View Full Version : Status Report #1
GoodOlBen
02-05-2009, 14:51
Things are rolling at a normal pace. We've been working on new features and all sorts of fixes for issues in the current open beta build.
We're currently putting most of our focus on saber dueling. Now, I know what you're thinking, we're not lowering max BP or anything of that sort. We've focused on bringing back RC1-style sabering.
Some of you may now ask what is the difference between RC1 and RC3 sabering. It's is in the way lightsaber collisions are calculated. In RC3 the sabers collide when the models collide. It is basically as accurate as it gets. As a result the sabers never look like they stop the very moment when hitting the enemy saber. This is mainly due to latency.
RC1 did it differently. It had a boxy mechanic instead - Bboxes aka Bounding Boxes. So instead of narrow and thin sabers, we had box-like sabers. While the visual look has always been the same, that's what they looked like for the game code. You will be getting a more accurate depiction of when exactly you've been blocked and when not in RC4.
The next release will be considered the foundation for the saber system. With all the basic mechanics in place, we will try our best to make new ways to mix up the fighting to make it feel less bland. The active forumgoers may have spotted the Force Focus thread by Azuvector on the Feedback & Gameplay section. After the next release we will be trying this idea out to see how it works out.
As almost all of you may already know, making ideas for MB2 - or anything else for that matter - is completely different from getting them implemented and fully functional. So don't think we're 100% certain about these things ever seeing the light of day. Cloudcity and Saberlocks are prime examples of that :p (http://i41.tinypic.com/167muew.jpg)
I'll shed some light on of what we've been experimenting with lately. New grenades. Azuvector coded two new kinds of grenades some time ago. We've been playtesting with them lately. One of them works pretty fine, maybe a few tweaks with damages are necessary, but that's all. We're going to have to scrap the other one from Open mode though.
The Cryoban grenade was a cool idea. Everyone was excited about it, until a few test sessions had been played with it. Cryoban grenades basically freeze anyone who is caught up in the rather small blast radius. This was absolutely annoying. Think the annoying aspect of a knockdown times infinity. You just stand there completely helpless for a few seconds and the enemy blasts you away.
Technically it was easier to avoid than say a secondary grenade, but it was still horrible when people froze in place and nobody could do anything while the whole enemy team steamrolled your team down. It also felt very out of place and non-Starwars. We unanomously elected to get rid of them. They will be replaced with something beginning with a "S". I'm certain it will work out a lot better and feel a lot more funky and bring some needed variety for commanders alongside the other new grenade.
Soldiers are also going to get something new on the grenadefront. All you B18 vets can soon sigh in relief as suicide grenades are making a comeback! They will be slightly less potent and behave differently from the B18 ones, but rest assured, there will be boom.
They're not the exact same nades you remember from before. These behave differently. You can "cook" them. They'll blow up in your hand if you cook them too long. If you cook them for a while and then throw, you could say.. Blow up mandalorians out of the skies with them if you time them appropriately.
This was the first of many future reports of the ongoings in the development of MB2. I will be trying my best to provide you some insight into stuff that is happening behind the curtains of this game as time progresses.
BlackBolt
02-05-2009, 15:18
Yay B18 suicide nades, my favourite, keep up the good work Benjamin!
Nice pictures : D not as good as Azu's MS paint skills tho
TheLOLipop
02-05-2009, 16:00
I really liked CRYo nades D;
Particle Man
02-05-2009, 16:45
WHOOOOOO
Contact nades?!?!
Soldiers are also going to get something new on the grenadefront. All you B18 vets can soon sigh in relief as suicide grenades are making a comeback! They will be slightly less potent and behave differently from the B18 ones, but rest assured, there will be boom.
OMGOSH YES!!!!!! Sold is my new fav class.
I am taking note of the people going 'OMG YEAH SO EPIC' to use against them when they complain about it in the future, you have been warned! :P
But yeah, nice improvement to PR there Ben, keep up the good work and the epic art skillz! :D
Hey, I never complained in B18 when ALL classes with nades had contact nades.
Wow, I just read this thread and it really, really made me happy haha. I'm liking all of these updates honestly!
woohoo epic nades are back!
antiflag
02-05-2009, 17:48
Contactnades, HELL YES.
RC1 like sabering, OH YEAH!
Thanks for keeping us up to date Ben.
Daven Coyle
02-05-2009, 18:04
I've never been a big fan of suicide solds but we'll see how it works out. I can't wait for RC1 sabering again!
