From what I’ve seen, even people with uber computers usually ramp them way down for ultra stable fps, mega second gen graphics are great for SP, perfect for people who have dual SLI rigs, but I think most of us poor slobs have 2.x P4’s with 128 meg vid cards, I want ok graphics so I feel immersed in game, but I don’t need to see dandelion seeds blowing in the wind when someone walks past, I want enemies to kill and some way fun objectives to accomplish along the way, leave the anatomically correct fish heads in the garbage to SP games where they don’t need to worry about lousy connections, sloppy ISP’s, poorly configured servers etc.
Covert Op should get 0.5 xp for each enemy killed with mortar in his field of view.
I know W:ET can handle non-integers, at least for destroying CP with satchel.
Please DO NOT patch the game for player movement, weapon and vehicle adjustments
because you have recieved emails from 12 yr olds that complain that the game is too hard because they can’t kill anything.
Don’t punish the players that have taken the time to learn the skill of the game so joe blow’s kid that just got the game can kill someone online.
Personally, If you have to adjust the game for 12 yr olds then stick to making console games,
And YES I am an ex-bf2 player
Whilst I agree to a large extent of what you are saying, I understand the need for a pick up and play notion in the game. As far as I know the game will be along the lines where its easy to pick up and play but with putting in the effort you’ll reap far greater rewards.
I think he was more shooting towards constantly changing the game mechanics in each patch. CoD did this by removing bunnyhopping and changing the sniper zoom in each patch. You may argue the end product is better for it but its hardly fair that people buy and play a game and then the whole feel of it is changed in a patch.
I weas in the top 5% of players in CoD. I would play it all day long. The bunnyhopping/sniper patch came, and it was a whole new feel. I didn’t like it and quit.
No, I’m not a bunnyhopper just didn’t like the changes. Never mess with physics or movement in the game unless its an expansion pack (which for the most part are a waste of money) or a whole new title.
ingame browser: i usually sort my servers by ping and then choose the one with the most players on it. here comes what annoys me in ET and which makes me wonder why it still isn’t fixed. prolly because i’m the only one who’s annoyed by it: when i click on a line in the server list, then the selection cursor is placed on that line. problem is: the servers are still refreshing and the list itself scrolls while the cursor remains in the same line. so if in the moment when i doubleclick on the cursor again the list gets an updated, it often happens that suddenly there’s another server selected than the one i intended to join. my current solution is to use the “join server” button. unfortunately the same applies to this button. when the list is updated while i press the button, then the wrong server gets selected. solution: let selection cursor scroll with the list.
would be great if this gets fixed in ET:QW.
downloads from other servers: i’d like to have the 3rd party downloads (watermarks, sounds and other annoyances) from servers in a separate directory so that i can flush them all at once by deleting them. it’s somehow risky to have these downloads in the game directory together with the real game files
Do something about spawnraping. If there’s something that turns me off is spawnraping. Spawn areas should be safe houses where newly spawn players are invulnerable not because they can’t be hurt but because no bullet/rocket/mortar can penetrate; being invulnerable but still having zero visibility because of the mortar detonations is almost just as bad as dying. Players inside these bounding boxes wouldn’t be able to fire back either, basically “no bullet gets in, and no weapon is discharged within” them.
Try and remove any map exploits, especially those that take advantage of jumping. Picture Goldrush at last tank barrier, instead of putting dynamite on the barrier itself the “cool guys” put it above the store’s suncover where it’s darn hard to get to in a hurry. The point of all this is not about whether or not the position the dynamite is placed at would hinder its effects in real life, but exploiting the fact first person games are handicapped when it comes to jumping.
I like having to look for the stick of dynamite and defuse it but I don’t enjoy having to jump around like a bunny and fall off just because FPS games are not jump simulators when in real life jumping to that store’s suncover (or cutting it with a knife from underneath) would be dead easy.
I’d like to see more objectives that actively require teamwork. ET is a game where teamwork pays off but I’d like to see maps like fueldump where (supposedly) a covert ops and engineer are required to cooperate to win.
I’d really like if the covert ops/ranger would be able to paint targets (alternative fire mode on a scoped rifle that turns on the laser) for field ops’ air support or any flyable vehicles with laser guided bombs/missiles leading to team cooperation.
