ISSUE: Unbalanced team games

Re: ISSUE: Unbalanced team games

Postby Jamestonjes » 14 Aug 2013, 11:47

class based would be nice for an assault type mode (like guantlet with checkpoints or assault in older unreal tournaments) or a campaign mode but can open the door to more easy cheating methods (like the guislider exploit i found and will report as soon as my opera mini lets me)
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Re: ISSUE: Unbalanced team games

Postby TheLastProject » 14 Aug 2013, 11:49

Jamestonjes {l Wrote}:class based would be nice for an assault type mode (like guantlet with checkpoints or assault in older unreal tournaments) or a campaign mode but can open the door to more easy cheating methods (like the guislider exploit i found and will report as soon as my opera mini lets me)

I already reported it for you on the tracker.
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Re: ISSUE: Unbalanced team games

Postby Lyberta » 14 Aug 2013, 14:22

All these discussions aside, there is one clear flaw in current version - there is no easy way to add your own gamemodes to your server. I guess I'll start a separate thread on this issue.
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Re: ISSUE: Unbalanced team games

Postby MandaPanda » 15 Aug 2013, 09:01

I'm not sure why people are complaining about RE being too focused on aiming.... it's a shooter, practice and learn to aim.

I'm not a big fan of the "class" idea. I think RE as a shooter should stay as a shooter. I mean if I wanted to play a game with classes I could just go play a RPG :P
However on the other hand, I could see how classes on Gauntlet or Time Trial could be really fun but not for deathmatch, ctf or dtf.

So I'm a bit on the fence about it... but that being said I would rather RE stay a shooter and have no classes rather then add them. I agree a lot of TheLastProject and his view on classes.
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Re: ISSUE: Unbalanced team games

Postby Sniper-Goth » 15 Aug 2013, 14:56

About the class thing, we already have Iron Fist for that(even if its going to be implemented soon), i don't think that it really fits with RE gameplay.
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Re: ISSUE: Unbalanced team games

Postby greaserpirate » 15 Aug 2013, 15:05

FaTony {l Wrote}:All these discussions aside, there is one clear flaw in current version - there is no easy way to add your own gamemodes to your server. I guess I'll start a separate thread on this issue.


Might be going on a tangent, but it's not that hard actually, Orbital made one once (zombie mode) and I made one based off his (killer mode, sort of like Trouble in Terrorist Town but eventually flopped due to confusingness).

To make your new mode playable, make a new file in src/game called "yourmode.h", and add some lines to server.cpp saying to use this mode when a variable is turned on. Then compile and run a server on that mode (making sure to ttell people it is modified and not an official gamemode). Players will not have to download anything to play unless you change things on the client side. It's not exactly easy to code properly working :oops: gamemodes, but Orbital's mode is very detailed and well-documented, so check it out.

I don't know if something like a class system could be implemented solely server-side, since things like changing the number of weapons, adding things to the HUD, and how players move (I think) are only possible if you mess around with the client. But you can still make modes where players are given extra health and damage and assigned different weapons, you can mess around with giving players points for certain things, and turrets and grunts are added server-side (though I haven't messed around with them so I can't tell you how this works).

Overall, it might be easier to make this happen with Iron Fist, so you should talk to L. Tempris about adding to his code. (I don't know how the game's doing, but they're up to 1.5.5, so I guess they're ahead of us :P). Still, if you can make it happen with RE by changing only server-side things, go for it.

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Re: ISSUE: Unbalanced team games

Postby CancukTux » 16 Aug 2013, 01:32

Ulukai {l Wrote}:
Sniper-Goth {l Wrote}:NO, no class things in RE please :c

+1 thank you.
I'm still not a fan of having arena on by default, lets pls forget the idea of classes for a game like RE!


I agree, I love being able to change up my game on the fly and be able to face any adversary. Sometimes I want to just help the team by doing damage with the plasma and plausibly smg, but if someones targets me with the Rifle and shottty combo they can easily stay out my range and get 1HKs on me. Just being able to quickly grap a shotgun and chase someone down is nice.

