Closed Beta update: The Kira Update (2 April 2014)


(titan) #41

How is the increased spread until you let go different from what it was? Didn’t spread always increase the longer your firing?

anyway nice update, looking goood


(Mustang) #42

Yea, but I think the way it worked before was a linear growth for some amount of time, then a fixed max value for the remainder of the shots. I presume they just smoothed this off to a logarithmic curve.

i.e.

EDIT: Actually I think the first few shots have lower spread bloom, so both should start with a slightly flatter line at the beginning, too lazy to draw it again.


(titan) #43

I appreciate the drawings thanks :stuck_out_tongue:


(Scarhand) #44

Either there is a loading problem now, or it isn’t an exaggeration anymore to say you spend more time loading a map than playing it.

Haven’t been able to try out the update yet.


(DB Genome editor) #45

Like so far:

[ul]
[li]Kira[/li][li]Reduced font size at resolutions less than 800x (Sounds minor but my screen feels less cluttered)[/li][li]When incapped there is now a distance displayed to the closest Medic. [/li][li]Added a change team button to the Lobby [/li][li]Added placeholder Incap and Death barks (Already sounding better than the old ones)[/li][li]Players can now run with deployable ghosts [/li][li]TRAINYARD: Fixed an issue with the carriage being displayed as destroyed when reloading the map [/li][li]CANARYWHARF: Fixed an issue where the outro cinematic water would be visible during the match after transitioning back to the map [/li][li]EV IFF will no longer be visible if the EV objective is disabled (Seen too many newcomers destroy or fix that thing after it’s no longer in play…)[/li][li]Fixed weapon materials being wrong when going from third person to first person. [/li][li]The “better tool active” message should now display for the correct player [/li][li]Various improvements to ragdolls (Deaths look more natural)[/li][li]Fixed an issue with players waiting to spawn being idle kicked [/li][/ul]

Meh…:

[ul]
[li]Added a new kill notification with weapon image and player name (More clutter, don’t think we need to be told what weapon we had in hand when we killed someone…)[/li][li]Added a new XP counter (Again, more clutter, don’t feel like it adds anything and is very bland-looking)[/li][li]A shield under the the crosshair now displays any generic damage resistance / invulnerability the player is currently experiencing (Bland clutter, why not a visual effect (force field?) on the 1st person model? Also what is the % for? Never noticed any other value than 100%))[/li][li]Added trail on Katana swing (Would have liked to see an effect like that when doing the lunge warp, but on every swing seems a bit much)[/li][li]Key bindings are not saved correctly when closing the game. (Seriously annoying :mad:)[/li][/ul]

P.S.: Now that we have another merc with an ammo station, can we get Stoker’s inventory slots fixed once and for all? It makes no sense for the exact same ability to be slot #1 on one merc and #2 on another…


(BomBaKlaK) #46
  • Maps are still to short
  • not enough route for objectives, level design is weak, the wall jump is useless for the moment.
  • I don’t like obj design for most of the objs.
  • Only map I like a bit for the moment is the new WC. (and I like it a bit ! This is not a big love)
  • Visual clutter is horrible when you look in direction of the objective

I hope for some big level design improvement in a near futur, and new maps ! need moar maps !


(Tandem) #47

Tiny issue, unable to bind f4 since previous update.


(Ashog) #48

Hah! Who doubted you’d like it :slight_smile: A personal, named ability for our Vio!

Regarding the patch, one of the negative things was the soldier characters’ pistols - the atrociously huge recoil combined with low RoF makes them unusable. They are clearly worse than pistols of “fieldops” characters because of that.

Also, I wonder why the short Trainyard is still there if almost everyone finds it boring? Probably because mappers are tired to revamp the maps completely again after a few vocal ones here had pressed the map development in the wrong direction (that is, map castration).

Still, finally somehow first a bit fun patch in many months. Let’s see how it goes.


(BomBaKlaK) #49

some stuff to read (in french) : http://www.nofrag.com/2014/avr/05/44824/

Maps is THE issue of this game ! Look like maps are made for stupid people, Go there, do this, no more freedom of choice, linearity, tiny scale, not enough routes, not enough real side obj, objectives design is horrible, no capturable spawn, corridor syndrôme, invisible walls everywhere, etc … Make the maps of this game the worst SD maps ever ! (with some brink maps also).
I really hope for some big level design improvement on actual maps (more routes, capturable spawn, side obj, more solid obj design etc …) and some new maps cause I’m absolutely bored of the actual maps.

