The Constructive Criticism Thread, But NOT flame thread.![]() |
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The Constructive Criticism Thread, But NOT flame thread.| Zpin |
Posted: April 30, 2003 07:17 pm
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![]() Einherjar Group: IronOak Leader (Admin) Posts: 1337 Joined: July 14, 2002 |
Desperado: Thx I will change the points system. Your suggestion sounds very good to me
The other stuff I also wrote in my todo list -------------------- The race is not to the swift or the battle to the strong, nor does food come to the wise or wealth to the brilliant or favor to the learned; but time and chance happen to them all. - Ecclesiastes IX. 11.
--- The fool speaks, the wise man listens. - unknown |
| TwwIX |
Posted: April 30, 2003 08:21 pm
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Rotten Meat Group: Members Posts: 5 Joined: April 30, 2003 |
It definitely has the cyberpunk look.
-------------------- no not the kandee bar
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| setsukima |
Posted: April 30, 2003 08:21 pm
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Just another Survivor ![]() Group: Members Posts: 18 Joined: April 23, 2003 |
Have something like:
each time u die, ur points are reset to 30 (the regular, of course), but lets say if ur on a winning streak, ud earn sum extra points, and lets say if u get the objective and complete the objective, then u might be awarded a cyber part thing, well, i think its a good idea, and also, how do i get a dedicated server up for PE? i can only get the listenserver up.. |
| That One Guy |
Posted: April 30, 2003 09:09 pm
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Just another Survivor ![]() Group: Members Posts: 29 Joined: April 29, 2003 |
That's pretty close to how it is. If you live through the round, you get a point, if you die they're reset to 30.
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| setsukima |
Posted: May 01, 2003 12:19 am
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Just another Survivor ![]() Group: Members Posts: 18 Joined: April 23, 2003 |
u mean thats implimented right now?
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| Desperado |
Posted: May 01, 2003 02:05 am
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Just another Survivor ![]() Group: Members Posts: 25 Joined: April 30, 2003 |
setsukima: Yep.
Found another one today. If the hacker dies while standing on the grating in pe_titanium, the tool will drop below the grating, making it impossible to retrive. Unlike when it falls off the map or something, it doen't reset. It doen't hapen much (this is a first), but it sucks because you can't compete the objectives. |
| Javert |
Posted: May 01, 2003 07:14 am
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Just another Survivor ![]() Group: Members Posts: 28 Joined: April 30, 2003 |
Please put all bugs, exploits and such in the bug report section of the forums. They're there 4 a reason, and it'll help the team out alot too!
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| Lokus |
Posted: May 01, 2003 09:51 am
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Rotten Meat Group: Members Posts: 1 Joined: May 01, 2003 |
First off let me say I love this mod, it's an excellent first release. And to anyone who thinks it has no potential you should check out the first releases of other mods like CS. The first release had no friendly fire variable, the models for both teams looked alike, crowbar instead of knife, the generic HL canister instead of dropped weapons, bad weapon models, only 4 maps, two of which were just horrible, cs_prison and cs_mansion. Heh, anyway back to PE.
Second off, a little disclaimer. Since I've only played it for one day, albeit quite a few hours, my balancing suggestions might be a bit premature. I think the akimbo glocks are a bit overpowered. I would suggest a 1 point increase. Spas-12 also seems like it should cost 1 point more. I've used these two weapons a lot and I always do really well. I think this is because most areas in the maps are either close to medium range which is where these weapons perform best. The bad accuracy on the glocks and the spread of the Spas-12 don't really get the range to kick in. I also agree that the point system should be modified a bit. My suggestion would be you get only a 1 point penalty for dying as opposed to just reverting to 30 and of course you never go below 30 for dying. I would also like to see a 10 second grace period to modify my loadout at the start of each round. This one time I did really well and got some extra point then died and went back to 30 but in the next round my loadout was messed up leaving me a bunch of extra points and one of my weapons missing. Oh yeah, on this one map where you have to take the suitcase (I forget the name of it, it's the one with tons of long ladders and an elevator) it's possible to drop the suitcase on an inaccessible pipe outside of the office right by the ladder farm. Keep up the good work guys, I'm looking forward to playing many hours of this mod |
| That One Guy |
Posted: May 01, 2003 10:34 am
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Just another Survivor ![]() Group: Members Posts: 29 Joined: April 29, 2003 |
Yah, everybody drop bug related stuff in the bug forum. I slipped on that too. This is after all the Constructive Criticism Thread and not a bug report thread.