GoodOlBen
02-05-2009, 18:12
I think I should've been more accurate with suicide nades. They're not the exact same nades you remember from before. These behave differently. You can "cook" them. They'll blow up in your hand if you cook them too long. If you cook them for a while and then throw, you could say.. Blow up mandalorians out of the skies with them if you time them appropriately.
I'm sorry to get your hopes up on fully-fledged contact nades, but I promise we'll make these "concussion grenades" great fun. We'll be taking a cautious road with them for their debut release, but depending on the reception and everything, we'll buff if necessary.
[QUOTE=GoodOlBen;548483We'll be taking a cautious road with them for their debut release, but depending on the reception and everything, we'll buff if necessary.[/QUOTE]
I think they're perfect atm.
What about map releases? Could you hint at the forumdwellers what map might be coming out? ;p
MaceCrusherMadunusus
02-05-2009, 19:22
What about map releases? Could you hint at the forumdwellers what map might be coming out? ;p
Things like that will come in later status reports :P
Things like that will come in later status reports :P
Or current ones
I think I should've been more accurate with suicide nades. They're not the exact same nades you remember from before. These behave differently. You can "cook" them. They'll blow up in your hand if you cook them too long. If you cook them for a while and then throw, you could say.. Blow up mandalorians out of the skies with them if you time them appropriately.
That's even MORE epic. :p
What about incendiary grenades?
antiflag
02-05-2009, 20:08
I think they're perfect atm.
What about map releases? Could you hint at the forumdwellers what map might be coming out? ;p
You'd be clever to watch which maps are played on beta server ...:P
You'd be clever to watch which maps are played on beta server ...:P
Never a good indication tbh, lots of the maps that are on beta aren't near to being released but they still get played.
they will be replaced with something beginning with a "s".
snakes! Lets throw snakes!!!
snakes! Lets throw snakes!!!
Oh no!
Isn't it against NDA to post gameplay screenshots with features that aren't publicly released yet?
G2 traces will stay on the gunner models, right?
MrEmperor
02-05-2009, 21:24
Yay for stronger solders!
Assassin
02-05-2009, 21:27
Isn't it against NDA to post gameplay screenshots with features that aren't publicly released yet?
I'm pretty sure the mb team can make an exception to THEIR OWN NDA just this once.
:rolleyes:
Bobnumerotres
02-05-2009, 21:35
Why would you drop G2 traces? They made the sabers accurate against gunners minus latency. Now I'm going to get hit by a block spanning out of the saber model itself.
Why would you drop G2 traces? They made the sabers accurate against gunners minus latency. Now I'm going to get hit by a block spanning out of the saber model itself.
say it ain't so mb2 team
sadface
Isn't it against NDA to post gameplay screenshots with features that aren't publicly released yet?
Why would you drop G2 traces? They made the sabers accurate against gunners minus latency. Now I'm going to get hit by a block spanning out of the saber model itself.
Hmm, this is different than what was originally discussed for a post.
If I recall correctly, gunner v saber gets g2, saber v saber gets bboxes.
GoodOlBen
02-05-2009, 22:23
G2 traces will stay on the gunner models, right?
Yes they will. There was a way of getting best parts of both worlds ;)
And regarding future maps... I thought you clever studs would be clever enough to find out something clever I did in the report ;D
Bobnumerotres
02-05-2009, 22:31
Yes they will. There was a way of getting best parts of both worlds ;)
And regarding future maps... I thought you clever studs would be clever enough to find out something clever I did in the report ;D
I knew those Dooku pics depicted a new map when I first looked at them, but I can't figure out which. If it's a duel map for Palpatine watches niggas fightin' from Episode 3, then awesome. Another map underneathe DOTF.
antiflag
02-05-2009, 22:47
from general design it might be RC or even BOC
It's a shot that was released 2 builds ago. What the hell are you guys talking about?
StarWarsGeek
03-05-2009, 00:16
I knew those Dooku pics depicted a new map when I first looked at them, but I can't figure out which. If it's a duel map for Palpatine watches niggas fightin' from Episode 3, then awesome. Another map underneathe DOTF.
mb2_duel_ihod is already part of the game. It's not depicting anything new.
MaceCrusherMadunusus
03-05-2009, 00:56
And regarding future maps... I thought you clever studs would be clever enough to find out something clever I did in the report ;D
I dont think so, even with plasmas little hint :P
GoodOlBen
03-05-2009, 00:56
There is an all-new screenshot and all new map for the cleverest clever guy to find!
Use your wits!
