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PostPosted: Fri Apr 15, 2011 6:50 pm 
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Master
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I'm with Hoak on this one, I really like the PPMM system and it would be a shame if it got watered down.


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PostPosted: Sat Apr 16, 2011 3:21 am 
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Need OBJ modes now. Current state is pretty good, and would be a shame to only test in Bodycount. The 1-Life per round mode provides a more suited atmosphere for the gameplay.


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PostPosted: Sat Apr 16, 2011 6:47 am 
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Groove Six Studios
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After playing on servers, I actually reconsidered the turning speed increase and only increased it for the crouch stance to get a good consistency. The PPMM is already pretty decent as it is now.
I did some adjustment to the weapon damages and ranges (there was even a typo in M3S90 and SPAS12 range, which was much too high).

I think BC is just the right game mode to get the basic mechanics right because they really make the game here. If BC is rock solid, the other modes will be a piece of cake to tune.


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PostPosted: Sat Apr 16, 2011 7:25 am 
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Cool, if you should feel inclined to make changes again for the legacy TC Audience (and I'd in no way trivilize the value of that) perhaps you could at least preserve all the work you have invested in the more realistic to-scale PPMS metrics in a g_realism 1 var for those of us that really like it (and there are plenty of us already).

It has been demonstrated that it's positive when the Developer establishes standard game metrics statutes for his intended Audience(s), that offer enough appeal and varety (via options) that those parties don't end up doing it themselves a dozen different ways creating the mess and mire of too many neiche mods and tweaked servers played only by Modders.

On the subject of scale, I'm not the only one to mention that the player model and FPP looks a bit too large with respect to the map and it's models; while there are some aspects of this I like a lot that are quite realistic (effects on movement in close spaces), aesthetically it looks a bit off. This appears to be more a function of the FPP then absolute player model scale and I'm wondering if it's some function of the settings for widescreen 16:9 displays exascerbating model sale that's only a smidge off?

:wink:


Last edited by hoak on Sat Apr 16, 2011 7:46 am, edited 1 time in total.

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PostPosted: Sat Apr 16, 2011 8:39 am 
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Groove Six Studios
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I don't think that the player model scale is off. All is build to metric assuming a scale of 2 cm per world unit. The problem is that we are all so much used to off-scale games, where players are too small and particularly door frames are completely off to let two players pass and to avoid collisions.


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PostPosted: Sat Apr 16, 2011 12:12 pm 
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I think the player scale is fine.

There are some details on the map which block your movement when they should be kicked out of the way quite easily.

I'm not proposing actually being able to kick them, "surfaceparm nonsolid" should do the trick just fine.


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PostPosted: Sun Apr 17, 2011 7:55 pm 
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Sharp Shooter
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the last 2 days I finally had the chance to play this awesome game and I had a blast. big thanks to you coroner for everything. seriously it made one heck of a gaming experience and it was so niiiiiiice. the new mechanics work great and if I was 10 years younger I probably would play it 24/7 like I used to. :D
anyways, I will definitely play a few games the following weeks! I am "matt" ingame for the record... cheers


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PostPosted: Mon Apr 18, 2011 7:57 am 
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Marksman
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Damien wrote:
There are some details on the map which block your movement when they should be kicked out of the way quite easily.

Yeah, it's quite annoying when you're blocked by a garbage bag or something like that.


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PostPosted: Mon Apr 18, 2011 8:38 am 
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Marksman
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Wouldnt it be interesting to turn deathmatch to lastman standing?
This could give us a bit more conservative gameplay.


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PostPosted: Mon Apr 18, 2011 10:54 am 
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Sharp Shooter
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Quote:
Wouldnt it be interesting to turn deathmatch to lastman standing?
This could give us a bit more conservative gameplay.


No!, without an objective this would be slower than obj, a patience competition where the dead players have nothing to do except wait until a camper finds a camper with the difficulty that the 2 of them dont evn move from their nest...

It could be another game mode but dont change BC into that please


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PostPosted: Mon Apr 18, 2011 8:43 pm 
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Sharp Shooter
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Harbeck wrote:
Quote:
Wouldnt it be interesting to turn deathmatch to lastman standing?
This could give us a bit more conservative gameplay.


No!, without an objective this would be slower than obj, a patience competition where the dead players have nothing to do except wait until a camper finds a camper with the difficulty that the 2 of them dont evn move from their nest...

It could be another game mode but dont change BC into that please


True, I've sit though this very thing in Urban Terror's "survivor mode"


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PostPosted: Tue Apr 19, 2011 4:57 pm 
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what a stupid idea...last man standing would make it even more campy than now.


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PostPosted: Tue Apr 19, 2011 5:07 pm 
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Campy? CQB only appears campy because you can't move around the map effectively. Too many trash bags and door ways to fight through.


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PostPosted: Wed Apr 20, 2011 12:54 pm 
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Sharp Shooter
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Wow, great list of changes/fixes Coroner. Its amazing someone can point out a bug/issue and few days later you've fixed it. Great work so far and I'm sure it'll only get better.


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PostPosted: Wed Apr 20, 2011 2:20 pm 
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Oookaaay, now this stuff sounds interesting :) I was hoping you'd include the different body armors :) Now we're talking :)

Hopefully I get to play during the holidays... damn school can't leave me in peace for 5 secs xD


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