I do have to agree that the akimbo glocks need to be toned down. They are pretty overpowered. Speaking of glocks, don't glock 18's only have around 17 rounds? The ones here have 32! Kinda makes the Uzis useless.... |
| zunger |
Posted: May 01, 2003 10:40 am
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Experienced Killer ![]() ![]() Group: Members (old PE Betatesters) Posts: 58 Joined: August 22, 2002 |
bahaha, hell yea, id run in with a ak and the dualy auto pistols and tear up some ass.. i went like 34-2 earlier :-D
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| Zpin |
Posted: May 01, 2003 12:16 pm
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![]() Einherjar Group: IronOak Leader (Admin) Posts: 1337 Joined: July 14, 2002 |
Thanks
@Case problem: We can't fix every hole in the maps so the case would be reachable anywhere. If it falls out of the map it's normally restored at the syndicate spawn spot but if you find some place where you can drop it and noone can get it there please report it in the bugsection and open a maping bugs trhead or so -------------------- The race is not to the swift or the battle to the strong, nor does food come to the wise or wealth to the brilliant or favor to the learned; but time and chance happen to them all. - Ecclesiastes IX. 11.
--- The fool speaks, the wise man listens. - unknown |
| Desperado |
Posted: May 01, 2003 04:59 pm
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Just another Survivor ![]() Group: Members Posts: 25 Joined: April 30, 2003 |
As I play more, I find that the weapon balance isn't as bad as it first appears, it just takes time to learn where and how some of these weapons are best used. Needs work, but not much work.
Lokus: The semi-auto glock has a stock 17 round mag. Only the full auto glocks have the high capacity mags. Suggestion Time! 1) Give the terminals more descriptive names. "Terminal 1" doesn't tell you a ting unless you've played that particular map a bit. Would help reduce learning curve. 2) Radar screen needs to be bigger (think: double), so it is easier to see. Better yet, make it a client side variable. 3) Tied with the above: add an indicator to the radar to tell if a contact is above or below you. This would help TONS when trying to track down a lost case or hacktool. 4) General suggestions for semiauto pistols: Higer ROF, lower accuracy, maybe damage bump. The psitols as is are not bad, and you need one or two high accuracy pistols, but right now your better off with more armor or cyberarms than a pistol backup. I'm going to start a thread in bug reports for map specific case/hacktool issues now. I'm also going to set up a thread to discuss the exact points of the weapon balance and new weapon/cybernetics ideas. Won't clutter this thread with it. And [PE]Spin: Which of my ideas did you like? The "team wins, eveyone gets points" or the "lose some but not all poinst when you die?" Most of the ideas that have been posted seem to be a combination of what I already suggested and what already happens. |
| MadMax_FMM |
Posted: May 01, 2003 05:14 pm
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![]() Overlord! Group: IronOak Leaders Posts: 1337 Joined: July 14, 2002 |
Greetings!