Madmartigan
03-05-2009, 01:40
Ooo nice. I like suicide soldiers. Now we can have suicide squad of soldiers like in movie Life of Bryan :D
Bobnumerotres
03-05-2009, 01:40
http://i41.tinypic.com/167muew.jpg
How very clever! CLOUD CITY LIVES! I don't remember it being red though.:|
http://i41.tinypic.com/167muew.jpg
How very clever! CLOUD CITY LIVES! I don't remember it being red though.:|
The shiny red part is the best part! Alt route.
Knew he was talking about Cloud city even without looking at the SS because he said Cloud city was never released. :p
Very nice PR Ben, makes a lot of people feel good knowing what to be excited about. ;)
Can't wait for the report about wookiees
http://i41.tinypic.com/167muew.jpg
How very clever! CLOUD CITY LIVES! I don't remember it being red though.:|
If CC lives, who is working on it? Immenor has long since disappeared to the confine's of Dave's basement.
MaceCrusherMadunusus
03-05-2009, 02:33
If CC lives, who is working on it? Immenor has long since disappeared to the confine's of Dave's basement.
I am :P.
These soldiers are more like the Zombie Combine Soldiers from Halflife 2. :)
EDIT: Isn't the CC stuff old news?
Particle Man
03-05-2009, 02:47
I think I should've been more accurate with suicide nades. They're not the exact same nades you remember from before. These behave differently. You can "cook" them. They'll blow up in your hand if you cook them too long. If you cook them for a while and then throw, you could say.. Blow up mandalorians out of the skies with them if you time them appropriately.
1. Killzone
2. I swear to god I was about to request this.
MaceCrusherMadunusus
03-05-2009, 02:47
EDIT: Isn't the CC stuff old news?
That CC is being worked on is old, yes. But the pic up there hasn't been shown publicly yet :P
I assume the suicide nades will resemble those grenades from Killzone:)
Hold it too long and it'll blow in your hand. How long you hold it will effect when it detonates once thrown - mid air explosions without the need to actually hit anything. Amirite?
Azuvector
03-05-2009, 03:58
I assume the suicide nades will resemble those grenades from Killzone:)
Hold it too long and it'll blow in your hand. How long you hold it will effect when it detonates once thrown - mid air explosions without the need to actually hit anything. Amirite?
Other than the fact that you're basing your guess on some crappy new game rather than the hundreds before it that have used the same mechanic... :P
Basing it on the first killzone - I've only played 5 shooters in me whole life.
Doom, Duke Nukem, Killzone, Halo 3 and I guess Mb:)
Don't Judge Me:cry:
Bobnumerotres
03-05-2009, 04:03
Other than the fact that you're basing your guess on some crappy new game rather than the hundreds before it that have used the same mechanic... :P
Killzone 2 is actually pretty damn good, but there are games ages old that have cookable grenades.
So yeah. Concussion grenades sound pretty bitching. I'm in for soldiers having more variety.
Sounds awesome.. I hope Cloudcity coming back is a truth. ;p
antiflag
03-05-2009, 14:09
Basing it on the first killzone - I've only played 5 shooters in me whole life.
Doom, Duke Nukem, Killzone, Halo 3 and I guess Mb:)
Don't Judge Me:cry:
You left out a few damn good ones then.
YES I said fps, and YES, I said "damn good" but there were times when this genre wasn't as stale as it is nowadays.
Andrew Past
03-05-2009, 19:22
Stop calling them suicide nades. I use them to throw nades that blow up in other people's face, not mine. :(
I'm sorry to get your hopes up on fully-fledged contact nades, but I promise we'll make these "concussion grenades" great fun. We'll be taking a cautious road with them for their debut release, but depending on the reception and everything, we'll buff if necessary.
How does the damage/blast radius compare to normal nades?
bummer about those freeze nades, would have been fun to chainsaw through a group of people frozen with a saber :p
or push one back at the group that threw it rofl
GoodOlBen
04-05-2009, 00:18
How does the damage/blast radius compare to normal nades?
Half of a regular grenade approx. Ace could tell you a bit more accurately.
antiflag
04-05-2009, 00:41
Half of a regular grenade approx. Ace could tell you a bit more accurately.
Ok, but it should do full dmg if you are dumb enough to let explode in your hand.
Thinking of kamikaze solds...
AceVentura
04-05-2009, 02:07
Ok, but it should do full dmg if you are dumb enough to let explode in your hand.
Thinking of kamikaze solds...
that's the whole reason why it shouldn't do
that's the whole reason why it shouldn't do
Not to mention that, despite what some people think, timing a cooked nade isn't actually that hard, so having nades that explode where/when you want to at full power would also kind of suck.