One of the things I like about BF2 is that it awards assists for kills. I usually play covert ops and many times when I’m sniping I can get about two shots of the bunny hopping mark sprinting 200 yards away except I never get off the kill shot all the while he’s probably at 25% hit points when he gets killed by another guy. My suggestion would be to split the kill XP award between those that kill and those that injure. If the target heals before being killed then any assists would be nullified and only whoever killed him (or damaged him after the heal) would get the XP.
The stamina bar is pretty useless for covert ops as it is. Usually we spawn, make a sprint for our sniping location, go prone and wait. It’d be nice if we could use our stamina to steady our aim through controlled breathing when scoped and prone (only). Could be only for about 3 seconds for a full bar of stamina and then improve as we level up.
When scoped, covert ops view hould wobble a lot more (and never become entirely stable as it is now) even at high levels, instead I’d prefer if manual breathing control (see above) was required even at these levels.
Day and Night cycles. If my memory serves this has not been confirmed, only hinted at, like “since we’re using the D3 engine and lights are dynamic we can have day & night cycles” where the operative word is “can” and not “will”. Someone correct me if I’m wrong. Actually, I don’t really care if we have day & night cycles since it would be pretty silly IMO to have the sun go from 4 O’ clock in the afternoon to sunset in a 30 min match. However, I would like to play the same map at different times so when setting up a server we could be able to run Canyon at 10pm for 30 mins and then Canyon at 10am for another 30 mins, etc.
I think walk speed should not be contingent on the weapon you’re holding at the time. After all, you’re still carrying the panza on your back where it’s poorly secured, dancing all over the place. In fact, carrying the panza in your hand would likely give you better speed since you’d be able to balance it against your momentum. My suggestion would be to raise the walk speed a tad even when carrying heavy weapons but don’t have variable speeds depending on current held weapon, only total weight which opens up the possibility of throwing weapons away to gain speed.
The command map should be dynamic and only show what is possible at any given time. For instance, in Oasis, until either the old city wall is blown up or the second water pumps are constructed the two dynamite icons at the guns in the end should be hidden. Likewise, whenever an objective that can’t be lost is acomplished it should be removed. Makes the map clearer and more helpful. The lobby map could still have all the objectives though.
Have an easter egg kind of mode that pits humans vs humans. Make no mistake, I’m very much looking forward to the assymetrical gameplay but I think this extra mode shouldn’t be too hard to pull off. You’d probably need a dedicated map which is a problem and someway to diferentiate between teams. I’d even suggest that this mode be some sort of alternate reality where WWII never ended so the two human teams could be allies vs axis again (this would be the perfect excuse to reuse the awesome german voiceovers from ET). I wouldn’t even mind if this was a free addon released some months after the game ships.
This last suggestion is more about modding/packaging than actual game mechanics but I’ve seen this problem with D3 and continue to see it with Q4: every new patch adds a new .PK4 file. Quake 4 already ships with a lot of these but after patching it becomes very annoying trying to find a particular material entry/definition/gui when you have to look both in ALL the “patch .PK4s” as well as the original .PK4s that came with the game. Why can’t the game come with a set number of .PK4s and then only one new PK4 is added for patches. For isntance you could have “pak0.pk4”, “pak1.pk4”, “pak2.pk4”, etc. and then a single “pakpatch.pk4” that would be replaced with every new patch.
Related to this I’d also suggest grouping similar files to the same .pk4 whenever possible and name them accordingly. When I go to the Q4base dir and I want to find a specifc model I don’t know where to look so I have to check every .pk4. And then models are spread out through out like four different PK4 files. And the names of the pack files don’t tell me anything.
When I released my D3 map I had four pk4 files:
atw_data.pk4 <— all the textures
atw_game.pk4 <---- the game dll
atw_maps.pk4 <---- the .map/.cm/.proc/.script
atw_defs.pk4 <---- everything else (materials, guis, definitions, etc.)
