmo clock so it's digital and says "Slowmo" on it.
* Style points for being prone while shooting someone.
* The killcams outside in Rooftops are way blown out. Maybe that's okay though?
* Maybe brawling someone with the grenade out should go boom jihad? Or maybe the grenades are already kinda jihad and that's a shit idea.

And lastly, but not leastly, I need to figure out how to improve hit detection.
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Re: Playtest Feedback

Postby Ott » Sat Sep 28, 2013 1:59 am

Add a style bonus for throwing your weapon after running out of ammo?
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Re: Playtest Feedback

Postby DragonNinja » Sat Sep 28, 2013 5:03 am

I would suggest a longer delay before the killcam, since 99% of them still have the ragdoll looking like he's pretty much alive.
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Re: Playtest Feedback

Postby Dementei » Sat Sep 28, 2013 6:37 am

That'd be sweet bonus Ott but unlimited ammo, unless you meant instead of reloading just dropping your weapon then brawling someone.
The killcams are spot on like 85% of the time, if I recall I don't think there could be a delay because of how it takes the screenshot.
As for the hit reg, let's see how it goes on an official dedicated server, it could be improved greatly but we'll see.

Facial expressions changing from chill to angry or tense would be awesome, like after pulling the trigger or throwing a nade omg the killcams would be so great, even death expressions would be sick.
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Re: Playtest Feedback

Postby Ott » Sat Sep 28, 2013 1:12 pm

Oh and fix that bug where your score resets after getting too high.
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Re: Playtest Feedback

Postby Ott » Sat Sep 28, 2013 6:41 pm

And make slow motion prevent you from going faster than midair fighters (falling off rooftops etc)
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Re: Playtest Feedback

Postby Vino » Sat Nov 09, 2013 8:37 pm

My notes from today's playtest:

* It seems I wrote "Punching on the ground" whatever that means. I really have to be more clear with my notes to myself.
* If the briefcase falls off the rooftops or into suicide water or something like that it should immediately reset.
* Shouldn't show the briefcase overlay during freezecam.
* The scoreboard sometimes shows "most ______" ranks for players that have left the server.
* How many people use the scrollwheel? I've seen a number of players flick it accidentally while trying to brawl and then accidentally deploy Brawl. I'm thinking maybe I should leave it unbound by default.
* If you shoot someone who is diving it should say "Shot down!" or similar.
* The map shouldn't change during miniobjectives (like CTB).
* If you dive/slide/stunt into a briefcase pickup or capture, that could be a few style points.
* We should name the bots.

CTB is pretty good I think. Next few versions I'm going to focus on more mini objectives.
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Re: Playtest Feedback

Postby Ott » Sun Nov 10, 2013 12:44 am

Corny bot names:
Code: Select all
Blast
Bash
Cash
Crash
Dash
Flash
Gash
Lash
Mash
Rash
Sash
Ash
Chase
Steven
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