Perhaps if it blows up in your hand, it should kill you regardless. I mean, in most cases, all that means is the sold loses a single life, so it's not a horrible punishment for them detonating a nade in their hand.
I assume there is some sort of activation sound on the cooked nade so other people know it's coming as well.
i assume there is some sort of activation sound on the cooked nade so other people know it's coming as well.
no
no
away
away
i don't think so
no
no
away
away
i don't think so
That would work.
Bobnumerotres
04-05-2009, 04:26
Talking grenades?
"NIGGA IM BOUT TO BLOW DA F*CK UP AIGHT Y'ALL READY? A-ONE, A-TWO, AIGHT HERE WE GO YEEEAAAAAHHH" *bang*
Seriously though, it'd be the same as a TD or something. Just an intensifying sound effects, like beeping that becomes more frequent as the nade gets closer to exploding.
I assume there is some sort of activation sound on the cooked nade so other people know it's coming as well.
I hope not. Why would you (the soldier) want enemies to hear your durka durka nade coming? I think it should be left as a surprise. ;)
If it is silent, it takes more skill to time.
Bobnumerotres
04-05-2009, 04:58
If it is silent, it takes more skill to time.
Don't you mean, it takes one round to throw it and get a feel for the timing and then you're done?
The sound is needed. Surprise wtf nades wouldn't work out very well, even with secondaries you get a warning.
I just had a horrifying thought. Will the bbox traces have an effect on gunners? Or just sabers...:p
Tallfire
04-05-2009, 05:34
Seriously though, it'd be the same as a TD or something. Just an intensifying sound effects, like beeping that becomes more frequent as the nade gets closer to exploding.
Or we could let it take skill. (just wanted to say that I think the same as the ones above me)
Any chance the Cryoban nades could appear in FA or in a later build?
Don't you mean, it takes one round to throw it and get a feel for the timing and then you're done?
The sound is needed. Surprise wtf nades wouldn't work out very well, even with secondaries you get a warning.
You generally have to count off one-onethousand, two-onethousand, etc. and then estimate how far it will travel in the time it takes to throw. Just throwing it based on instinct will take longer than a round. You will probably blow yourself up a few times. :p Remember, they are less powerful than a normal nade, for your safety and others'. :p
Azuvector
04-05-2009, 06:08
You generally have to count off one-onethousand, two-onethousand, etc.
Most games that use these have a timer sound that clicks at a specified interval to make this more intuitive, or something visual. Doing it with a sound would be easiest. Was something I was going to add before I quit.
Without a cook activation, it'd be way too easy to nail someone with it and then finish them off with your gun. At least with secondary nades the damage is low you survive to keep fighting usually. With these, though, someone who gets good at timing them is going to be able to **** a lot of **** up. Not including any kind of warning at all would be stupid.
I just had a horrifying thought. Will the bbox traces have an effect on gunners? Or just sabers...:p
Just saber v saber.
As for the cooked nades, just believe us, they're playing out nicely. You'll be pleasantly suprised when they are finally released into the wild.
Tardismania
04-05-2009, 12:34
Cool,
for the cook nades you should give a lil timer at the bottom of the screen :)
GoodOlBen
04-05-2009, 12:46
Cool,
for the cook nades you should give a lil timer at the bottom of the screen :)
Would remove an element of learning to time them.
A sound indication would be perfect
GoodOlBen
04-05-2009, 13:37
A sound indication would be perfect
A couple of beeps or something could be enough to give you a hint of timing.
antiflag
04-05-2009, 14:25
I agree, a sound indicator is enough.
Oh, and to suicidebombers:
Maybe it clear what I meant, it should kill the one who uses the nade, not the full splashdamage ofc.
Don't you mean, it takes one round to throw it and get a feel for the timing and then you're done?
The sound is needed. Surprise wtf nades wouldn't work out very well, even with secondaries you get a warning.
Stupid unrealistic nades that scream as they fly towards you are frigging bad enough as it is.
antiflag
04-05-2009, 17:08
Stupid unrealistic nades that scream as they fly towards you are frigging bad enough as it is.
you don't really want 'em to be more stealthy, do you?
you don't really want 'em to be more stealthy, do you?
If nade sounds were done my way the only time they would make sound is when you held down the button and they did their activation sound. Or when they hit a wall and made the clank sound. There would be no stupid inflight OMGOSHIMANADEANDIMCOMINGTOOWNYOUALLSORUN notice.
Bobnumerotres
04-05-2009, 19:11
If nade sounds were done my way the only time they would make sound is when you held down the button and they did their activation sound. Or when they hit a wall and made the clank sound. There would be no stupid inflight OMGOSHIMANADEANDIMCOMINGTOOWNYOUALLSORUN notice.