I never had to release a patch for my map but if I had I would not add additional PK4s unless new textures were needed so a new DLL would simply replace atw_game.pk4. If I needed to edit the map I would replace atw_maps.pk4 and if I needed to add/change a material I would replace atw_defs.pk4 since these three PK4s have assets that are highly compressible and would not overly bloat the patch size. For textures, completely replacing would be overkill so a “patch pk4” would be advisable. Anyway, at the very least I would suggest that ETQW keeps all the materials, guis, defs, etc. (i.e. text format files) in a single .pk4 and that all patches simply replace this .pk4 with an updated version. This would make life a lot easier for modders.
not here. i usually run into the enemies lines, get uni and try to backstab as many as i can. much more fun. besides the smoke grenade comes in very handy many times for my team.
apropos: i hope in etqw there’s something like the goat sound in etpro
Try and remove any map exploits, especially those that take advantage of jumping. Picture Goldrush at last tank barrier, instead of putting dynamite on the barrier itself the “cool guys” put it above the store’s suncover where it’s darn hard to get to in a hurry. The point of all this is not about whether or not the position the dynamite is placed at would hinder its effects in real life, but exploiting the fact first person games are handicapped when it comes to jumping.
WRONG!!!
Always reward experience. Like RTCW Beach map with the wall jump. If you are good enough to figure out a way to get over with your friend helping you under fire, then you have skill, and skill should always be rewarded. Now if it was like an instant win thing it would be lame. But its a legal tactic to do something different that wasn’t intended but doesnt give your team a huge advantage. Remember, when your on that side, you can do it too. That is, if your skilled enough.
That’d be like limiting peoples accuracy or making it so you couldn’t win a 2v1 gun battle. If you’ve got the skill you should be allowed to use it. Eg I can’t trickjump very well but when I see someone lse do it I have two ways to go, I could ask for it to be banned or removed, or I can practice like fuck till I can do it as well.
Exploitable. First, you could have an enemy run into your spawn door and completely block it. Wouldn’t work on all maps, but would allow stupid, cheap stuff.
Another reason I don’t like it is because it’s something completely artificial. There are simpler, more effective and elegant ways of fixing that. Each spawn should have several exits, but only 1 or no entrances. Also allow spawning over a larger area. Spawn raping would never happen on Rail Gun if Axis could spawn outside of the hut, for example near coal. That’s why my top priority on Railgun usually is to either guard or capture Depot Yard.
One idea I’m toying with (and would love to implement one day) is to have invisible spawn shields which last several seconds… they would work just like current shields, except for said invisibility (no icons) and fact that anyone attacking shielded player would take 666 damage.
I like having to look for the stick of dynamite and defuse it but I don’t enjoy having to jump around like a bunny and fall off just because FPS games are not jump simulators when in real life jumping to that store’s suncover (or cutting it with a knife from underneath) would be dead easy.
Not to mention you could just knock it down, and then defuse it. Shake the store, whatever.
I’d like to see more objectives that actively require teamwork. ET is a game where teamwork pays off but I’d like to see maps like fueldump where (supposedly) a covert ops and engineer are required to cooperate to win.
It can be done on Oasis, too.There’s a teamdoor a covop can open. And if you sneak past allies on Caen…
I’d really like if the covert ops/ranger would be able to paint targets (alternative fire mode on a scoped rifle that turns on the laser) for field ops’ air support or any flyable vehicles with laser guided bombs/missiles leading to team cooperation.
Previews mention laser painting as Field Op feature, BUT they also say rangers can spot targets and do scouting in general. Probably works the same way as in W:ET (enemies are placed on command map if they’re in a covop’s field of view). I think that’s enough.
One of the things I like about BF2 is that it awards assists for kills.(…)
I would suggest something along these lines: 1xp per 75 damage dealt, 2 per kill. Killing is still important, in a way, because even 1hp engineer can win a map, or just kill several people from behind.
The stamina bar is pretty useless for covert ops as it is. Usually we spawn, make a sprint for our sniping location, go prone and wait.
Then you’re not playing Covert Op to his full potential.
Sten exists. Good weapon for middle range/attack. Good for headshots, too.
FG42 is much worse than K43/Garand as far as sniping goes, but it’s very good short range weapon. You can actually kill medics with it. Theoretical damage output (no headshots): 9*15=135 dmg/sec, compare to 108 for Thomp40 - nearly 30% more for short range.
