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Old 03-05-2016   #5061
MK.exe
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Emerald hunt and domination. Just saying
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Old 03-05-2016   #5062
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There needs to be some flag to make sector brightness ignore objects so we can discreetly light sloped surfaces to simulate directional light. Just something to enhance the depth so textures aren't the only spatial cue.
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Old 03-05-2016   #5063
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The only thing multiplayer I would actually play in the vanilla game is co-op, but end up playing it almost never since 80% of the time they're crappy roleplaying servers. I also play tag/hide & seek but people hardly play those. I would really like it if thokker was offical in 2.2.
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Old 03-05-2016   #5064
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Speaking of gametypes, I honestly feel that match and ctf need some tweaks, more specifically the ring weapon dropping system. Its a good idea on paper, don't get me wrong, it makes what would be a standard fps gametype and makes it more sonic like, but the execution is just awful. As someone who plays both of these gametypes an awful lot I have noticed that this issue makes both of these gametypes (especially match) extremely biased towards the more experienced players, and a complete nightmare for newer/less experienced players, because if your hit without a shield at close range(almost all sonic players) they will just instantly swipe most if not all of your weapons and you are left almost completely defenseless against your foes as a result. So if you want a fighting chance again that means you either have to A. Go up against that same player or another player to get some stuff back (which if your inexperienced is a lost cause) or B. Waste like almost a whole minute trying to get fresh weapons and hope some cheap fuck doesn't camp weapons or farm off you. The devs themselves have said that they want to make match and ctf less punishing for the beginners and actually give them a fighting chance (hence the pity shield and removal of super forms in 2.2), which is a huge step in the right direction, because if your getting your ass handed to you with almost no chance for recovery, how exactly is that any fun? tbh I still don't know why this hasn't been looked into before the pity shield and super form removal, because its still the most prominent and glaring issue out of all of them.

Ok so enough jibber jabber, what do I suppose would make these gametypes more welcoming and more fun for everyone? I idea I've had in my little o'l noggin for a while is when hit without a shield, you only drop the weapon you currently have equipped and your rings: that way your not left completely vulnerable and you still have a fighting chance; it will be more of a risk to try blindly swiping others weapons and you would need to be more creative with you strategies in order to steal their weapon(s) due to them being able to defend their stuff for the most part witch would make stealing weapons not be the main focus on match anymore; and finally it would make players put some actual thought into their battle strategies because if they're too reckless they may just loose their favorite weapon.

Also Sonic Tails, and Knuckles need some balancing out, because in the current state of match and other game types to an extent: Sonic's thok is stupidly overpowered, like seriously 60 actionspd! that's a bit overkill isn't it :/? All this this does is encourage players to spam it because it make's them really hard to hit and it allows them to move almost as fast as thrown rings. This is why I hope the moveset for fuckingsonic becomes official (which I won't explain in too much detail, cause spiolers) because instead of raping your jump button for instant speed, you have to either earn your speed or leave yourself vulnerable for a couple of seconds to fully charge up the spindash which is incredibly fun to unleash as him ^_^, overall fuckingsonic is easier for beginners to grasp, more balanced and more fun all at the same time which proves actual thought went into the making of his moveset unlike the current vanilla Sonic, because currently with the state of the thok Sonic is way faster than Knuckles and almost twice the speed of Tails. Speaking of Tails in terms of balance he's mostly fine, his only issue however is that when flying with him you move at a snails pace with no way to get that speed back in the air which makes him way to easy to hit with rails, that's why I hope Lat's flying code becomes official because it allows you to sacrifice height for speed and it's very faithful to his flight mechanics in Sonic 3 and Knuckles. Speaking of Knuckles his glide is way to slow, in Sonic 3 and Knuckles his glide was the same speed as his top running speed and his glide wasn't slowed down when in water when in this game it is for some odd reason, also to add to what MK said earlier I would love for Knuckles glide to be able to physically hurt his foes like he can in thoker, this would allow a slower more power driven character like Knuckles to defend himself better against a speed demon like Sonic and would act as a good counter for the thok.

Also on a side note, I think that when you have a weapon slot maxed out you shouldn't be able to still collect that weapon, this would make weapon camping that little bit less effective.

Anyways that's just my two cents, and I know if these balances were applied a lot the veteran match players would bitch and whine about it, but as someone who has been playing this game for a decade now, I truly believe these changes would make the game better in the long run.
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Old 03-06-2016   #5065
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Originally Posted by SAMMY SWAG View Post
Also Sonic Tails, and Knuckles need some balancing out, because in the current state of match and other game types to an extent: Sonic's thok is stupidly overpowered, like seriously 60 actionspd! that's a bit overkill isn't it :/?
I actually made something to test out to see if match would still be fun with the classic games' balancing (Sonic, Tails & Knuckles all having the same speed, Sonic having no double jump, a boosted mindash and lowered maxdash speed... etc.) and I tweaked it a bit so Sonic wasn't as boring to play as (He's still The Fastest Thing Alive™ in competitive gametypes in terms of running speed and has a higher maxdash). While in essence, yes it mainly alters normalspeed and such as the main focus for balance, it works (Though I haven't been able to test out the most recent edits due to not having my router port forwarded anymore) a bit better than what is in place currently. I've ranted about the balance before and nobody on the devteam is focused on that right now from what I've seen, Mystic himself has said that he'd sooner replace the thok with something even more overpowered if it meant the player understood it as soon as they picked it up.
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Old 03-06-2016   #5066
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In the 'circuit' wad, which is basically the race maps from 2.0, it has a tonk that is really weak.