And therein lies the problem. Nades are SUPPOSED to have that warning. If thermal detonators were silent imperials would win everytime. Frag grenades aren't too far from those in terms of lethality.
But, I think this is a discussion for another thread, we're derailing the status report into a nade discussion.
Nades are there to blow you up without warning... and if TDs didn't have FLEEEEEEEEEEE FOR YOUR LIVEEEEEEEEEEEEEESSSSSSSSS flight warnings, DOTF might not be so spammed.
Why don't we put loud pulsating beeps on projectile rifles and disruptors, so when BHes circle around behind everyone they will be properly warned. :rolleyes:
:rolleyes: + /facepalm combo at Hawk2's posts.
:rolleyes:
Tallfire
04-05-2009, 21:57
I agree, a sound indicator is enough.
Oh, and to suicidebombers:
Maybe it clear what I meant, it should kill the one who uses the nade, not the full splashdamage ofc.
I've always thought that if someone damages themselves with their own explosives (except emps, especially manda rockets) it should be an instant kill on them and less damage done to those around him with credit for the kill going to those who hit him before he killed himself.
Still, any chance of seeing the cryoban grenades in FA or in another build? Also, you guys ever consider flash bangs, mines, detpacks, and working smoke bombs?
Bobnumerotres
04-05-2009, 22:53
Nades are there to blow you up without warning... and if TDs didn't have FLEEEEEEEEEEE FOR YOUR LIVEEEEEEEEEEEEEESSSSSSSSS flight warnings, DOTF might not be so spammed.
Why don't we put loud pulsating beeps on projectile rifles and disruptors, so when BHes circle around behind everyone they will be properly warned. :rolleyes:
/facepalm
There's a huge difference between putting a beacon on a player so they can never flank enemies and warning players that they're about to be blown sky-high by an explosive. Replace your nade warning sounds with a blank sound file and see how fair the game is.
StarWarsGeek
04-05-2009, 22:56
Still, any chance of seeing the cryoban grenades in FA or in another build?
I personally hope they are left in for FA purposes. The more unique things we have for FA the more fun it becomes.
Delta 57 Dash
04-05-2009, 23:52
"NIGGA IM BOUT TO BLOW DA F*CK UP AIGHT Y'ALL READY? A-ONE, A-TWO, AIGHT HERE WE GO YEEEAAAAAHHH" *bang*
/sigged.
antiflag
04-05-2009, 23:56
I personally hope they are left in for FA purposes. The more unique things we have for FA the more fun it becomes.
qft
123456
DeadBringer
05-05-2009, 00:44
In my opinion the 'cooking' nade should beep in such as manner as a TD, from a slow beep to a very fast beep just before the explosion. The beep should be starting whilst still holding the nade.
And i agree with StarWarsGeek, leave the cryo nades in FA. That could be fun.
just my 2 cent.
PS: if my grammar is bad i blame 24 hours without sleeping
LewsTherin
05-05-2009, 01:02
Maybe with the cryo nades any damage taken could free the player to move and attack again. That way if a mate is frozen you could just kick him or slap him to free him.
antiflag
05-05-2009, 01:33
Maybe with the cryo nades any damage taken could free the player to move and attack again. That way if a mate is frozen you could just kick him or slap him to free him.
not in open,
nonono
I personally hope they are left in for FA purposes. The more unique things we have for FA the more fun it becomes.
Indeed, I would love to have freeze nades for my Powerbattles FA XD
Hexodious
05-05-2009, 10:23
Ben when you get round to making Status Report #2... Wookiees! :D
Also WOOOO DEATH TO DOTF and back with CC! The good rotations shall be with us once more!
theViper
05-05-2009, 15:05
I dont know if this is a good idea or not for the cryonades, but i'll give it a whack.
Why not make the cryonade stop the people in the blast radius, but they also become invincible, like trapped in a solid block of ice. They cannot move but they cannot be harmed either. The purpose of the cryonade would then in effect become of a way to say freeze a group of solds so you could focus firepower on a jedi. after 3-5 seconds the ice "melts" the frozen player can move, shoot, and be harmed again.
GoodOlBen
05-05-2009, 16:03
I dont know if this is a good idea or not for the cryonades, but i'll give it a whack.
Why not make the cryonade stop the people in the blast radius, but they also become invincible, like trapped in a solid block of ice. They cannot move but they cannot be harmed either. The purpose of the cryonade would then in effect become of a way to say freeze a group of solds so you could focus firepower on a jedi. after 3-5 seconds the ice "melts" the frozen player can move, shoot, and be harmed again.
