Describe xT in one word.


(Kiris) #81

I disagree about the maps. W:ET had some of the most linear maps ever and they were amazingly well balanced and fun. Just because the maps are linear doesn’t mean they can’t be memorable or fun. SupplyDepot comes to mind. One of the best maps ever created in my opinion, yet insanely linear and simple.


(rookie1) #82

[QUOTE=INF3RN0;472237]Biggest problem with the maps is that they feel extremely linear, offer little creativity or dynamic opportunities, and don’t feel like a memorable part of the game experience.

Biggest problem with the game play is that there’s no long lasting appeal because it feels very shallow in all aspects.

So at this point I’m sure it would be successful in the sense that people would try it and say it was fun at a casual level, but it wouldn’t retain a dedicated player base over the long term. That’s pretty common since most big titles release a sequel within a year when people are bored with the other game. I don’t really care as much what mechanics are in play as long as there’s a lot of variety and some real long term appeal.[/QUOTE]

The thing is that they CAN do something very good out of XT but they give the impression that they low in fuel .I hope someone will give them an adrenaline boost.
They had a good start but seem not to improve as much as expected lately…unless something is in store coming in later …as we always 2 months behind in the development knowledge …again I stll have hope, they done good so far ,but its not finish need to reach that top of the hill …gogogogogogo :wink: lets plant that SD flag on an awesome memorable game


(prophett) #83

Agree that it was linear, but it still had a lot of options with regard to strategy. Plant main, grab flag and plant. Sneak through with uni, build cp and plant on other side of main, or plant depot and force a fall back. Trickjump over wall, tj in back door over the built fence, satchel fence and attack via rear ramp/scaffold, etc…

With xT’s maps it’s go lower and plant wall, go main and plant wall, go upper and plant wall OR grab the randomly placed forward spawn :confused: (Waterloo) - it plays out pretty much the same every single time.

Secondary routes and objectives were some of the reasons why supply depot was great, even though it was linear.

Plain and simple, the game needs more maps with PROPER doc runs that allow a little variety. Team doors for disguised covies would also go a long way along with some secondary objectives.


(INF3RN0) #84

^That’s what I meant by “linear”. Not to mention that your unable to traverse the map creatively at all. That doesn’t make it feel like an interesting part of the game.


(Dormamu) #85

…brink… = on the brink of …something :smiley:
I have mixed feelings about it’s current form. Sometimes it feels like a linear RPG story, you cannot change the outcome or the ending, a hero with no specific purpose and with no real impact in the story. Your squad, Brink bots, bored like you :D, with no incentive to care if you are dead, low on ammo or that the enemy is near.
Sometimes it feels like a pub mode, with parts from different games, fun, nice teamplay, no worries about obj/class/win/lose/etc.
Sometimes it feels like Brink and RAD Soldiers had a baby :smiley:

P.S. when i saw Mustang diagram i instantly thought “Visual Game Thesaurus” :smiley:


(Hundopercent) #86

I’ll offer my services to SD if they want.

I’m a real motivator. They just need to be open minded with my approach. :tongue:


(prophett) #87

[QUOTE=strychzilla;472269]I’ll offer my services to SD if they want.

I’m a real motivator. They just need to be open minded with my approach. :tongue:[/QUOTE]

“You know you can’t have no weak-ass EV escort killing our doc run fun”

Tackles Anti


(rapid_shot) #88

A perfect example of this IMO is London Bridge when they separated the beginning of the map and the end of the map with the wall next to attackers’ first spawn. Also not allowing people to build the barricades before a certain checkpoint (not a big deal but still notable). I understand why you would want to make it easier for new players to know where to go. But if the HUD icons aren’t going to help them enough that you need to change the entire map layout, you’re just not going to fix stupid.

My original one word was incomplete (well duh: alpha), but let me elaborate. With just about every aspect of the game, it just feels like it’s not quite there. Movement, sound, weapons, maps, abilities all just feel like they’re missing something essential beyond just the tweaking of what’s there already. And the solutions many have been suggesting all seem to be things SD has said they don’t want to do for the sake of bringing in other FPS style players. But I think those changes SD is hesitant to make would really bring the game into it’s own. I just don’t understand the logic of making Xt like all these other games when the players they’re trying to “convert” may as well be playing the game Xt is trying to mimic.

I would like to say that I love the job the animation and programming teams have done though. Incomplete still, but that’s because it’s still alpha not because it’s missing anything.


(en2ie) #89

My word was average, the reason being is that so far the game really lacks anything special. Now this isn’t all criticism - I like the speed of the game, the TTK, the visual style, and well - average isn’t that bad!

  1. Theme
    It has been said before, but I feel like setting the game in London (and without anything noteworthy other than a bomb having gone off) limits the map environments. Which map will be xT’s slipgate? And since when is it not always raining in the UK!? (+ I want snowy maps)

  2. Characters
    It has become very clear that characters are a big focus for xT, but so far these are probably my biggest issue with the game. Classless objectives (even with the proficiencies) have removed a big chunk of the how the game felt. There was a special feeling of being the guy that the team was relying on “don’t worry guys I got this!! cover me, starts repairing is now… “don’t worry guys I got… oh your all already repairing…”.
    The unique abilities of the characters so far are fairly standard and aren’t enough to really give a character… well character. Perhaps the voices will help in this regard.

