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caullo

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How can this be... To my surprise I have had nobody to play with in Europe at night yesterday. There were maybe 6 of us but it got boring and everyone left pretty fast. What might have happened recently that could lead to this I wonder.

Did I miss something?​

I hope not,

I am sure everyone is trying their best to make our game more prosperous than ever... so what do we have...? maps, classes, long awaited balancing of SBD, bowcaster's drains, indication a Clone is about to use a blob (glow from a barrel, perhaps?). Randomly parrying Cyan, insignificant Red. Wook's rage should be consuming some health for each activation or while it is activated either will do. Arc firing from knocked down position should have a higher spread and lower accuracy.

Class limits are working great on Open/ Russian Servers give us these but adjust them to the amount of players in the game. Noel's guide is lost somewhere the only guides for gunners are some of Ben's videos. Code a popup that will show for everyone who picked a class without selecting any skills that he needs to bind the class configuration in to something first. Where is Rock the Shuffle (also, improve shuffling.) Noone asked for new bullet speeds.

That recent streamer showed off neatly what is the problem at the moment and it is lack of introduction to mechanics kind of tutorial is non existent forum is hardly the solution to anything. It took him 1,5 hour to find out he needs to bind stuff like class configuration.

@Hexodious @GoodOl'Ben you are the only hope this game has left.
 
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GoodOl'Ben

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Just because someone asks about it, that doesn't mean it's happening. It also doesn't mean it's a lot of work to implement. The last time I changed this, I made it into one global variable, which can be adjusted at any time. Essentially we're talking about changing one variable. 15 minutes of actual dev time which is 90% drinking coffee.

Either way, we're working on improving a lot of the issues you've mentioned. Some things just take more time than others.
 

caullo

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- Push kills need to be counted properly! If the target touches anything before falling down you won't get a kill, it is like interactions are nullyfing eachother, instead, it should remember for some time that force has been used on someone so if he dies (on his own in this time) it would count as a kill for the person that used the force on him this would fix it.

- Poison is broken, without class limits Imperials are just stacking Bounty Hunters against Jedi spam very unpleasant experience. One quick dart stops the regeneration, it is dealing a lot of damage (ideal finisher) and you are making noise giving out your position. Nerf... two of these lightly.

- Deka takes no fall damage from sick heights (Hangar on Deathstar, Platform on Dotf.)

- Issue with builds got bigger you can spawn as a Jedi when you pick a Clone and vice-versa (you can select the class twice this prevents any issues.)

- Objective messages should have own pictograms and be displayed a bit longer... maybe we will start paying attention (similiar to what @Hexodious proposed for left top corner kill log in K/D rework thread.)

- Team overlay is ugly and pointless if we have the scoreboard replace it with current objectives and descriptions for them and allow to set a marker that will show on the compass. This guy from the stream underlined he had absolutely no idea what he should be doing and how to get there.
 
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I think all your points are somewhat valid apart from the Bounty Hunter one. Why can't BH spam against Jedi Spam? If a team is going to spam Jedi, the opposing team should be able to counteract the Jedi. I think Poison is an acceptable and fair counter to a class that can deflect almost everything. It forces Jedi to retreat and can stop a team from being overwhelmed.
 

Lessen

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Yeah complaining that one kind of spam is weak to another kind of spam is silly imo

Also how dare you call team overlay pointless >:0
It's useful for recoordinating with my team after wandering off. It'd be nicer if I could see all allies on the Big Map Overlay all the time, but I imagine engine limitations prevent that.

Agree more-or-less about everything else. More clearly explained objectives and maybe even some diagrams/arrows on the objectives map to clearly show the usual "routes of battle" would be good.

Speaking in terms of dreams, a full in-game tutorial that even walks you through configuring your controls would obviously be great but would also obviously be a shiiiiitload of work. A decent compromise that probably WOULDN'T be impossible would be for the game to detect when a player is new and to have a popup as soon as they bring up the game that gives them a link to the "first day in MB2" guide thread. Because as it is now, there's just no reason to expect that new players are usually ever going to find that thread.




