Give your Feedback about the release!

Re: Give your Feedback about the release!

Postby Phanto » 22 Mar 2011, 00:52

I would make three suggestions:

1.) The server sorting list is broken. It's difficult, if not impossible, to sort servers in the list. For instance, you should be able to sort by ping, game options, maps, region serer is located in, etc.

2.) Laser Rifle should be more powerful. I feel like the laser rifle requires too many hits to get a kill. For instance, it's not uncommon to require 3 hits to get a frag. Frankly, 2 should be the most. The weapon is already difficult to use in that you need to be accurate in a fast paced game. It's also difficult since it doesn't rapid fire. Thus, the damage caused by the weapon should be larger.

3.) As one member on the forums has mentioned, the reload times for weapons are too long IMO. I feel like it slows down the game more than it should.

Overall, the game is very good. The map selection is very large, the game runs very well, it's stable, and it's free.
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good work

Postby leighrex » 22 Mar 2011, 01:06

Great game loving the fast paced :) I'll be getting more people into this game :D!
I love how when I go to a 300ping server It doesn't affect me great stuff.
More Australians please, I want to roll you with the Rifle :)
Questions: Can I change my Zoom sensitivity?
What else will you be adding to this game in later releases (gameplay wise)?
How will scrims work in this game? 5v5 like every other game?
Yeah that's it :)

- Leighrex
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Re: good work

Postby qreeves » 22 Mar 2011, 02:06

Great game loving the fast paced :) I'll be getting more people into this game :D!
I love how when I go to a 300ping server It doesn't affect me great stuff.

Good to hear you're liking the game, the net code is one of the reasons I chose the Cube Engine :)

More Australians please, I want to roll you with the Rifle :)

Quite a few of us devs are Australian, including myself. Drop by our chat room, we'll probably be up for a game or three :)

Questions: Can I change my Zoom sensitivity?

Try /zoomsensitivity

What else will you be adding to this game in later releases (gameplay wise)?

Whatever we can think of, we enjoy working on this game and making it even more fun with every step. You've seen what we've done so far, anything is possible.

How will scrims work in this game? 5v5 like every other game?

Not sure what a scrim is, you might need to clarify this one.
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Re: Give your Feedback about the release!

Postby Domineeto » 22 Mar 2011, 05:48

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Multi-player : Ability to change your nickname

I set mine to something really stupid because I thought I would play it for a few hours and uninstall, I was wrong. Other than that, I have no concerns or gripes with the game. Great job!
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Re: Give your Feedback about the release!

Postby Face » 22 Mar 2011, 08:00

First of all, thanks for this amazing game. As a mapper I have always been after games with editors in them, and therefore playing a lot of Cube 2 of course. Now I have found RedEclipse a few days ago, and I think this is really amazing, if not the best FPS I have played overall, since a long time.

There are several different aspects I'd like to emphasize, and I'll start with the editor itself, which has gotten a few additions, but also several things that could be improved. I like the new ladder material. It was really what I missed in the Cube 2 version. Making ladders on Cube was relatively annoying, and now this problem is solved, and as there are no moving objects, at least none that I know of, this material could be a solution for making elevators - or even maps with no gravity (even though the material would push you up as you go forward). The new pushers are also great. They seem to work entirely different than the jumppads on Cube 2. I've been trying to create conveyor belts and such things (combined with /vscroll), which wasn't really possible with normal Cube jumppads, because they would not constantly push you forward, and then of course there's the noise - pushers do not have that problem, which is another great thing that can make for some interesting gameplay.

But then there's something that the editor lacks: Entity menus. In Cube 2, you could quickly edit the parameters of entities by pressing F3, and here it seems that if you want to change a parameter of an entity, you have to do that via /replaceents each time. There's not even the option to scroll through entity types, as there was on Cube 2, which is bad because switching through e.g. map models would allow you to work much faster.
There's no material menu either, but I'm okay with that, as there are other options to edit materials fast. A little thing I also miss is the skybox menu, but it's a minor problem. Why does placing textures via texture menu not work, but only via Y+scrollwheel?

