I'm just gonna throw out the idea that let's not re-design just because of one bug. Let's fix the stamina-walking bug as that is not intended behaviour. The UX feels terrible when you have to toggle it on and off.
If there's an issue with walk speed, it ought to be a global change across all...
Stamina is broken. It doesn't seem to be working correctly.
Dodge seems more fair, could perhaps be dropped even a tad more.
FP drains seem very high and erratic, one moment you lose nothing and the next you lose 25
1.5 is definitely a lot of damage and makes every shot feel impactful, but might...
I've been thinking of other fighting games and what they do to better create an intuitive, transparent system.
Tekken 7:
Visible health bars
Distinct effect for blocks
Getting hit mid-attack plays unique sound effect and sends player flying or leaves them open for a follow-up hit
Getting hit...
You'll need to create a pk3 file with the same hierarchy as the original. I believe the original files are located in one of the MBModels files or MBAssets files.
Something like sounds/chars/human_male
I've attempted to keep an ear out for any really obnoxiously loud sound effects. All sounds ought to be compressed and normalized to be around -3dB, since that's where the original game audio files are all set at. Whether everyone always remembers to do that though is another question.
Anyone...
It works based on area portals. A graphics related optimization. If something is being rendered by the GPU, then it can be seen by Force Sense. Wonky, but from what I understand, that's kinda the way it's got to be if we want to have crisp FPS.
Community input is taken into account in several forms.
For existing maps especially, we actively listen to people and their feedback. DOTF's newest iteration features changes based on community feedback.
For maps in progress, we listen to our beta team and do our best to pay attention to...
Not going to touch on the things left out from this list as I find them as things I haven't given much thought myself.
Removal of the alt-frag outright would make the game more dull. I love that we have a heap of use cases for weapons. Reworking the alt-frag to behave somewhat differently...
We had a pretty good boost and a decent amount of attention in December. A lot of this was thanks to many of our amazing community making entertaining videos about the game. Obviously not all stuck around. Our game is very unfriendly towards noobs in terms of mechanics. It's very much the...
To me frontline for offense ought to be reserved for those with proper toolkits to match this. In a pub game, if you are not comfortable with the law of Ace of Spades (You win some, you lose some, it's all the same to me), you ought to stand back and let the meaty characters soak up the initial...