.... although to be fair, the launcher does include a link to that thread. But it's simply not prominent enough. It should be a huge, central, attention-drawing element, because "the impenetrable depth of MB2" is a huge central problem. It could even be literally the only semantic element on that launcher window aside from the play button. Just a big ugly loud god damn "LEARN TO PLAY: CLICK HERE" thing.

And the other stuff that's currently in the launcher should be in... tabs of the launcher. The launcher should have a few tabs and the main first tab should be exclusively dedicated to making SURE that new players ARE TOLD HOW TO PLAY (and, implicitly, are warned that this is a deep game that you need to really study up on to really understand)

That's what I think. Evidently. Having thought about it.

tl;dr @Devs. How about making the launcher very very very very very very very VERY VERY prominently point newbies to the First Day In MB2 thread.

Just a big-ass central "LEARN TO PLAY" graphic link thing that's so central and so prominent and so much "the only thing on screen" that they can't possibly miss it.
 
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MaceMadunusus

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Agree more-or-less about everything else. More clearly explained objectives and maybe even some diagrams/arrows on the objectives map to clearly show the usual "routes of battle" would be good.

I like this idea but I am not sure what would be the best standardized way to show which route is what. Like what color of arrow would tell someone "this is main" vs "this is side". Would dotted/dashed/solid be the differences?

Subway style? http://wwwcdn.printmag.com/wp-content/uploads/London-Vignelli-1500px.jpg
 

GoodOl'Ben

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tl;dr @Devs. How about making the launcher very very very very very very very VERY VERY prominently point newbies to the First Day In MB2 thread.

Just a big-ass central "LEARN TO PLAY" graphic link thing that's so central and so prominent and so much "the only thing on screen" that they can't possibly miss it.
@Defiant, what do you think? :D
 

Lessen

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@MaceMadunusus
ramble:
A sort of conundrum is... well, consider DOTF. You could depict DOTF as just opposing arrows meeting in the main hall and in front of the secondary objectives. And that would be fine. But would it be possible to communicate the flow of DOTF further? Like, showing how if rebs win main hall then they might press further straight down main or go down left corridor? Showing how if rebs win Secondary, it unlocks left corridor, and how if they win Secondary they might go down Side OR return to hangar and go through the Side doors into fed? And how from fed, they might reinforce main OR run down Right corr? (with Right corr, of course, branching into either a flank attack on the entrance to throne, or a breach into throne via balcony.)

I suppose a lot of those options are implicitly stated as long as the map very clearly shows what Sec Obj panels open what doors, and as long as the shape of the map is easy to read.

the point:
I think solid lines for main and dashed-lines for sec are fine. Just need a map key to further clarify which is which. But the primary and secondary objectives should also be really clearly labeled and color coded, and the doors opened by each sec panel should be very clearly color coded to the color of the sec panel.

Also there should be other map elements to indicate "destroy this thing (of this color) to open this door (of corresponding color)".

Color coding is a wonderful thing imo

Arguably I'd argue that there should be a whole map key of "map elements that exist in the game", including "breakable", "deflects shots", "only broken by lightsaber", "can be opened with the Use key" and those should all be labeled on the map.

like, the balcony window would be depicted on the map as a general rectangular object symbol with a crack in it to indicate "breakability"

(and for example, the entrance to the balcony would be depicted as a little magenta locked-door symbol, with the Secondary Doors panel being depicted as a magenta "panel" symbol, possibly with an unlock symbol)

i could literally make all this. i have photoshop and illustrator and enough know-how to do it. i can probably extract the map images from somewhere in the files. no promises tho. kinda busy. kinda... capricious.

i guess the door from fed towards main would be........ three-colored, to indicate that it can be unlocked by breaking the exterior panel, hacking the interior panel (right? I forget), or hacking... side doors (right? or is it sec?). Eh, that's feasible.
 
