My new #1 Suggestion is that
Coroner continue to spell out, in no uncertain terms, the kind of game he's making, is not making, and does not want to make. There's no need to be shy about any of this, it's his time and effort, and there's a huge audience waiting that will enjoy what he creates no matter what. Having the Developer spell out a design direction has had nothing but a positive, constructive effect on forum discussion, has for the first time in a long time herded most discussion in a parallel direction (rather then arguments where everyone is taking exception to everyone), and inspired more thoughtful posts. +1 <3
Outcast wrote:
Which is one thing I would like to see changed. As secondary weapon snipers should be allowed only a hand-gun.
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Yes, any 7.62 rifles is devastating (IRL and in-game when scaled realistically), especially fast semi-automatic flavors. Rather then have to resort to nerfing; suggestions like
Outcast's that enhance realistic tactical specialization is a very positive way to go IMHO. These rifles are quite heavy with mounted optics, sniping furniture, and heavy barrels -- and while they can be fired accurately standing (i.e. for one shot), holding a heavy rifle steady is harder then some might imagine and should take more skill in-game then it does, as it would in the real world. As CQB has prone and limited positions of opportunity to snipe from that position, why not reinforce this very realistic capability and limitation the game offers, that will virtually require Snipers to behave like Snipers, and rely on their team more for support...
Coroner wrote:
Just to be clear. I never intended to lock sv_official forever. And I can also understand and enjoy that ppl like to modify CQB. But if you run modified public servers that still say "official" then this is really misleading and does damage.
Along those lines I do hope you implement something that differentiates '
Official Servers'. It's my opinion Tweety's maps (first) and yours (second) are some of the best developed for CQC Urban level design in terms of play-scale vs. visual scale, aesthetic realism, and interesting environments.
One of the biggest problems that plague '
Community Mapping' is the creation of '
Maze Maps' that while they can be aesthetically brilliant, reinforce Player map knowledge to the exclusion of new Players interest. The
Tweety and
Coroner maps have for the most part always followed excellent guidelines for offering excellent play in terms of realistic play-scale, tactical maneuver and cover, while remaining accessible to new Players, and minimizing '
map knowledge' exploit play -- making these maps good models of a level playing field for most Players...
Pet wish revisited: Even if the lean animation are never fixed (and I understand the MD3 animations are a tedious nightmare to work with that might not be worth the effort) at least
remove the ghetto first-person weapon canting when leaning -- this is such a nono (and eye sore) that no trained Marksman of any stripe would do from any firing position, and is easy to fix.