As for the gameplay, I think it's just great!! There's no campaign, but I'm fine with that. This game provides a ton of multiplayer fun, which I consider more important for this type of game. Let's start with the customization options: I think it's absolutely AWESOME that you can edit nearly every gameplay parameter as a server host or if you're playing against bots. Starting with playersize & aerial speed, zoom locks & impulse variables & spawn weapons, you end up in the weapon customization, which is again pure awesomeness, that has to be said. From making sticky laser-projectiles that act like sticky timebombs to implementing guided rubber bullets that bounce off and explode in a huge burst of flak, everything is possible. You can turn grenades into nuclear bombs, and many other stuff. It's really fun to mess around with parameters like fire rate, projectile speed/size/trajectory/influence by geometry. The weapon customization is already perfect, but if you add projectile colors it will be more than perfect. :-)

The guns look really fresh, I like their colorful style, which is entirely different to Cube 2. The handling of those guns has also gotten improved in comparison to Cube, as there's primary/secondary fire, reload and scopes now. Other things like cooking weapons gives this another cool touch.
Another massive improvement is the interaction with the environment. Crouching is just the tip of the iceberg. The most awesome thing is the wallrunning. I absolutely love it, because it takes combat to a new level and gives the game a matrix appeal. Dishing out headshots while running down some wall is very fun, unfortunately these opportunities are rare. The only thing I miss a bit is moving parts in the game, but that's not a big deal really, as there's such things as impulse dash and jetpacks, which also contribute to a very fun gameplay.

The fact that this game is compatible with ALL maps from sauerbraten except of one ('forge', because it would always load the 'forge' map from RE even if I pick the Cube version) is also truly awesome. There are now tons of maps that can be played in a variety of game modes, which are also awesome and customizeable to your likings via mutators. Want a ninja sword fight? No problem. Want a crazy rocketlauncher fight? Go ahead.

I personally don't like the hit sound, but I guess this is a matter of opinions. Instead of the piano-style hit sound I would prefer something like a bullet-impact-to-body sound. Sure, you may say, this game is not about realism, but then put it like this: You got for example the SMG doing some deep clattering sounds and all of a sudden there's this bright piano tone, and that just doesn't work well. It doesn't fit together, those hit sounds don't fit into the game. At least I wish I could disable them.

If there's anything I've forgotten, I'll write about it later, as for the current point, here's my summary:

Graphics: 10/10 - The game looks almost exactly like Sauerbraten. The graphics may be old, but unlike some other people, I personally don't think that old graphics are bad. Especially considering this game is free.
Gameplay: 10/10 - Aside from a few things that should be improved, this is really the perfect FPS if you're looking for multiplayer action. Some improvements would totally make this a 11/10 game.
Editor: 9/10 - I personally cannot cope with the fact that it's gotten a different handling compared to the original Cube editor, but the compatibility with Sauerbraten maps makes up for it.
Sound: 8/10 - The sounds need a fix. Gun sounds are okay, and those arcade styled killing spree sounds are also nice, but I would appreciate if there was an option for disabling the hit detection sound.
Overall: 9,25. This game is free, yet in my opinion it would put some commercial games like Halo Reach to complete shame in many aspects. I appreciate this amazing gaming experience.

@Phanto: The reload time and the damage depends on the server host, who can alter tons of gameplay and weapon variables. People seem to completely ignore that there are huge customization options in this game.
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Re: good work

Postby leighrex » 22 Mar 2011, 08:14

Another question any chance I can remove my x hair and move the radar location?
I couldn't be bothered typing it in Scrim: A scrim is a practice match, usually before one of the teams go into a more serious 'ladder' match or for fun. A scrim can be any online game. Just a serious match :D!
Will there be any Graphics upgrades or are we all fine with what's going on now? I sure as hell don't care about the looks, just curious.
I came from urt aswell <3 my sr8ing competetive sr8er :)

-Leighrex.
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Re: Give your Feedback about the release!

Postby LuckyStrike-Rx » 22 Mar 2011, 12:00

Instead of the piano-style hit sound I would prefer something like a bullet-impact-to-body sound.

I'm not fan of piano hit sound since BF (don't really suit the overall ambient). I guess it's hard cause it have to indicate how much damage you deal, be quite , and be different from any other sound. Maybee make sound longer or louder when you make a heavy hiy instead of tons variant.
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Re: Give your Feedback about the release!

Postby IMMJR » 22 Mar 2011, 18:15

Domineeto {l Wrote}:[Options]
Multi-player : Ability to change your nickname

I set mine to something really stupid because I thought I would play it for a few hours and uninstall, I was wrong. Other than that, I have no concerns or gripes with the game. Great job!