Still doesn't solve the lack of starwarslikeness.
theViper
05-05-2009, 16:13
maybe not from the movies but there it is in the star wars galaxy
http://starwars.wikia.com/wiki/CryoBan_grenade
maybe not from the movies but there it is in the star wars galaxy
http://starwars.wikia.com/wiki/CryoBan_grenade
Erhm... Thats what Bens been talking about. Its OPed in beta, srsly.
GoodOlBen
05-05-2009, 16:51
maybe not from the movies but there it is in the star wars galaxy
http://starwars.wikia.com/wiki/CryoBan_grenade
What I mean is that they still feel out of place. They don't really feel Star Wars even in KOTOR.
I dont know if this is a good idea or not for the cryonades, but i'll give it a whack.
Why not make the cryonade stop the people in the blast radius, but they also become invincible, like trapped in a solid block of ice. They cannot move but they cannot be harmed either. The purpose of the cryonade would then in effect become of a way to say freeze a group of solds so you could focus firepower on a jedi. after 3-5 seconds the ice "melts" the frozen player can move, shoot, and be harmed again.
That's ridiculously lame, I'd rather not have them in than have them that way.
theViper
05-05-2009, 16:59
That's ridiculously lame, I'd rather not have them in than have them that way.
wouldn't be lame if you were last on your team to face 3 clones and a wookiee. freeze the clones shoot the wookiee. Its not a bomb per se but a defensive device.
And what if you froze them all by accident? They sit there loling for 5 seconds while you scramble for cover. People would also freeze themselves for some short protection.
Hexodious
05-05-2009, 17:15
I am glad they decided to leave it out, never liked the idea of ''freeze'' nades. Sonic nades however... Those I like.
EDIT:
I keep coming back here to look at the Side-Route picture of CC. Good memories.
And it looks super!
I hope it plays as well as the first version did.
Tardismania
05-05-2009, 21:15
A couple of beeps or something could be enough to give you a hint of timing.
yeah i thats what i ment :P
or a indication its just about to go off
Daven Coyle
05-05-2009, 21:46
I am glad they decided to leave it out, never liked the idea of ''freeze'' nades. Sonic nades however... Those I like.
EDIT:
I keep coming back here to look at the Side-Route picture of CC. Good memories.
And it looks super!
I hope it plays as well as the first version did.
as long as you dont get some horrid noise through your speakers / headphones when one goes off sonic nades would be pretty cool
It doesn't work in beta, so please drop it. We (they) tested it extensively.
Hexodious
06-05-2009, 11:00
as long as you dont get some horrid noise through your speakers / headphones when one goes off sonic nades would be pretty cool
I'd want it to be like a flashbang on SoF2 for sound effects. Distorts the current game sounds and blurrs
Kkcomics
07-05-2009, 23:19
Not sure if this has been asked already, but..
When do you guys plan on releasing the next build?
Tallfire
07-05-2009, 23:53
In my opinion the 'cooking' nade should beep in such as manner as a TD, from a slow beep to a very fast beep just before the explosion. The beep should be starting whilst still holding the nade.
And i agree with StarWarsGeek, leave the cryo nades in FA. That could be fun.
just my 2 cent.
PS: if my grammar is bad i blame 24 hours without sleeping
I think that the td should just have its normal beeping sound while youre holding it so it has those priming beeps and immediately starts the beeps as if you threw it. Maybe with the EMP, too or an animation. BTW, I was the first guy who said the FA idea.
One idea I have for cooking: moving slower while doing so.
It doesn't work in beta, so please drop it. We (they) tested it extensively.
But if you have it, why not give it to FA? Just wondering, what makes it op'd compared to the td and couldn't the frozen guys be able to shoot back (though nades would probably waste them)? Just very curious.
antiflag
08-05-2009, 00:41
Not sure if this has been asked already, but..
When do you guys plan on releasing the next build?
lemme say this: when it's done ( god, I f*** love that phrase)
StarWarsGeek
08-05-2009, 02:18
BTW, I was the first guy who said the FA idea.
Yes, because you're always the first to do something just because you haven't seen anyone else do it before you.
But if you have it, why not give it to FA? Just wondering, what makes it op'd compared to the td and couldn't the frozen guys be able to shoot back (though nades would probably waste them)? Just very curious.
There is no reason not to give it to FA. It's only "op'd" simply because people don't like being to not be able to do anything. It's like being knocked down, but your a bigger target because your standing and you take longer to "get up".