Why attack with Covert Op ?
because you’re supposed to help your team
because you can clear the path for engy on Fuel Dump, Oasis.
because smoke grenades help
because Satchel is the fastest way to destroy some objectives and CP’s. Command Posts are critical on maps like Radar, Transmitter, or modded Battery/Fuel Dump where it gives you extra spawn point.
Even when you snipe, it’s often a bad idea to sit forever in one place. When enemy expects you to be there, say hello to rifle grenade each time you spawn. Or they could just smg spray you, unlike Mg42 soldier it’s very hard to bite back while under fire.
You also have big mobility advantage over Mg42 soldier, and whatever weapon you carry on your way to a sniping spot is better for defence than soldier’s pistol.
When scoped, covert ops view hould wobble a lot more (and never become entirely stable as it is now) even at high levels, instead I’d prefer if manual breathing control (see above) was required even at these levels.
It may be realistic, but I don’t see your point. Sniper rifles are in my opinion perfectly balanced - you can kill with them, but it takes some training to score headshots. Sniper rifles are neither overpowered or too weak now. I still wake up screaming at night when I have a Q3F dream.
Day and Night cycles. If my memory serves this has not been confirmed, only hinted at, like “since we’re using the D3 engine and lights are dynamic we can have day & night cycles” where the operative word is “can” and not “will”. Someone correct me if I’m wrong. Actually, I don’t really care if we have day & night cycles since it would be pretty silly IMO to have the sun go from 4 O’ clock in the afternoon to sunset in a 30 min match. However, I would like to play the same map at different times so when setting up a server we could be able to run Canyon at 10pm for 30 mins and then Canyon at 10am for another 30 mins, etc.
From reading previews I got similar impressions to yours - I can’t remember anyone from SD saying there are going to be any cycles. You can set a map/server to day, night, etc and that’s it… I hope. I suspect dumb reviewers keep repeating ‘night and day cycles’ because of habit, it’s some kind of idiom for them.
I think walk speed should not be contingent on the weapon you’re holding at the time. After all, you’re still carrying the panza on your back where it’s poorly secured, dancing all over the place.(…)
Make it too slow, and hardly anyone will consider playing panzer. Make it too fast, and there will be panzerbunnyhoppers (or equivalent. It would be Quake.)
I prefer current way of doing it. I think gameplay benefits from it. You seem to be concerned too much about what you perceive is realism. Your priority when considering a change should be how will it affect gameplay. I say forget realism unless it benefits gameplay, in which case it’s a nice touch. Minigunners in Q3F were slow, but at least they had 300 red armor so they weren’t spending all their time on lemming runs.
The command map should be dynamic and only show what is possible at any given time. For instance, in Oasis, until either the old city wall is blown up or the second water pumps are constructed the two dynamite icons at the guns in the end should be hidden. Likewise, whenever an objective that can’t be lost is acomplished it should be removed. Makes the map clearer and more helpful. The lobby map could still have all the objectives though.
I generally agree, althrough Oasis isn’t a very good example. There’s a teamdoor near old city wall.
However it pisses me off when I see people go after already pointless objectives like footbridge/mgs on Fuel Dump once the door is blown. Or when I see engys plant at second truck barrier before TANK is stolen.
(snipersteve)
Always reward experience. Like RTCW Beach map with the wall jump. If you are good enough to figure out a way to get over with your friend helping you under fire, then you have skill, and skill should always be rewarded. Now if it was like an instant win thing it would be lame. But its a legal tactic to do something different that wasn’t intended but doesnt give your team a huge advantage. Remember, when your on that side, you can do it too. That is, if your skilled enough.
I completely disagree. Most trickplants are very cheap, they take advantage of internal workings of the game players ideally should be unaware of. Squirrels report SD don’t use Doom3 per-poly hit detection, and use hitboxes to make network code managable, not to allow 1337tness. The reason they’re so cheap is that there’s no visible reason why they should work. They’re mostly memorised tricks which have no connection with teamplay. You’re supposed to have someone cover you while you plant that dynamite, and then teammates guard it. And “Dynamite planted” like messages were implemented for a reason. Also, squirrels claim some of trickplants (I have outdated info about it) have been removed in patches, this means even SD thought they’re cheap. About that fueldump trickplant: no, you don’t even need 2 people to make it silent. You can plant 2 dynos.