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Defiant

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@Defiant, what do you think? :D

Obviously easy enough to do, I still think that there should be a more engaging way to get the basics accross with the written guides for people that want the extra depth. I think most people want to dive straight in and having a massive "read this first" can be a massive turn off.
 
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- Push kills need to be counted properly! If the target touches anything before falling down you won't get a kill, it is like interactions are nullyfing eachother, instead, it should remember for some time that force has been used on someone so if he dies (on his own in this time) it would count as a kill for the person that used the force on him this would fix it.

Only really something to care about if you are anxious about getting 'dat sik k/d yo', but I see your point.

- Poison is broken, without class limits Imperials are just stacking Bounty Hunters against Jedi spam very unpleasant experience. One quick dart stops the regeneration, it is dealing a lot of damage (ideal finisher) and you are making noise giving out your position. Nerf... two of these lightly.

Eh, but the easy fix to this issue is just for the Jedi to stop spamming. I think the real issue is that most pub players are idiots that take the game too seriously, and want 'dat sik k/d yo'.

fugkn useless devs not buffing stupid playe and nerfing smaurt play wow devs u dun even kno haoe 2 dev do u

- Deka takes no fall damage from sick heights (Hangar on Deathstar, Platform on Dotf.)

Don't forget to mention that anyone using T-21 primary fire can survive a fall from any height, or that Sith/Jedi with Jump 2 can still survive long falls if they can kick off a wall when they get to the bottom.

- Objective messages should have own pictograms and be displayed a bit longer... maybe we will start paying attention (similiar to what @Hexodious proposed for left top corner kill log in K/D rework thread.)

I agree, this would help new players that can't read.

- Team overlay is ugly and pointless if we have the scoreboard replace it with current objectives and descriptions for them and allow to set a marker that will show on the compass. This guy from the stream underlined he had absolutely no idea what he should be doing and how to get there.

1.) As somebody who mainly plays forcewhore, I have to pay much attention to player placement, both on the other team, and my own. The team overlay also lets me see teammate health, so I know when not to use lightning in a crowded area. I can see where and when my teammates die, and I can quite easily read the enemy positions using those deaths. TL;DR I disagree, team overlay is amazingly helpful.

2.) Back in the day, most games were like this. Q3A plopped you into an arena full of players better than you, gave you a machinegun and said 'Good luck, have fun... fucker.', coincidentally so does baseja, and almost every other game before the XBOX360, and PS3 were released, with the exception of any strategy game, as they required tutorials due to being complex. Now, the simple solution to the 'wtf do i do wut is dis im 12 an ime bad' / 'wut is an obj' problem, is to GET HELP. Just like in JK2, or Q3A, or baseja, where you can get somebody to teach you shit like bunnyhopping, rocketjumping, saber spinning, or what have you, you can get somebody to show you what to do here, too.

There are people that can teach you stuff, but if you're not into that, you can do it the hard way, and learn from experience.

-----

I agree with most other posts that aren't as stupid as I, in this thread.
 

caullo4

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Commanders should keep their little trick they are consuming ammo and need to time it properly Deka can just rush down the pit at high speed. Dekas have it easy compared.

I would love of some sort extended switching time the heavier the weapon is so for example to switch in to a Pistol from Melee it would take a 1.5s and for T- 21 it would require 3.2s. For Rocket Launcher / Minigun 5.0s so pesky Arcs do not run away in Fists then suddenly Allah Akbar you out of blue if you are not a push user. People should be punished more for not paying attention and getting somebody at point blank should always give you an edge over the guy. It is not like you should work out the miracle if you screw out ...

e12.png


I believe we want Movie Battles to be even more realistic than it is now it feels weird somebody is firing a pistol then in a second switches in to heavy rifle it should take time require cover, be more tactical so snipers aren't call of duty quick scopers boasting their egos but truly good marksmen.
Nice suspension I got for no reason. I will post twice as many memes each time you ban me - enjoy!
 