TTK is still dam to fast, there is no duel anymore, and with “rail gun” ironsight that’s dosen’t help. This game still feel to much like COD or CS to me. You just loose the SD touch, with high TTK and real duels, all of this is due to the high RoF, lower RoF with higher damage is for me one of the solution. but I think it’s dead and we got to stick with this.


(BAMFana) #50

I rarely agree with BomBa, and I don’t agree with everything he says this time either, but I agree with him that the maps are letting the game down at the moment. I would even go a step further and say that the basic gameplay design is letting the game down. I think this game has a lot of promise – the concept of having a multitude of different mercs with unique weapons and abilities is a breath of fresh air in the multiplayer FPS genre. But, without major changes to gameplay design, I don’t see it living up to its potential.


(BomBaKlaK) #51

Time between map is to long, Server side option to remove intro cinematics is needed (waste of time)


(DB Genome editor) #52

Well that’s not working… I still got the flooded last objective in the last game I just played and someone else complained of the same thing :frowning:


(BomBaKlaK) #53

Haaa and last thing I have huge trouble to detach opponement from the background now, especially the light body type.
sometimes I can’t even see someone in front of me on some textures, I will try to do some screenshots.


(Glottis-3D) #54

[QUOTE=BomBaKlaK;494278]Haaa and last thing I have huge trouble to detach opponement from the background now, especially the light body type.
sometimes I can’t even see someone in front of me on some textures, I will try to do some screenshots.[/QUOTE]

i got this problem as well.


(Ashog) #55

For me in the first place it has been a huge surprise that they completely abandoned and scrapped the long versions of early maps. I thought the idea was to truncate most maps to shorter SW versions in order to facilitate quicker comp play, but still keep the longer versions with higher objectives count for the casual pub play. Yes, sure it is more work to keep both versions updated, but is there really any other way? I don’t think so. This is the way how the Xt gameplay affects map design/size decisions and they have to deal with it in this special way, even if it means more work, methinks.


(BomBaKlaK) #56

Same for me, and I think that’s a big fail ! I really hate the new tiny little boring maps …
It’a fact since month now, Maps sucks !
And if nothing is done then all the press will react like NoFrag …


(RasteRayzeR) #57

[QUOTE=BomBaKlaK;494283]Same for me, and I think that’s a big fail ! I really hate the new tiny little boring maps …
It’a fact since month now, Maps sucks !
And if nothing is done then all the press will react like NoFrag …[/QUOTE]

  1. They are reworking the maps and learning from their mistakes
  2. We asked for shorter maps, don’t you remember ?

(BomBaKlaK) #58

[QUOTE=RasteRayzeR;494292]

  1. They are reworking the maps and learning from their mistakes[/QUOTE]

Meh … wait ans see, but for the moment I’m not really convince about the pretending “Good intention” of SD.
Every time that’s a big desapointment on each new level design attempt … Maybe it’s time to do something different.

[QUOTE=RasteRayzeR;494292]
2) We asked for shorter maps, don’t you remember ?[/QUOTE]

Seriously ? I never ask for this and a lot of people are in the same position. A little bunch of people pretending to be some “Pro Players” ask for this, representing maximum 5 to 8% of the player base, then this is a “We” ?
I’m not included is this conspiration … for me this move is a big fail. Shorten the maps drastically to this point is a complete nonsense, there is more waiting time and cinematics, than game itself … meh…


(RasteRayzeR) #59

[QUOTE=BomBaKlaK;494295]Meh … wait ans see, but for the moment I’m not really convince about the pretending “Good intention” of SD.
Every time that’s a big desapointment on each new level design attempt … Maybe it’s time to do something different. [/QUOTE]

What else can we do ? We have done our part. Complaining further on doesn’t help but filling these forums.

[QUOTE=BomBaKlaK;494295]Seriously ? I never ask for this and a lot of people are in the same position. A little bunch of people pretending to be some “Pro Players” ask for this, representing maximum 5 to 8% of the player base, then this is a “We” ?
I’m not included is this conspiration … for me this move is a big fail. Shorten the maps drastically to this point is a complete nonsense, there is more waiting time and cinematics, than game itself … meh…[/QUOTE]

Well, you participated in this tread:
http://forums.warchest.com/showthread.php/37346-Objectives-per-map/page3?highlight=map+length

And here is what I think was the reason for it:
http://forums.warchest.com/showthread.php/35059-Map-time-length-and-amount-of-objectives/page3?highlight=map+length
http://forums.warchest.com/showthread.php/37506-SW-Mode-Map-Size-Reduction?highlight=map+length

The community asked for it.


(BomBaKlaK) #60

Ok then, but i’m not part of this decision like I said in this différent thread. Still considering this is a huge fail.