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


(DB Genome editor) #61

[QUOTE=RasteRayzeR;494297]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.[/QUOTE]
The community did ask for it, but that doesn’t mean they didn’t go too far with it. Maybe the original Camden was too long for a full SW match, but Trainyard is just ridiculous. If it wasn’t for the C4 timer delaying the inevitable, some rounds would be over in a minute.

As Ashog mentioned, (slightly) shorter versions for SW and full-length ones for Obj would have been a better way to go. And you might not need to maintain 2 completely separate versions of the map if you use the same “model” with a few extra assets thrown in to block off areas in the shorter version. For instance Camden vs Trainyard could be the exact same map, except in the Trainyard version the doors of the lock are closed / impassable and anything beyond is simply never used.


(BomBaKlaK) #62

Yep ridiculous is the word …


(RasteRayzeR) #63

We still don’t know if there will be campaigns, could solve that problem


(BomBaKlaK) #64

Nope, campaign can’t solve this, a map got to be a full entity. And I don’t want cinematics betweens mini maps like they did in brink. That’s just dont work at all, cutting the flow of the game.

but that’s another story.


(Erkin31) #65

I didn’t understand this desire of players to have small map.
I don’t like short match. You spend almost more time waiting than playing.


(prophett) #66

I can’t seem to find the poll, but I thought I remembered the majority of people voting for 3 or less objectives. It would be nice if they added the third phase back into TY.


(RasteRayzeR) #67

Agreed. The map is like 1.5 objectives right now, and exploding the wagon without taking the next objective into account (milk jugs in the train) makes it senseless.

Again, more side obj. please …


(BomBaKlaK) #68

After some discution on the forum, for some people 3 or less mean 2 obj … not 3 (or less in some situations)
So this poll is just bad, due to the poll itself.

We need to do another Poll now with 2 / 3 / 4 (no more / no less) then after let SD adapt the map layout for the best (not like it is now)

But it’s not a problem for me to have 2 objectives and more side obj or capturable spawn, with a 20 min timer and global map lenght around 15 min and 5 min minimum in speed run mode (including objective time). For the moment this is more a 1 min map or a 15 min full hold, this is not fun in every case.

Spawn are to close from the objective in most cases, with bad location, and no capturable spawn point make the fights to statics, you always know where people come from, easy spawncamp. (1 or 2 frontal routes is clearly not enough !)
This is for the moment a “OnewayNobrainrush” game, 80% of this feeling comes from the “Tubular” maps, and 20% from bad objectives design.


(INF3RN0) #69

Correct. Really though the issue is less to do with the number of objs and more to do with the layout of maps and lack of features or any expansion into new features for that matter. 2vs3 objs to me is just to fill time and not make the maps any more memorable or better. I could deal with 2 objs if the maps got a lot more priority attention for improvement and creativity.


(rookie1) #70

Personnaly I like more 3-4 objectives ,It immerse me more in the game .
Its making maps with a story to tell .Old LB,Camden,WC, had more meat around the bone :stuck_out_tongue:
ppl didnt want long time maps so they cut. for the 15 mn sake !
I would like If the Old ways was keep but in a 2 or 3 parts.Campaign like .
Each part could be arrange for specific type of play.
eg,
-Part 1 = parkour type less difficult part
-Part 2 = more Open space style for mercs with devasting abilities and sniper etc
-Part 3 = more difficult part (choke points,close combat etc…) (eg.Last obj Old Camden)

And Add more Deep in each part :slight_smile:


(Mustang) #71

Maps have gone from 45min to 4min… yes make them a little bit shorter, no don’t cut them in half and then some.


(spookify) #72

I have noticed while I have been playing (with SLI off) that people tend to jutter or tweak depending on the surface they are running on. The Train map when people are running on the tracks they tend to go up and down very fast making it really hard on the eyes. I have also noticed this when people go up and down stairs. Its like a weird head and body bob that looks like a graphic glitch.


