the current state of the spread system


(INF3RN0) #141

Neglect is a big reason, though Brink was too afraid to be a PC game- which is too bad because a lot of the ideas behind it were PC oriented. It’s possible W:ET made it the furthest simply because it was open to support (which also tends to be less hurt by a rough launch when f2p). I hope SD have no limits from publishers this time around. I expect xT to evolve over time just like ETQW and this time be able to expand to its full potential without some big name publisher pulling the plug after the money is gone. I still think the only people that will be really hurt by xT are those that are way too attached to one game (mostly comp players), but if the game is good enough to hold a substantial player base then it won’t matter anyway.


(stealth6) #142

Since we’re wildly offtopic anyway.
There are already limits on XT (thinking of all the region bs on Nexons side and the Russian Dirtybomb fiasco)
As has already been said, previous games mostly failed due to lack of support post release (which the publishers are blamed for). Can’t say I’m too optimistic for XT though, seems to be months between patches if they’re not balancing patches. So let’s hope there aren’t any big issues after launch.

Communication is also lacking - if you’re not a vip. It’s definitely better than some other devs, but most of the time seems like they’re distant (holding back), maybe they’ve been burned in the past because of being too open or something?

As you said though there’s already going to be interest in the game even if it’s not us, so it won’t be a failure.


(rookie1) #143

what if XT had a competion mode pack that could include a set of restrict mercs ,maps and game options ?


(spookify) #144

It will turn out only like 10 people play that mod and 10 people play the other mod and 10 people play this or that. it separates the game! What I hated about ET was going into a Jaymod or Shurb servers OWNING and getting kicked and banned because of skill… If there werent all these mods and other stuff I would probable still be playing ET. There was such a huge seperation of players that some of the ETpub, shurb and Jaymod players never even knew these players could exists or that there were other places to play. Grants Shurb and Jaymod did have some fun large maps and different ways to enjoy the game which was a good change of pace however the ban hammer would come out soo fast that good players gave up going to these servers.

Overall the separation is what killed ET but the separation also made it possible for the Shurb and Jaymod server to outlast ETPro servers…

I think XT needs some large 32 and 64 player maps because the noobs are just happy running around. The good players can put up 100’s of kills there but the thing is proving the dont hax, not banning them and shutting up the crap players that keep calling them out.


(BomBaKlaK) #145

24 or 32 players maps !! needed !!
64 is to much


(rookie1) #146

[QUOTE=spookify;483830]It will turn out only like 10 people play that mod and 10 people play the other mod and 10 people play this or that. it separates the game! What I hated about ET was going into a Jaymod or Shurb servers OWNING and getting kicked and banned because of skill… If there werent all these mods and other stuff I would probable still be playing ET. There was such a huge seperation of players that some of the ETpub, shurb and Jaymod players never even knew these players could exists or that there were other places to play. Grants Shurb and Jaymod did have some fun large maps and different ways to enjoy the game which was a good change of pace however the ban hammer would come out soo fast that good players gave up going to these servers.

Overall the separation is what killed ET but the separation also made it possible for the Shurb and Jaymod server to outlast ETPro servers…

I think XT needs some large 32 and 64 player maps because the noobs are just happy running around. The good players can put up 100’s of kills there but the thing is proving the dont hax, not banning them and shutting up the crap players that keep calling them out.[/QUOTE]

all servers goes pub with standard stuff but if clans want to compet they could have a comp pack to download set their server with it (a set of restrict mercs ,maps and game options)
The same could be done for BombaKlak big maps a set of Big maps and mercs,
I don’t think all players will go with these map packs (90 % pub 10 % comp & Big maps )
Like that you offer something for all taste …doesn’t have to be a mod ingame


(BomBaKlaK) #147

24 is the right number for pub I think, but maps need to be bigger than we actually have.


(shaftz0r) #148

[QUOTE=spookify;483830]It will turn out only like 10 people play that mod and 10 people play the other mod and 10 people play this or that. it separates the game! What I hated about ET was going into a Jaymod or Shurb servers OWNING and getting kicked and banned because of skill… If there werent all these mods and other stuff I would probable still be playing ET.
Overall the separation is what killed ET but the separation also made it possible for the Shurb and Jaymod server to outlast ETPro servers…
[/QUOTE]

i just dont agree with that at all, and im surprised that you do honestly. Cheating (just pb in general with the inherent chop it produced in-game), and the inability to player track (because free game and dynamic ips) destroyed et. There are still a TON of people playing unpatched, and etpub mods. etpub is the mod that came out last and was based on etpro. These mods have extended the games life 10 fold, and obviously community maps help A LOT.


(Rex) #149

I would also like to see this with the right maps of course or at least 20 players.


(INF3RN0) #150

I like keeping maps meant for 10-16 players. The point of this is to be able to create more maps that can be used by both comp and pub. Having too much variance would mean less competition maps. The problem is that the xT maps don’t fit the game play. They really feel more like what you’d get in SnD or TF2 gold rush. Asking for 24player maps would mean even more disappointment, especially when they’d all get finalized before being really polished.


(attack) #151

SD have stated already that wide areas over 2048 are a problem performance wise. so rly big maps for 64 or 32 players arent rly possible.
multiplayers with that much players mostly only rly work with vehicles


(BomBaKlaK) #152

[QUOTE=attack;483856]SD have stated already that wide areas over 2048 are a problem performance wise. so rly big maps for 64 or 32 players arent rly possible.
multiplayers with that much players mostly only rly work with vehicles[/QUOTE]

Meh … really ? even with the actual global size it’s possible to make 32 or 24 players maps, and if they can’t then Unreal Engine 5ucks !
Performance are already really poor, it’s normal it’s still a beta. But I really hope bigger maps at least for 24 players, and much better performance in a near futur.

For the moment I’m still waiting the next update, with I hope some real maps adjustment and new maps (at least canary warf)
And maybe some weapon balance ? Let see what’s SD cooked for us ! I’m hungry


(shaftz0r) #153

they need to hurry too. people are getting impatient and the player base is down to almost nothing currently


(attack) #154

they should give the vip maps to all


(Glottis-3D) #155

yeah, currently 99% of playerbase is clan-players. pub play is too boring atm.

need more interesting objects, side objects, secondary objects. and NO choke points. so the pubplay becomes challenging and does not turn you off.

i would like to see maps, that are suitable for 88 or 1010, but are designed mostly for 55. Camden is smthng close. Waterloo and Whitechappel are 55only.


(stealth6) #156

From my understanding the goal is 5v5 matchmaking. It’s only 8v8 atm so there is a buffer of 3 players per team (for disconnecting / connecting) until they finish the real system.


(acQu) #157

That buffer is really dangerous though imo. Because imo xT turns from enjoyable (5v5) to absolute chaos (from 7v7) very fast. 6v6 gets uncomfortable already on some maps (think Camden is close to getting 7v7, but 8v8?).

So the danger is this famous ‘first impression’. That buffer i think is not worth it, just too much is on the line (means no dedicated servers actually and just matchmaking up to 5v5).

Most people will just leave with the impression, and then either come back or leave it like that. I can just speak for myself here though, but i can only tell how it was for me after the first hour of gameplay. This chaos and randomness feeling was (among the slowness movement and infight mechanics and tightness of maps) among the major feelings i had.


(fubar) #158

I thought this was rather fitting:
//youtu.be/W1ZtBCpo0eU


(prophett) #159

The cheating and acceptance of known cheaters in the community is what destroyed ET for me.