  3. Objectives
    There is nothing new here, and I will admit it is hard to think up a viable new type of objective. But some more variety here might help make the game a little more unique.


(RasteRayzeR) #90

+1 for snowy maps : nuclear snow and we have to play in special outfits.


(Violator) #91

Revised my word:

Pingrape.

Reason - anyone with a 100+ ping to you has about 0.5s effective reaction time advantage due to the lag compensation. Had this just now numerous times - begin unloading a round into a stationary target (sniper) but bang dead before the first shot registers (actually had 4 headshot dings against a player and I still died with them on 50% health).


(stealth6) #92

[QUOTE=Violator;472445]Revised my word:

Pingrape.

Reason - anyone with a 100+ ping to you has about 0.5s effective reaction time advantage due to the lag compensation. Had this just now numerous times - begin unloading a round into a stationary target (sniper) but bang dead before the first shot registers (actually had 4 headshot dings against a player and I still died with them on 50% health).[/QUOTE]

Read that as pin-grape. Initially rather confused :smiley:


(INF3RN0) #93

[QUOTE=Violator;472445]Revised my word:

Pingrape.

Reason - anyone with a 100+ ping to you has about 0.5s effective reaction time advantage due to the lag compensation. Had this just now numerous times - begin unloading a round into a stationary target (sniper) but bang dead before the first shot registers (actually had 4 headshot dings against a player and I still died with them on 50% health).[/QUOTE]

It’s actually the opposite in real-time. If you actually see them first and react fastest, low ping always registers the kill. Having been playing on a laggy network this week I cannot explain how much of a handicap high ping is. Delayed damage is what happens with high ping that makes it seem off-putting, but that is not an advantage at all.


(Violator) #94

That’s not what I’ve been experiencing I’m afraid (I don’t get the issue with fellow lpbs) - the compensation seems to eat into my reaction time. I usually have around the lowest ping (20-30) - the case above was a player with a ping of 130 iirc. There is no hpb warping which is a good thing, but the compensation has always been extreme and I tend to avoid hpbs for this reason as I will almost certainly die to them unless I’m really lucky, together with the getting killed round corners thing. I’m not counting skill into this equation btw, I get the same problem with any hpb.

From what you are saying though maybe due to the compensation not all my shots are registering despite hit beeps (I’ve long suspected this). The case where I got literally 4 headshot beeps and still died would seem to support this.


(INF3RN0) #95

[QUOTE=Violator;472499]
From what you are saying though maybe due to the compensation not all my shots are registering despite hit beeps (I’ve long suspected this). The case where I got literally 4 headshot beeps and still died would seem to support this.[/QUOTE]

That’s pretty much it, which happens a lot more at high ping. I haven’t had problems with high pingers on US servers, but I also haven’t had too much frustration with low pingers on EU. Most times it’s just not a great idea to get into a head on collision engagement in the first place and leave it up to the netcode. Most high pingers that do well tend to just play more intelligently to begin with and that minimizes most of the frustration that only LAN can ever appease. Then again there’s not a whole lot of professional aimers playing yet, so I am expecting I’ll strictly stick to NA servers once the game releases lol.


(Leinahtan) #96

Incomplete


(Violator) #97

Just had a few matches on the US obj server and the theory seems to hold water. My kills were registering 0.5s or so after they happened which was a little odd - (ping-wait-obit), and was also getting a lot more success with the sniper especially (I’m an average aimer at best). Ping was 130-ish and it felt pretty smooth for such a high ping but I still think the prediction needs a lot of work from my tests so far.


(Humate) #98

Game uses a WYSIWYG system… the advantage obtained from this system is mirrored.
If you are a low pinger and you spot a high pinger, he will have less time to react than if he was a low pinger. And vice-versa.
The major differences b/w the two is that the high pinger always has to play smart to mitigate this, the low pinger only has to play smart when he meets the high pinger. Since most low pingers play aggressively all the time, it feels as though the high pinger has the advantage all the time.

Secondly the high pinger will always have the issue of overshooting. The server takes a while to communicate to the player whether someone is fragged or not, so its really difficult to multi-kill consistently.

And finally 130 ping isnt high ping.

Hope this helped. :slight_smile:


(trickykungfu) #99

[QUOTE=Violator;472499]That’s not what I’ve been experiencing I’m afraid (I don’t get the issue with fellow lpbs) - the compensation seems to eat into my reaction time. I usually have around the lowest ping (20-30) - the case above was a player with a ping of 130 iirc. There is no hpb warping which is a good thing, but the compensation has always been extreme and I tend to avoid hpbs for this reason as I will almost certainly die to them unless I’m really lucky, together with the getting killed round corners thing. I’m not counting skill into this equation btw, I get the same problem with any hpb.

From what you are saying though maybe due to the compensation not all my shots are registering despite hit beeps (I’ve long suspected this). The case where I got literally 4 headshot beeps and still died would seem to support this.[/QUOTE]

ya feel the same. But i don’t think they have a big advantage, but they really shouldn’t be able to kill that good with a high ping.

If both have the same skill level the low pinger should always win. But this really is not happening atm.


(BioSnark) #100

Conservative.

There isn’t a lot going on that isn’t in past SD titles. There isn’t a new movement system, new weapon handling, new classes nor new gameplay styles available. You’ve got a good base but take some chances on elements outside of the business model!