ETpro changes
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10 Nov 2006, 18:31
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Journals
ET today is better then it was ever. Most annoying things have been removed or changed but imho the following things can be improved:
-make recoil and aimspread non FPS dependend.
Currently the spread you get by moving your mouse and recoil on your luger for example are FPS dependend. For a game that is played primary online it would be better to make it the same on every pc. No matter how many FPS you are running: same spread and recoil for everyone.
-change screenshake so it isnt depend on HP
The amount of screenshake you get is depened on your HP. The fewer HP you have, the more screenshake you will get from getting hit. Screenshake is an annoying thing, it used to be way less in RTCW. Removing it is impossible, you wouldnt know where bullets were comming from if you were hit, BUT medics are even more overpowered because they have more HP, giving them less screenshake. Any good gameplay should avoid "slippery slope" gameplay. That is, once you are losing you will start losing even more. In a perfect ET game you are as strong when you have 1hp or when you have 100hp. Like in Tekken or Mortal Combat you get as much 'power/strenght/chances' untill you finaly die. Gameplay wich makes the losing player weaker and the winning player stronger = bad gameplay.
-add a function wich allows you to save demos using clantags
-better crouch hitboxes ;)
More info on 'good gameplay': http://www.sirlin.net/Features/feature_slipperyslope.htm
-make recoil and aimspread non FPS dependend.
Currently the spread you get by moving your mouse and recoil on your luger for example are FPS dependend. For a game that is played primary online it would be better to make it the same on every pc. No matter how many FPS you are running: same spread and recoil for everyone.
-change screenshake so it isnt depend on HP
The amount of screenshake you get is depened on your HP. The fewer HP you have, the more screenshake you will get from getting hit. Screenshake is an annoying thing, it used to be way less in RTCW. Removing it is impossible, you wouldnt know where bullets were comming from if you were hit, BUT medics are even more overpowered because they have more HP, giving them less screenshake. Any good gameplay should avoid "slippery slope" gameplay. That is, once you are losing you will start losing even more. In a perfect ET game you are as strong when you have 1hp or when you have 100hp. Like in Tekken or Mortal Combat you get as much 'power/strenght/chances' untill you finaly die. Gameplay wich makes the losing player weaker and the winning player stronger = bad gameplay.
-add a function wich allows you to save demos using clantags
-better crouch hitboxes ;)
More info on 'good gameplay': http://www.sirlin.net/Features/feature_slipperyslope.htm
Already possible, you just have to put in the colors.
Edit: owned by a second :(
If I use better strafe or aim more accurately in a game of ET its called skill.
I mean, the enemy has put an effort in shooting you earlier than you has. So now if you want to win, you have to put an effort in better aiming and strafing than he.
And pls, dont think from FIRST PERSON PERSPECTIVE when creating the game but from the SPECTATOR VIEW.
Yes, from PLAYER vs PLAYER perspective medic of teamA has an advantage over engineer of teamB, but teamB can use medics as well so from the TEAM vs TEAM perspective balance is saved.
And that engi could be medic, but he has chosen to be engineer in some purpose: tactics of the team. If he had medic, he would have same chances, but he wouldnt be able to plant the dynamite. So if there is anything that makes the gameplay "bad", so this must be the TAX (note, not 'bad tax', just 'tax').
Just my opinion atm :)
btw n1 edit!
btw, pillars!
Compare it to combos instead: in tekken, a player can not block for a small time (0.1 seconds or so) after being hit (I would call this a huge disadvantage); similarly, in et a player aims less efficiently after being hit. It's only a temporary effect, that lasts until he gets healed or respawns (it's a small time compared to the whole match)
moving your mouse shouldnt cause spread, if you have to do a 180 to aim at someone, you have so much more spread, plus your already being backraped, making it pretty damn hard
Why should you be punished for tracking and rewarded for pressing A and D (D and G to those cool rdfg users!)
Btw, more focus on aim and less on backrape = GOOD.
but they should at least try this stuff with removing mousespread
And I also agree to what Meez has written. Increasing spread cause of mouse movement is just ridiculous.
- fixing invalid pk3 file after reconnection
- Changing to the weapon of your last spec'd player
- Pressing reload and changing weapon plays reload sound but doesnt reload weapon
- random looking up in the air or at ground (for whole server sometimes)
- FPS spread/recoil
- match names / clantags for demos.
- wrong weapon at spawn.
For the other stuff:
- screenshake is as designed. There doesn't seem to be any consensus on how it should be changed.There is a lot of "slippery slope" stuff in et. If we removed it all, ET would be a very different game. Whether that would be better or worse is a matter of opinion.
- how should crouch hitboxes be "better" ? Currently, I'm pretty sure the body box transition is instant. Headbox should follow the model with realhead. If there is something else wrong with them, be more specific.
- .pk3 thing is almost certainly engine, and there isn't likely to be a new client release any time soon.
- not enough info on the 'random looking' bug. I've never seen it or seen a demo of it.