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Commanders should keep their little trick they are consuming ammo and need to time it properly Deka can just rush down the pit at high speed. Dekas have it easy compared.

I would love of some sort extended switching time the heavier the weapon is so for example to switch in to a Pistol from Melee it would take a 1.5s and for T- 21 it would require 3.2s. For Rocket Launcher / Minigun 5.0s so pesky Arcs do not run away in Fists then suddenly Allah Akbar you out of blue if you are not a push user. People should be punished more for not paying attention and getting somebody at point blank should always give you an edge over the guy. It is not like you should work out the miracle if you screw out ...
e12.png


I believe we want Movie Battles to be even more realistic than it is now it feels weird somebody is firing a pistol then in a second switches in to heavy rifle it should take time require cover, be more tactical so snipers aren't call of duty quick scopers boasting their egos but truly good marksmen.

realistic

star wars

pik one

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1.) The trick wastes little to no ammo, and you will not end up running out of ammo in a full round of CMDR with 2 lives unless you miss everything, or are doing the trick over and over for shits'n'giggles.

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2.) Minigun is cosmetic, if it took me 5 seconds to switch from melee to cr3, I'd be pissing my pants, as for rockets, they take about a second to load, so that's 5 seconds to switch to the weapon, a few seconds to assess the situation, then a second to load, and a second to fire. Without any time to assess, it'd take you a whopping 7 seconds to even fire the weapon, and with time to assess, it'd take you about 10, and that is ridiculous. Also like to note that if you're not running at least Push 1 in pub, you're either insane, really confident that the enemy team has no rocketeers, or you are insane.

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3.) People ARE punished for not paying attention. I've no idea how many times I've gotten a backwhack, or a repulse off hiding in the corner after a door. Jedi in particular don't pay attention, because they seem to feel that they don't need to. Most of the Jedi/Sith I come across in pubs don't even use Sense 1 to check corners before they move into a room. I have plenty of video proof if you want it.


Gunner v Gunner, getting the drop on somebody gives you a massive advantage in terms of health, but then it's all down to skill.

Jedi v Gunner, getting the drop on somebody usually means that the guy getting dropped upon is probably going to die.

Jedi v Jedi, same thing, sans sense.

Gunner v Jedi, only really gonna have an advantage in health, and you may kill them with about 2-3 E-11 headshots, but if you don't, it's all down to player skill, and luck.

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I believe we want Movie Battles to be even more realistic than it is now it feels weird somebody is firing a pistol then in a second switches in to heavy rifle it should take time require cover, be more tactical so snipers aren't call of duty quick scopers boasting their egos but truly good marksmen.

Who is this 'we'?

I'm afraid that what you want is probably not going to happen, and even if it could, IDTECH3 is not built for chest high wall simulators. Also like to point out that you can't really 'quickscope' with proj, as it has a second or so timer before you can even fire it in scope. Disruptor can technically quickscope, but it's only moderate damage, so it takes about 2 headshots, or 4 bodyshots on a full health enemy before it kills them. I also believe that sniping, at least with proj, takes quite a bit of time to master, and before you say 'lol no its not i can do it ez', or something like that, I'd like you to attempt to 1v1 sniper duel Warbot before saying so, and when you lose, I'd like you to reconsider the statement.
 
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You are not getting what I mean about being punished - death range I would call it, Sniper is all range class without transition times of some sort they are doing too well at every distance and so we have spam of the Bounty Hunters bunch of those waiting till the end game with poison ready just getting free kills. I hate this class, it is basically for kill stealing and interfering.

I am playing against rather good Bounty Hunters they will headshot you mid-swing without relying on flinch after they poisoned you, switched from sniper rifle to pistol. They are not being punished for switching 3 weapons with Jedi at their throat if I would spam any force power I would die swiftly.