I think we could allow weapon pick-ups and pre-selected weapons as a potential game mode. We might have to add spots on the map that spawn weapons based on which are not currently prechosen by people though.
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Re: ISSUE: Unbalanced team games

Postby qreeves » 16 Aug 2013, 02:15

How about weapon buffs? It would be like attributes you inherit from the weapon(s) you have. For example: while using the plasma you inherit a shield from damage and lose some speed. Sort of like league, but it keeps the game focused on what weapons you equipped (and could thus also apply to classic). This could also spawn some interesting new items like the above mentioned healing gun, or whatever.
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Re: ISSUE: Unbalanced team games

Postby TheLastProject » 16 Aug 2013, 09:09

qreeves {l Wrote}:How about weapon buffs? It would be like attributes you inherit from the weapon(s) you have. For example: while using the plasma you inherit a shield from damage and lose some speed. Sort of like league, but it keeps the game focused on what weapons you equipped (and could thus also apply to classic). This could also spawn some interesting new items like the above mentioned healing gun, or whatever.

Personally, this is one of the things where I think: This would be great, but please don't overdo it.

I don't have an issue with this per-se, but I'd rather have it as some balancing thing added to a few weapons that could use it than to any weapon. Something like the sword or pistol having slightly increased movement speed, to make these weapons more useful, if only to switch to when you're not about to shoot someone up with something else. This will allow weaker weapons to still have an advantage, causing people to think of more advanced builds. It adds these "RPG elements" while keeping everything balanced and shooter-ish, which is something I find still acceptable.

If we go to this, descriptions of what exactly a weapon does would be useful. Perhaps a question mark next to each weapon on the loudout screen giving stats like damage, firing speed and other buffs if there.
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Re: ISSUE: Unbalanced team games

Postby Ulukai » 16 Aug 2013, 16:20

TheLastProject {l Wrote}:
qreeves {l Wrote}:How about weapon buffs? It would be like attributes you inherit from the weapon(s) you have. For example: while using the plasma you inherit a shield from damage and lose some speed. Sort of like league, but it keeps the game focused on what weapons you equipped (and could thus also apply to classic). This could also spawn some interesting new items like the above mentioned healing gun, or whatever.

Personally, this is one of the things where I think: This would be great, but please don't overdo it.

I don't have an issue with this per-se, but I'd rather have it as some balancing thing added to a few weapons that could use it than to any weapon. Something like the sword or pistol having slightly increased movement speed, to make these weapons more useful, if only to switch to when you're not about to shoot someone up with something else. This will allow weaker weapons to still have an advantage, causing people to think of more advanced builds. It adds these "RPG elements" while keeping everything balanced and shooter-ish, which is something I find still acceptable.

If we go to this, descriptions of what exactly a weapon does would be useful. Perhaps a question mark next to each weapon on the loudout screen giving stats like damage, firing speed and other buffs if there.

I agree with TLP's vision here. Personally I'm not waiting for adjustments of the gameplay mechanics or the way the game plays now as I already mentioned I haven't had too much problems with balance myself. This sounds acceptable but pls don't do it for all the weapons, only the sword and pistol and maybe make the rocket heavier.
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Re: ISSUE: Unbalanced team games

Postby greaserpirate » 17 Aug 2013, 04:01

Speed changes with the sword and/or pistol sound cool, but changing health/damage resistance sounds overly complicated and hard to balance IMO.

As they are, the weapons are pretty much balanced perfectly with Quin's new patch. :D .

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Re: ISSUE: Unbalanced team games

Postby quintux_v » 17 Aug 2013, 06:52

TheLastProject {l Wrote}:Personally, this is one of the things where I think: This would be great, but please don't overdo it.


As long as we don't go backwards and bring back the rifle splash thing, I like this as well.
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