Hey there, Domineeto, you can change your name by typing /name into the console. (To access the console press ~ )
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Re: Give your Feedback about the release!

Postby protox » 23 Mar 2011, 01:54

My only major suggestion is to increase the power of the Laser Rifle.

Also I think the fire effect on the flame thrower could be more clearer, it's too transparent and more plasma like then fire.
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Re: Give your Feedback about the release!

Postby Ulukai » 23 Mar 2011, 09:44

RE is SO much fun to play :-) Incredible first release and I'm glad to see pop up so much servers.

There are of course some tweaks that can be made, and I agree witht the things that FlyingHigh says.
Also, I noticed that you can't really see a player reload a gun since there is no animation in 3rd person view. It looks like the player just lowers the weapon, which is kinda cheap :-p

Models
Very nice! I like the SMG, pistol, grenade launcher, grenade. When shooting, you can't see the finger pulls the trigger though.
Rifle scope could be improved.
Plasma gun is fresh, but looks kinda funny.
Would be cool to chose your default player color, so not everyone in DM is green... Like Halo 1!

Weapons
Shotgun should be a littlle stronger.
Grenades don't deal that much damage as I hoped for, they were more fun in BF beta 2 :-)

Gamelpay
Incredibly fun, couldn't be better.
No need for single player, I doubt to see if there are many people waiting for it. Maybe a poll on the website may help?

Maps
Just perfect.
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Re: Give your Feedback about the release!

Postby adrix89 » 23 Mar 2011, 10:43

To me the weapons don't feel right yet

First the plasma has become totally useless with the second fire getting bugged by whatever that forcefield does,
its basically harmless as you can get pushed around the damage area,either remove the crappy forcefield so as to make it more fluid and/or implement area distance checks
First fire could also use more punch

Shotty second fire really needs more initial speed and the removal of the damage per second effect as a shotty is NOT a flamethrower, alternatively you can revert to blood frontier shotty and just add more spread to second fire with the first for ricochet

Laser 60-70%(2 shots kill with some added time for health regen as well as 1 shot if low on health) health damage with headshot insta(which I believe it already is?)

Submachinegun could use more punch but ok in general

Flamethrower is currently the most overpowered weapon, just make the rest of the weapons suck less

The rest is fine

Models, game modes and maps are top notch, I'm not sure however if there is a anti radar modifier
Also blue blood or something since this are supposed to be robots?
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Re: Give your Feedback about the release!

Postby Vinculi » 23 Mar 2011, 11:01

Hey guys, been playing for about three days straight and I'm loving it, going to try and get all my friends into RE.

As far as feedback goes, I only really have a couple suggestions:

I agree that the laser rifle ought to be a two-hit kill, as its the only long range primary weapon but just isn't effective at that unless you can always land the headshot. I *don't* think i should be able to take out a sniper with my pistol at medium range because I can empty a clip faster than he can fire 3 times.

I find it odd that the flamer gets critical headshots, and fact that its a constant stream actually makes it easier to get headshots with than other weapons, which might explain why the flamer tends to feel overpowered at times.

Is the presence of melee in instagib intentional? because I'll be the first to admit i suck at instagib and go straight for the dashing head-kick, but i get the feeling not everyone appreciates that. Even if its wild fun to do so.

The shotgun seems great, but I can't get kills with it, maybe this is my fault though, since everyone else seems to do fine.
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Re: Give your Feedback about the release!

Postby adrix89 » 23 Mar 2011, 15:44

Vinculi, the current tactic is to use the second fire for corner spam and get close and shoot with first fire
You can use second for a instakill if you are careful and aim higher as it travels in an arc, but if it hits the ground it bounces(badly I might add as there is not enough speed) and spreads
You might do the opposite too and shoot the ground to spread the shot and not get the bouncing ball effect as there more speed initially I believe
Other then that you might be on expert which is headshot only

Which reminds me how about renaming expert as there are always confusion?
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Re: Give your Feedback about the release!

Postby dtg » 23 Mar 2011, 22:01

Just some of my thoughts. Some of the maps and weapons and movement don't seem to mesh well together. Most of the maps are these open spaces, but nearly all of the weapons are most effective within the 5-15 meter range.

Why is there so much open space, when it can't be used except to dash repeatedly on the ground and do one or two wallruns?