Well, first off, It's a team game, you're not meant to be lonewolfing as a Jedi/Sith, though it is possible, if you are careful.

Second, don't spam force powers. The lower your force is, the faster you die. From what you are saying, I can tell that you are a very aggressive Jedi player, as you have not even mentioned deflect, and all of your hypothetical situations here, tend to be from the position of a Jedi that is mainly offensive, and is not willing to retreat or wait for opportunity, so the fact that you would even say that you would spam a force power against a BH in a 1v1 battle IF you could, just tells me that your playstyle is the typical 'run into the enemy swinging/spamming push/pull and hope you either knockdown, or he misses a shot' playstyle.

Third, they aren't punished for switching weapons, they're punished for even letting you get close in the first place, by being forced to whip out their pistol, exposing themselves to other threats, and forcing a retreat. Stop trying to kill the BH, and help your team. Get close so he retreats, and let your team move up without fear of being sniped. This of course assumes that your team is decent, if not, my condolences.

You need to keep in mind that BH only excels in long range situations against single/multiple targets, and 1v1 short/mid-range battles. As soon as a BH is 2v1'd by 2 Jedi, or a Jedi/Gunner, they are usually fucked, especially if they use P3, as the lower rate of fire doesn't help them flinch/shoot two people at the same time. A team that is somewhat good, and composed of 2 Jedi, and 2 ETs will always win against a solid good team of all BHs, given that the somewhat good team has a basic concept of team strategy.

Also, poison can be outran and waited out, they only get 3 darts, and most players will waste 1 or 2 before they hit you with one across a long hall. Why are you still trying to kill them if you've been poisoned? Is the BH chasing you, and if so, why aren't your teammates helping you? Could it be that you are lonewolfing it, and getting punished for it?

Why, that's preposterous!
 
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Capture.png


Eh, I play NA mostly, and teams are almost always pretty even skill-wise, so maybe this is an EU server thing I can't understand. You could try doing what I do in pubs in order to avoid your same problem. How about instead of relying upon your team to defend you should you be pushed back from the attack, you go on the defense, and try to support your team instead? Making sure your team is not flanked, or that the objective is not being done, or in the case of being on the attacking team, flank the enemy yourself, if nobody else on your team is.

I would also like to note that, if you don't attempt different strategies to counter a class, then inevitably, you are going to die, or fail.

Also, I'm afraid that 'Movie Battles' as it is called, will always have this forced team aspect, as most of the battles in the movies, in legends, etc, are almost always fought between two factions, with saber duels being the exception. That's something you're going to have to deal with.

I also know for a fact that Admins on BG are inactive, and the ones that DO come on, rarely do anything other than spec or play for 5 mins, and leave.
 
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GoodOl'Ben

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Obviously easy enough to do, I still think that there should be a more engaging way to get the basics accross with the written guides for people that want the extra depth. I think most people want to dive straight in and having a massive "read this first" can be a massive turn off.
Yeah, but I think this is the smallest development time solution and fastest to mobilize. Obviously not the only thing that ought to happen, but it does fall into the "hey it's better than nothing!" territory.
 
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How can this be... To my surprise I have had nobody to play with in Europe at night yesterday. There were maybe 6 of us but it got boring and everyone left pretty fast. What might have happened recently that could lead to this I wonder.

Did I miss something?​

I hope not,

I am sure everyone is trying their best to make our game more prosperous than ever... so what do we have...? maps, classes, long awaited balancing of SBD, bowcaster's drains, indication a Clone is about to use a blob (glow from a barrel, perhaps?). Randomly parrying Cyan, insignificant Red. Wook's rage should be consuming some health for each activation or while it is activated either will do. Arc firing from knocked down position should have a higher spread and lower accuracy.
you're right,devs had to struggle with banning all memers,and half of them dededed off mb2,but you cant blame k4 for it now.
 
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