(BAMFana) #73

I’ve also noticed this problem and it sometimes makes it really difficult to aim at, or hit, players running up or down stairs.


(trickykungfu) #74

[QUOTE=Erkin31;494314]I didn’t understand this desire of players to have small map.
I don’t like short match. You spend almost more time waiting than playing.[/QUOTE]

I don’t like long maps… You just can’t play competition on a map that last 1 hours… For me a match should be played best of 3 and this works out great with the current maps. Match will take about 1,5 hours.
For 1 year we where talking about a short version of the maps for competition. I think that could work out fine! But most of the people didn’t like the Idee because of the community getting split up :slight_smile:


(Kl3ppy) #75

The first maps we had were too long. LB took 25mins (?), Camden was also pretty long. imo Trainyard is a bit too short, maybe bring back the “doc Run” from Camden. The map length should be between 10 and 15 mins.


(Ashog) #76

Can anyone tell me when is a patchfix coming that solves the “not saving controls settings” problem?

I refuse to rebind my keyboard layout every time I launch the game! :slight_smile:

C u next patch/fix! :stroggtapir:


(spookify) #77

[QUOTE=Ashog;494391]Can anyone tell me when is a patchfix coming that solves the “not saving controls settings” problem?

I refuse to rebind my keyboard layout every time I launch the game! :slight_smile:

C u next patch/fix! :stroggtapir:[/QUOTE]

Hopefully next patch will have this fixed and possible a performance, map and merc polishing… The game is super hard to play and makes you want to stab your eyes out after a few rounds.

#1) Config Saving
#2) Merc visual Movement (Stairs and or anywhere on the map) (Just over all Smoothness of merc movements visually)
#3) Merc Visual Appearance compared to Back ground.
#4) Hud indicators like hack or plant or whatever arent needed just put them on the mini map OR let us turn them off.

#5) Side to Side Strafe Spread reduction. Moving side to side or still juking or moving makes the spread go crazy way to fast. Heck even standing still with some guns you can just nail the body with out a few missing.

#6) Fine turn fall off damage.

#7) Improve performance. (Plus Fix SLI)

#8) Introduce cross-hair with spread growth (Example DOT: Allow the dot to enlarge based on min and max spread) (This will help testing Hugely!)

#9) Another pass on collisions of players (Add Push)

#10) Second Pass of fixing Bullet collision with bushes, trees and whatever… (Possible remove bushes or fill in fence or hole areas.)

#11) Do something move with medics to make them a little more useful! Still know reason to revive…

#12) Fragger nades need to be looked at again. Something really weird about how they land. (Possible a small small roll or bounce needs to be added) I consider myself a never good nader in ET and something feels flat about these nades. Not saying it should be like ET but the nades still feel a little off.

#13) Atry: Please look at a never small spread increase with crouched and or standing still. Moving fine ok but maybe a slight reduction of spread growth between bullets. I think arty should be more accurate then redeye because arty is more of a front line guy and ammo support.

#14) I wont use redeye until I get a red dot or 3.4x scope on him. Basically turning him into rear support sniper. I click to fast haha. No changes just saying.

#15) Phoenix self revive shield?

#16) Add prone :wink:


(Ashog) #78

Flat? Why, “they are nerfed to nothingness” ©


(spookify) #79

Yes thats my point. I dont like how they land. They feel and land flat.

Example:

If you are at the edge of a stair case and you want the nade to go around the corner and land of the first step is is very hard to do with a soft touch throw.
In this example I through the nade at the top of the step hoping it would then bounce or roll down to the step below but it didnt. It stuck at the top of the steps and exploded doing no damage to the people coming up because it didnt fall down to where they were.

I am fine with damage and all that but maybe and again maybe if the nade has a small bounce like it would in real life if could catch that edge and drop down a stair or catch the corner of something and trickle over.


(spookify) #80

1 Week and no real SD posts whats going on SD? Silence do to all the hard work?

Looks like Cfg fix next patch which is a good start, what else! :wink:

More Balance?