As I most of the weapons are most effective within 5-15 meters, the small exception being the rifle, which really isn't worth using trying to pick people off because it's so slow. If you miss the headshot while you are zoomed in, then you are pretty much done and have to switch to another target.

Every other weapon you can dodge easily or will have been moving in a different direction by the time you should have gotten hit outside of 5-15m. You can lead people, but again when you can accerate so fast in a short period of time, multiple times in a row, in different directions, you just won't hit that many people.

I think there needs to be some more options for medium to long range. Maybe add in an actual sniper/gauss/rail, increase the clip size on the br, and make the fire rate faster, and incrase the firerate and speed of the plasma so it's harder to dodge. The speed that the bullets travel on the pistol could be increased too.

To hit anyone outside of point blank range you end up having to lead your shot with almost all of the guns, and hope that they dont boost or move in any other direction during that time.

Most other games seem to have at least a few ways to fight people effectively at medium to long ranges while this game doesn't really have any.

It's fine to have the bigger maps, it just feels like a lot of the space is wasted and most of the weapons aren't very threatening and the movement does not feel exploited enough on many of the maps.

Also, I noticed there is a lack of a wiki/something similar with general information about the game modes, weapons, and maps. Most of the new players have zero idea on what the objective is for the gametype, and there is currently no way to find out.

I would like to see more of the maps make use of the movement system a little bit more. You don't really need to wallrun for anything or to make any jumps. There might be a jump or two that requires it, but I haven't seen them if they exist. I also think that having a double jump, not dashing in the air, but pressign space, then space again w/o moving, detracts some from the movement as well. Many of the maps have areas where you just dj to get to them, and that is really boring and also makes you a sitting duck, since there is no real air control. An area like http://i.imgur.com/AM7bR.png can be reached via a double jump, which is pretty bland, or you can wallrun and then dash off of the wall to reach it, which is more interesting, fun, and makes you harder to hit as well.

Last thing I've found is that most of the default stuff around the crosshair really makes it hard to aim. Often times I can't tell if I am looking at a green grenade, or a player model at a distance. When you are moving around really fast, it can become difficult to tell what's going on with the radar and ammo around the reticle. (I have since turned both of these off as well as changed the crosshair).
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Re: Give your Feedback about the release!

Postby Vinculi » 24 Mar 2011, 00:17

dtg {l Wrote}:Just some of my thoughts. Some of the maps and weapons and movement don't seem to mesh well together. Most of the maps are these open spaces, but nearly all of the weapons are most effective within the 5-15 meter range.

Why is there so much open space, when it can't be used except to dash repeatedly on the ground and do one or two wallruns?

As I most of the weapons are most effective within 5-15 meters, the small exception being the rifle, which really isn't worth using trying to pick people off because it's so slow. If you miss the headshot while you are zoomed in, then you are pretty much done and have to switch to another target.


Stuff like team deathmatch doesn't make use of the spaces well, this is true, but yesterday I played instagib bomber ball on dropzone and being the bomb/flag runner in the kind of situation is the most tension I've ever felt during an FPS, you have to wall run and double jump the entire map or you're dead in seconds.

I agree that the game could use a more mid-ranged weapon, to extend the gap between where the SMG becomes fairly naff and the rifle begins to dominate, because frankly, I use the pistol at that range, although I think that gap could be filled by increasing the plasma gun's projectile speed (is that something we can change in the variables? I can't remember. If so, we'll have to test it out).


EDIT: OK, after a while playing around with the settings and some bots, I worked out a bit of a tweak I'd suggest for the plasma rifle: lower damage to 20, raise speed to 1200. This makes it effective at longer ranges because it reduces the amount of leading you have to do and makes it harder to dodge at medium range. You end up with a weapon that has a longer effective range than the SMG, something more like 25-35 metres, depending on how good a shot you are, but still nowhere near laser rifle territory, making the plasma useful on semi auto as a mid ranged rifle that, unless you're good with the secondary fire, still gets easily outgunned at closer ranges by the flamer, SMG and shotgun.

Maybe that isn't what everyone wants from RE, but i feel like it would benefit from more variety in the ranged combat, especially since it would make better use of the larger maps and allow for more variety of tactics.