GoodOlBen
08-05-2009, 02:40
But if you have it, why not give it to FA? Just wondering, what makes it op'd compared to the td and couldn't the frozen guys be able to shoot back (though nades would probably waste them)? Just very curious.
I believe what he meant was scrapping it for Open. Why waste good coding by throwing it out entirely? That'd be stupid.
Tallfire
08-05-2009, 03:30
Yes, because you're always the first to do something just because you haven't seen anyone else do it before you.
Yes, but remember. There were alot of people who did something before someone but someone after them became better known for it.
Andrew Past
08-05-2009, 03:47
Not sure if this has been asked already, but..
When do you guys plan on releasing the next build?
When it's done.
When it's done.
God that phrase is getting annoying.
Well let's do a new phrase.
Ok devs listen up, from now on when someone asks you when the next release is tell them:
"Someday over the blue rainbow"
If you can do collision detection so precisely why not just say if saber pixels collide it's a parry and if saber and body pixels collide it does HP damage? Wouldn't that be easier to implement than sorting out all the existing mechanics? It would be so simple anyone could come in and use it without instruction but very hard to master.
If you can do collision detection so precisely why not just say if saber pixels collide it's a parry and if saber and body pixels collide it does HP damage? Wouldn't that be easier to implement than sorting out all the existing mechanics? It would be so simple anyone could come in and use it without instruction but very hard to master.
Because the actual saber lags behind the visual representation of the saber...or the other way around, I can't recall. :)
StarWarsGeek
08-05-2009, 22:51
Yes, but remember. There were alot of people who did something before someone but someone after them became better known for it.
Yes but remember, your not very well known for what you claim. ;)
Wildebeest
09-05-2009, 02:58
If you can do collision detection so precisely why not just say if saber pixels collide it's a parry and if saber and body pixels collide it does HP damage? Wouldn't that be easier to implement than sorting out all the existing mechanics? It would be so simple anyone could come in and use it without instruction but very hard to master.
That was Azu's argument. In practice, it turns out to be much harder to implement than it seems. And when we did, it turned out that people hated it.
There are two problems with this in practice: one obvious and one subtle.
Obvious: Lag. It turned out that people were MUCH harder to hit, since not only do you have the lag time of transmitting the start attack to the server, but since you needed to be accurate, your delayed movements also got in your way. For reference, the server saber lags about a hilt length behind the client-side saber.
Subtle: The saber is not always active. Your saber does not deal damage while you are not attacking. Now, what's the definition of attacking? It's not as soon as your attack animation begins. There's a delay of windup and a delay of winddown to force you to actually be swinging in order to kill someone. Now, add to this the lag delay from before, and you've suddenly got an unreliable system where sometimes the saber isn't active when it shouldn't be and vice versa.
In the end, accuracy doesn't always mean good gameplay.
I don't understand. Doesn't the current/future implementation depend on saber/saber collisions, body/saber collisions, and the attack/defend phases of your saber (for comboing, ap bonus, etc) anyway? The only thing I'm proposing is different effects from those actions; it would be just as feasible with hitboxes.
Wildebeest
09-05-2009, 04:27
I don't understand. Doesn't the current/future implementation depend on saber/saber collisions, body/saber collisions, and the attack/defend phases of your saber (for comboing, ap bonus, etc) anyway? The only thing I'm proposing is different effects from those actions; it would be just as feasible with hitboxes.
I thought your question was "why not just use the accurate detection all the time?" What is your question?
If while sabering you can do such accurate and precise hit detection why do you need all those crazy mechanics? For some reason I thought one of the reasons you hung onto them all this time was because box detection is not precise enough for sabering so it is necessary to compensate for the lack of complexity with those mechanics.
Wildebeest
09-05-2009, 08:32
If while sabering you can do such accurate and precise hit detection why do you need all those crazy mechanics? For some reason I thought one of the reasons you hung onto them all this time was because box detection is not precise enough for sabering so it is necessary to compensate for the lack of complexity with those mechanics.
On the contrary, all the boxes do is compensate for lag. Which "crazy" mechanics are you referring to? The limited saber activity alone has many uses entirely unrelated to hit detection.
He is asking why we have such a complicated and confusing saber system. :)
...the answer to which I thought was that the team wanted to release something stable that worked the way it was supposed to before messing with the base mechanics again.
what he said^
Why do you need more than parrying and attacking in saber fighting? Do you like sabering how it is (assuming the hit detection was perfect and everything worked like it should)? It feels like it's always going to be impossible for the average to good player to ever do anything in sabering but spam random moves while swing blocking; only super human players like andrew past and blaze will ever be able to actually master it.