To remove trickplants, I would go as far as make arming dyno only possible if it would produce “Dynamite planted” message. No, it’s not overkill. How often do you use dynamite to blow something other than objective ? It takes 2 dynamites just to damage static MG42, as if engy didn’t have 4/8/evenmorewithrifle grenades already. So no one would be missing anything if you weren’t able to arm dynamites outside of objective zones.
Hiding inside the railgun water tower is skill, too. Especially when your opponents use old hardware, disabled dynamic lighting and other stuff for acceptable performance and can’t even locate you by gun flashes. Using lean to see through walls is so sexy and is so hard to master it should give you 10 xp each time !
Do you use sniper rifle reduction script because it can be done and you’re too cool to play by the same rules as most of players ?
Always reward experience. Like RTCW Beach map with the wall jump. If you are good enough to figure out a way to get over with your friend helping you under fire, then you have skill, and skill should always be rewarded. Now if it was like an instant win thing it would be lame. But its a legal tactic to do something different that wasn’t intended but doesnt give your team a huge advantage. Remember, when your on that side, you can do it too. That is, if your skilled enough.
Rewarding experience is good, punishing newcomers isn’t. And I’m not talking about trickjumping to get to another position. I’m only talking about using that to “hide” sticks of dynamites in places where IRL they’d be ultra easy to get to.
Heh, I think you misunderstood me (or I wasn’t clear enough), the bounding box I mention would be invisible not physical and would work pretty much like you describe at the end above.
Agreed, it doesn’t need to be split 50/50.
I don’t always snipe, etc. My point was that when I snipe I see my stamina bar go unused.
I like challenges? Besides, it’s not that different from ET now: instead of the wobbling you get the “miss bar” that slowly goes down. This way you’re removing a meta-game artefact (the miss bar) and substituting with an actual visual challenge.
I don’t want “absolute realism” but I do want “more realism” than we have now, yes.
Exactly.
I agree. And if I wanted to be anal I’d suggest having specific dynamite spots like the gold spots in the truck in goldrush. Going too far? Probably.
Alot of realism type changes sound good in print, but usually end up making a game that I do not like to play.
Call of Duty is one game with many realism aspects, and is also one game I’ve hardly played at all online because of these things. Limited lives and dying easily from damage just is not fun unless you are playing in a clan match game maybe. Be honest, you will play mostly in pubs, even if you are a clan member, then in structured matches
If you want more realism, then maybe you should try CoD or AA.
I want a game that is a game, not a game that is a simulation. All the things in ET like planting on passed objectives just add flavor to the game imo. If some enemy engy wants to pass my lines to do that, then more power to them. The enemy is short one defender while they are doing this, and if my team is letting people get past them, then that player deserves a bonus (exp for blowing up old objectives).
Planting dynamite anywhere is also another flavor adding aspect to ET. Ive played engy alot and I love seeing my flag overrun while I lay a dyna outside the door to that flag… to catch enemy spawns coming out. Sure its not guaranteed to help my team, but it’s fun.
Yeah, online playing is cool when it is fun. It doesnt need to be realistic. You need to have some time to chat in the game as well when ur public. Ive had a funclan. One of our members hosted a server with 14 slots at home which was laggy as hell. Meanwhile we had like 40 members coming to this server. Then another 50 ppl who liked our server and our friendly and fun enviroment. Even with my private slot pass it could sometimes take up to 30 mins to get in the server and there were many players who liked to connect and did wait that long, just to play with us. ET is fun because its not too realistic. Also not too fake, but perfect balanced. Just a great game to have some fun while playing, I hope ET:QW will be the same.
About those dyan’s. When i was axis i had a dyno in the room before the north antitankgun in oasis. I wa slucky while i was death it did kill an allied engi going to the gun
Now if you are good enough to make it fun AND add realism, then thats even better. But the main priority should always be fun. If i wanted pure realism I would be playing AA.