Sorry that i´m very late with my comments in this thread, but i had some troubles with my comp. ^^ At first i want to thank all of you for your constructive support! Lots of your ideas are really nice, so we´ll try to include them into the next beta. We´ll also improve the hackerbattles and the use of cyerware for the next beta; there´ll be more possibilities to hack things in the maps. (For example turrets, cameras, doors, lasers, gaspipes, bridges etc) @Desperado: Nice idea with the terminals! We´ll include it. Some suggestions for the caseproblem: - Syndicate is slower with the case (and visible on the rader!) & Security Corps are invisible (on the radar) with the case and faster... (you know (as a Syndicateplayer) that they have the case, but you don´t know exactly where it is ^^) -------------------- >> "Sie bildeten junge Männer aus Bomben auf ihre Häuser zu werfen; aber sie verboten ihnen das Wort FUCK auf ihre Maschinen zu schreiben... weil es obszön ist. - FREI ZITIERT NACH F.F.COPPOLAS APOCALYPSE NOW" <<
Leader Staff - IronOak Studios: "PERSONAL ONLINE PORTFOLIO" http://www.ironoak.ch/MM "PE - THE DARK FUTURE" http://www.ironoak.ch/PE "BRAINBREAD - MUNDUS VULT DECIPI" http://www.ironoak.ch/BB |
| Desperado |
Posted: May 01, 2003 05:20 pm
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Just another Survivor ![]() Group: Members Posts: 25 Joined: April 30, 2003 |
Oh and Lokus: I like the grace period idea. Strike that: I LOVE the grace period idea!! Public Enemy team: Make it so!
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| Fayde |
Posted: May 02, 2003 03:59 am
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Just another Survivor ![]() Group: Members Posts: 45 Joined: May 02, 2003 |
ok, i'm sure most of these things have already been discussed. but i cant seem to find the "to do list" that the admins have posted, so i'll just put in my 2 cents.
1) it would be great to be able to select which skin your character looks like, like in Counter Strike. the skins are great, but i want to be able to choose which one i look like 2) the maps are awesome, but i think a bit too large 3) the point system. i think its great, but yeah, it sucks to lose all the points when u die. has anyone tried the half-life mod "Firearms"? it has a smiliar point system, and a skills system. the way the skills work, is for every 10 kills u have (deaths are irrelevant), u get to either upgrade a skill u already have, or pick a new one. maybe something similar for PE, where every 10 kills you get, u get like 5 more points, or something. or everytime your team completes an objective, or wins the round, u get like 1 bonus point or something 4) bunny hopping (jumping over and over and over) is kind of annoying. most other half-life mods i have played either have a stamina meter (along with the ability to sprint/run) to keep people from bunny hopping, or just a built in function that keeps u from being able to jump multiple times although without a stamina meter (like in Counter Strike). or perhaps this mod is more like Quake in that bunny hopping is a normal part of game play? 5) i love the cybernetic parts. i always use them. i never get to have more than 1 or 2 tho, and a weak gun. i know for balance this may be an impossiblity, but it would be kewl if the cybernetic parts were cheaper. hehe 6) as was suggested earlier, a few seconds at the beginning of each round to manage your weapons and stuff, would be great. kind of like how Counter Strike has it 7) and of course the briefcase issue, with being able to hide it in walls, or even hide it so it doesnt show on the radar. its frustrating when playing as the corps to complete the objective when u dont know where the case is. maybe make the case immovable by the syndicate, like how the hostages were unable to be moved in the later versions of Counter Strike 8) also, being able to see the enemy on the radar is kewl, but also makes it so u cant really sneak up on someone or hide and wait for someone to come around the corner. a good player will always see u on the radar first. maybe make it so that its line of sight. so that if someone is in your immediate field of view, it shows on the radar, but if they are behind a wall or around the corner, it wont show up. maybe even eliminate being able to see your opponent altogether, thought i think its appropriate for the maps, as they are so large 9) weapon ammo capacity should be increased maybe a little. i ALWAYS run out of ammo 10) knife damage should be slightly increased. i realize that there are body parts that add knife damage, but its frustrating to run out of ammo and knife someone several times, and they still dont die 11) the recoil of the weapons isnt realistic enough i dont think. even though the crosshairs expand when u fire repeatedly, the bullets still go straight. i have tried with several guns (full auto and semi-auto) at close and long range, and the guns dont actually "kick". i can shoot a very tight cluster at a long range with the auto glock on full auto. things with full auto fire are especially hard to control, and i think the recoil should more accurately reflect this. the recoil in Counter Strike is a good example, and even the recoil (although much different feeling) in Day of Defeat works well well, thats my input. keep up the great work! -------------------- Faydes into the shadows...
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