Wildebeest
09-05-2009, 20:22
The reason we have such a complicated and confusing saber system is because there is no specification for the saber system. I've been trying to get one out of the people who know what the saber system is supposed to look like for years. Literally years. :P
He is asking why we have such a complicated and confusing saber system.
Because it's the only way to implement something that looks somewhat like SW saberists dueling while being controlled by buttons.
I still think that after the next release the saber system should be stripped down to its basic components (BP, blocking, and Mblocking) and start over from there. :)
Of course, won't be easy, or may be impossible, but meh, we can all dream. :)
The Swashbuckler
20-07-2009, 00:31
Bleh. I was never a huge fan of using grenades for suicide purposes as a soldier. I used contact nades by aiming them well from a distance, not by rushing an enemy and taking myself down with them.
I suppose new grenades are a nice idea, but I doubt it'll change much regarding my current opinions of soldiers.
And no, I did not realize this thread was so old. My bad.
If only you could blow your arm off. It'd be funny seeing a 1 armed gunner running around.
Only one thing left to suggest: bring back b15 jabbasurfing, screw realism!!! :p :p :p
Yoshimitsu
21-07-2009, 15:09
The reason we have such a complicated and confusing saber system is because there is no specification for the saber system. I've been trying to get one out of the people who know what the saber system is supposed to look like for years. Literally years. :PWhat is saberfighting in movies ? Saber-to-saber combat based on blade attacks, parrying and blocking of this attacks. Ingame it depends what you must do to block\parry attacks because every hit is fatal. We know baseJA-JO systems with extremely minimal block and know OJP system where you must parry all attacks to survive with at least 1 saberstyle(form 2 as i recall) with Long duels. There is MB2 with more like attack-block-attack sequense and anti-spam capability :) .
If we anylize this systems we can get picture like this :
1)Delete blocking and all will be running-jumping around(baseJA).
2)Make first clear bodyhit lethal - extremely short duels resembling Old republic trailer(only Masters can duel for long). This would be hardcore actually :surprise: Imagine sabers clashes in horizontal parry, then 1 duelist doing diagonal windup and second launch overhead....head chop. *end of duel. But its only edge of idea. You can advance auto-blocking capabilities of characters in close to increase duels' length.
3)Parry is key(like in OJP). They also have counterswings which is provided by pressing buttons.
From here my idea of additional moves for saberstyle taking place.
Shortly : you must press additional button before attack to perform another move(like counterswings), but it can be any move and animation....especially new .
We've focused on bringing back RC1-style sabering.
Some of you may now ask what is the difference between RC1 and RC3 sabering. It's is in the way lightsaber collisions are calculated. In RC3 the sabers collide when the models collide. It is basically as accurate as it gets. As a result the sabers never look like they stop the very moment when hitting the enemy saber. This is mainly due to latency.
RC1 did it differently. It had a boxy mechanic instead - Bboxes aka Bounding Boxes. So instead of narrow and thin sabers, we had box-like sabers.
So that why RC1 sabering looked and felt like crap. You better remove that carkin bbox traces for good.
We unanomously elected to get rid of them. They will be replaced with something beginning with a "S". I'm certain it will work out a lot better and feel a lot more funky and bring some needed variety for commanders alongside the other new grenade.Good to see Sonic Grenade in action....and to hear too :)
The next release will be considered the foundation for the saber system. With all the basic mechanics in place, we will try our best to make new ways to mix up the fighting to make it feel less bland.Big words. We shall see about it.
Well let's do a new phrase.
Ok devs listen up, from now on when someone asks you when the next release is tell them:
"Someday over the blue rainbow"We say this :
In the bright future .
Sonic and Suicide, what's next, H-Bombs?
getting better and better every post guys
Even though i an RC3 started so far this mod is nothing but amazing and RC4 im sure will just break that scale so thx for all the hard work you guys a re putting in
itʻs great for the game and the community
Cooking grenades: well i though about it and said to myself
if COD4 does it why not MB
im sure itʻs going to be the best version yet
Keep up the good work Devs
alenoguerol
30-08-2009, 22:14
"In RC3 the sabers collide when the models collide."
porkins and reelo ftl...
what if you have replacements? o.O
its server side right?
All models use kyle skeleton which is scaled up or down depending on the class.
alenoguerol
31-08-2009, 03:46
ok that works then
Tallfire
31-08-2009, 04:00
You get hurt when you shoot Kyle's shoulder pad. We should use like the smallest (reasonable though) model we can without extra things on it. Like a stickman.
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