Of course, I'm not a great shot, so you might find that if you try this, that 20 power is a little much, and it might need to come down, I felt it was fine, but I'd like to test it out with some people to see what they think.
Last edited by Vinculi on 24 Mar 2011, 06:38, edited 1 time in total.
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Re: good work

Postby leighrex » 24 Mar 2011, 05:28

Youtube Leighrex x] I have some nice sr8 shots there.
Oh!
When I go into spectator I can only spectate in 3rd person any way to change that?

Also when scoped with the rifle does it do more damage or the same as unscoped?
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Re: Give your Feedback about the release!

Postby qreeves » 24 Mar 2011, 05:30

/plasmaspeed1 N .. where N is the initial speed of the projectile when launched. To remove the taper-in and taper-out (which also scales damage along with the energy ball) use plasmataper1 0 and plasmataperspan1 0.
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Re: good work

Postby qreeves » 24 Mar 2011, 05:36

leighrex {l Wrote}:When I go into spectator I can only spectate in 3rd person any way to change that?

/thirdpersonfollow 0

Also when scoped with the rifle does it do more damage or the same as unscoped?

Yes, far more damage. Unscoped does 32 splash damage, scoped does 150 hit damage; based on headshot worth, whiplash (headshot but outside the threshold radius) is only ("pri1/sec2") 60%/75%, torso 40%/50%, legs 20%/25%.
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Re: good work

Postby leighrex » 24 Mar 2011, 05:39

Alright cheers, if I remember any more questions I'll ask in here.
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Re: Give your Feedback about the release!

Postby adrix89 » 24 Mar 2011, 11:17

How about variable scheme selector that act as a modifier to all servers so as the variables not be tied to individual servers?
That way the weapon balance can emerge naturally as opposed to constant tweaking by developers
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Re: Give your Feedback about the release!

Postby windstrider » 24 Mar 2011, 21:47

First of all, this game is great, I am really enjoying it so far! There are a few things that I thought could be added in over time:

More crosshairs: If there's one complaint I have its the default crosshair. It's just not my style I wish there was a crosshair that was just a dot and maybe some other choices.

More CTF Sounds: I would love to know which flag has "returned" or which flag has been "captured", I know it says on the screen but it would be cool to hear the announcer say "Red flag captured". Or when the announcer says "Returned" It could be "Red flag returned".

That's all I have for now. Overall, I am really enjoying the game and its easily my new favorite game. Thank you.
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My thoughts

Postby Kazimaru » 26 Mar 2011, 03:35

First off, this game is amazing, and I'm surprised you were able to pull this off in the Cube2 engine, knowing how rigid it is.

I'm going to assume that the playermodels are thus-far unfinished, because my first complaint is that all weapons are held like pistols... including grenades and swords... but that's something I assume will be fixed in the future.

I feel as if this game needs to better emphasize the parkour elements though; the wall-running is an amazing start, but how about running straight up walls? Or ledge grabbing ect. ect. Ledge grabbing I feel will help drastically, as the parkour is rendered generally useless in this game due to the fact that is gets you nowhere a jump cant. Ledge grabbing would make it easier and more versatile, in my opinion.

Also, another minor issue is that the punching/kicking mechanics are not animated in first person. Having a generic punch/kick animation, as well as perhaps lowering the frequency of attack and adding in more damage/knockback would give this feature more of an "impact" and make it more useful/fun to use in combat.

But that's just me trying to help improve this already addictive game =]
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Re: My thoughts

Postby qreeves » 26 Mar 2011, 06:59

Yeah, the animations were jury rigged. There's still lots in an unfinished state, but we felt it was at a point worth releasing for people to evaluate.

I totally agree about extending the parkour mechanics even more, there are some technical limitations I need to consider, but I did try to add a simple form of ledge grabbing before the release. Unfortunately, as the time grew nearer I had to revert my changes because it was more important I had the game in a working state at that point. You'll probably see more on this in the future though.

Glad you're liking the game, everyone seems to be starved for a good arena-based ego shooter. I know I was :)
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Re: My thoughts

Postby adrix89 » 26 Mar 2011, 12:54

But you can already run vertically on the wall by utilizing jump>special>jump>special...
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Re: My thoughts

Postby YAY5637 » 26 Mar 2011, 13:50

Have there already been thoughts about "powersliding" like in Urban Terror?
This feature would fit the parkour mechanics very well in my opinion.

That would mean if youre fast jumping and crouch while landing you would keep your speed and slide for a while.
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