If they put that in vanilla. No OP tonk. No unhappy community.

Also, If anyone has played the 'Project ringslinger' wad it has this nice feature, which is basically if you got hit and your loaded with weapon panels. The panels won't drop. (might be skylua but im not sure)

^^ This would really be a turn around to the more experienced players snatching all the inexperienced players weapon panel.
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Last edited by MK.exe; 03-06-2016 at 05:11 PM. Reason: Spellin error and addtional comment
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Old 03-06-2016   #5067
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When it comes to the discussion of the thok, everyone seems to complain that Sonic is overpowered in Match, while completely ignoring SP. Not only is he already the weakest in terms of just pure platforming power in SP, nerfing his thok would make remove the one reason you would play as him in SP, which is for his speed. I feel like more people really need to realize this when it comes to the discussion of balance.
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Old 03-07-2016   #5068
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When it comes to the discussion of the thok, everyone seems to complain that Sonic is overpowered in Match, while completely ignoring SP. Not only is he already the weakest in terms of just pure platforming power in SP, nerfing his thok would make remove the one reason you would play as him in SP, which is for his speed. I feel like more people really need to realize this when it comes to the discussion of balance.
The reason only why I would nerf his speed in singleplayer and co-op would be to make it easier for everyone to keep up with him since you are kinda going through the level together, though singleplayer could probably have his speed increased...
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Old 03-07-2016   #5069
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Can we all just remember for a quick second that the devs have SP in mind more than the other gametypes? The thok is really useful to co-op in general, it makes Sonic capable of platforming very quickly and precisely. Yes, he's overpowered in practically everything else, but SP is the reason Sonic has his thok to this day, and even for 2.2. If anything, the possible suggestion is to change Sonic's ability based on gametype, keep his awesome thok in SP, and maybe give him a double jump in match/CTF. Hell, anyone can do that in a lua script if they really wanted to.
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Old 03-07-2016   #5070
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We're not planning on adding any new gametypes at this time, other than possibly thokker after we deal with some issues we'd have with it in 2.2. We don't have enough time to deal with the problems in the gametypes we already have, so there's absolutely no way we're going to be adding more.

Also, while we did do some experiments with a changed thok, we found it was not a good idea to change it and it will remain the same. Yep, it's pretty strong, but there are other more pressing issues in our competitive gametypes anyways, and it's just fine in single player.
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Old 03-07-2016   #5071
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Also, while we did do some experiments with a changed thok, we found it was not a good idea to change it and it will remain the same. Yep, it's pretty strong, but there are other more pressing issues in our competitive gametypes anyways, and it's just fine in single player.
May we at least hear what some of these experiments were?
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Old 03-07-2016   #5072
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Probably not, because then there'll likely be petitions to get those concepts put in the game despite us rejecting it.
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Old 03-07-2016   #5073
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I don't remember if I have suggested this yet, but for ObjectPlace, you cycle through objects using the rotate camera left/right controls. On my PlayStation/XBox controller set-up, however, the only camera turning I have is the right stick, which is bound to turning the player, not the camera. But I do have next/previous weapon bound on my controller.

So could ObjectPlace be tweaked to allow selection of objects through the next/previous weapon controls in addition to the camera rotation controls? Not a big deal at all, just a very minor suggestion.
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Old 03-07-2016   #5074
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Personally, I'd like BRSTM sound files supported, as I find they are easier to loop, and they are quite small.

Last edited by Saturn Ross; 03-07-2016 at 09:11 PM. Reason: I'm a grammar nazi.
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Old 03-12-2016   #5075
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I would like to see the time varible intergrated into the game.

It could also be fun for RP servers and it can be a nice detail to see the co-op
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Old 03-12-2016   #5076
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I would like to see the time varible intergrated into the game.
If you mean being able to set the time shown for clients, what use would that even have? If you mean being able to read the current time on the map in Lua, we already have two global variables for that.
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Old 03-12-2016   #5077
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If you mean being able to set the time shown for clients, what use would that even have? If you mean being able to read the current time on the map in Lua, we already have two global variables for that.
I think what he suggested was to have real time inserted into SRB2. Like if you were playing SRB2 at 2:00 in the morning, the lighting and the color map would be adjusted to fit what time you're playing SRB2. That's my take on it.
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Old 03-12-2016   #5078
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I think what he suggested was to have real time inserted into SRB2. Like if you were playing SRB2 at 2:00 in the morning, the lighting and the color map would be adjusted to fit what time you're playing SRB2. That's my take on it.
Almost, i meant the ability to adjust time on the map, Just like the TIME.wad integrated in vanilla
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Old 03-17-2016   #5079
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I Was wondering are you going to change the size of shields sprites ?, they don't fit Knuckles .
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Old 03-17-2016   #5080
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I Was wondering are you going to change the size of shields sprites ?, they don't fit Knuckles .
They actually don't fit anybody.
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