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Infraction: Flaming
his will remain until he decides he wants to be part of the solution
*insert unnamed WW2 dictator here that was removed by mods*
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his will remain until he decides he wants to be part of the solution
Deathstar is unironically one of the best maps in the game. It blows my mind because 90% of maps I play that aren't deathstar I just have this inherent disdain for. They're buggy, clunky, you keep getting caught on random shit, their design is just terrain multiplied by more terrain. Deathstar doesn't have those problems at all, aside from trash, which is a beautiful clusterfuck. You need to design more maps. Fuck "accuracy" just make something fun.
Deathstar is unironically one of the best maps in the game. It blows my mind because 90% of maps I play that aren't deathstar I just have this inherent disdain for. They're buggy, clunky, you keep getting caught on random shit, their design is just terrain multiplied by more terrain. Deathstar doesn't have those problems at all, aside from trash, which is a beautiful clusterfuck. You need to design more maps. Fuck "accuracy" just make something fun.
opinions;Oh yes my friend, I have indeed....
In time... you all will experience Scarif 2: the Citadel (pics are all heavy WIP atm obviously)
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Did you ever hear the story of Darth Stassin the Gassed ? I thought not. It's not a story the community would tell you. It's a dev legend. Darth Stassin was a dark coder of the dev team, so misguided and gassed he could use beta testing to influence releases to create new sabering systems... He had such an ignorance of the community's desires, he could even keep the features he cared about from being removed. Coding without listening to the community is a pathway to many sabering features some consider to be unnatural. He became so abusive... the only thing he was afraid of was losing his gameplay designer status, which eventually, of course, he did. Unfortunately, he taught Tempest everything he knew, then Tempest reformed sabering in his absence. Ironic. He could design sabering systems, but not good enough that they would remain stable.
I am quite prepared and ready for whatever comes my way XD:Ah yes Lindsey, the next developer who will release this and receive an amazing shit storm from glorious 4chanbatles
Looking into it, this area is essentially the starting area of Corellia or Echobase cargo box hangar, not really a huge factor in the match, very close to rebel spawn
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this area as of right now looks a bit basic, some boxes would balance things out a lot. lips sticking out of the ground for flying around would be good on the light grey platforms too
Is it possible to revert what you've done to V1?
Not from the current dev team.
On a more serious note, removing the current PBing system now is practically impossible, and while i agree the resulting system would be playable just fine and fun to play, it would also be a downgrade and rather dumb the system down. It would be a more straightforward system to pick up, more direct and engaging to play, but also less realistic and easier to play, not to mention completely destroying the point of having different swing directions. So to be practical about this, and try to bring back some of the feels from the old system, i am rather looking at adjustements to tone down the role of current PBing (aside from removing the BP regen which is almost a certainty not for the next hotfix but after that) in certain circumstances, for example making it negate only 50% damage versus starting swings which is the biggest issue encountered by people who want to just attack straightforwardly and not bother with faking attacks in the air and such.
I also wish to reintroduce some precision feeling elements of the old system albeit in a more controlled manner, such as restricting the condition for parries to occur so that we would get mutual bodyhits more often like in v0, or simply one swing bodyhitting and the other missing, instead of necessarily both cancelling each other out all the time based only on the fact that they are in their middle animations. I also very much wish to reintroduce nudge and even blocking animations on idle saber clashes, though i know this will be controversial amongst people who haven't experienced the old system. I am also even looking at things like having different PBing methods (movement direction, timing, even the old saber/saber collision) for certain styles, as "perks", as well as reintroducing slightly more varied halfswing speeds depending on direction.
I'm also looking at other elements from the old system which are rather feelings of freedom than precision, like no longer having your swings interrupted by blocking animations when you non-swingblock, while keeping it for swingblocks which would make this consistent with saber vs gun once flinch is replaced by knockback. Also looking at making blocking animations behave the same as nudge, i.e. not locking your input during the animation and allowing you to counter only at the end of it, but instead allowing you to counter at any point during the animation.
In short, trying to incorporate elements of precision/freedom/depth feelings that we have learnt are good from old systems while keeping as much as possible the strong points of current systems which are the consistency of the mechanics, the more diverse use of swing directions (and the increased difficulty of mind games and footwork due to current PB, but i guess that can't be called a strong point in your point of view). A middle-ground system that would keep the best of all worlds, if you will, and trying hard not to become bland and not to lose all the things that are enjoyable from each world in the process of making this compromise.
Not from the current dev team.
On a more serious note, removing the current PBing system now is practically impossible, and while i agree the resulting system would be playable just fine and fun to play, it would also be a downgrade and rather dumb the system down. It would be a more straightforward system to pick up, more direct and engaging to play, but also less realistic and easier to play, not to mention completely destroying the point of having different swing directions. So to be practical about this, and try to bring back some of the feels from the old system, i am rather looking at adjustements to tone down the role of current PBing (aside from removing the BP regen which is almost a certainty not for the next hotfix but after that) in certain circumstances, for example making it negate only 50% damage versus starting swings which is the biggest issue encountered by people who want to just attack straightforwardly and not bother with faking attacks in the air and such.
I also wish to reintroduce some precision feeling elements of the old system albeit in a more controlled manner, such as restricting the condition for parries to occur so that we would get mutual bodyhits more often like in v0, or simply one swing bodyhitting and the other missing, instead of necessarily both cancelling each other out all the time based only on the fact that they are in their middle animations. I also very much wish to reintroduce nudge and even blocking animations on idle saber clashes, though i know this will be controversial amongst people who haven't experienced the old system. I am also even looking at things like having different PBing methods (movement direction, timing, even the old saber/saber collision) for certain styles, as "perks", as well as reintroducing slightly more varied halfswing speeds depending on direction.
I'm also looking at other elements from the old system which are rather feelings of freedom than precision, like no longer having your swings interrupted by blocking animations when you non-swingblock, while keeping it for swingblocks which would make this consistent with saber vs gun once flinch is replaced by knockback. Also looking at making blocking animations behave the same as nudge, i.e. not locking your input during the animation and allowing you to counter only at the end of it, but instead allowing you to counter at any point during the animation.
In short, trying to incorporate elements of precision/freedom/depth feelings that we have learnt are good from old systems while keeping as much as possible the strong points of current systems which are the consistency of the mechanics, the more diverse use of swing directions (and the increased difficulty of mind games and footwork due to current PB, but i guess that can't be called a strong point in your point of view). A middle-ground system that would keep the best of all worlds, if you will, and trying hard not to become bland and not to lose all the things that are enjoyable from each world in the process of making this compromise.
What is even the point of this thread anymore anyway?
Every game these days has an account process. Whether that be through steam, origin, uplay, epic games or games with their own launcher: dauntless, guild wars, warframe. It is unacceptable in 2018 to be afraid of creating a damn account when it takes 2 seconds.
i dont care about thisSo, you want your achievements to consistently get reset
noYou don't want persistent stat tracking?
no because it is always 100% of the time the shittiest players that obsess over their scoreYou don't want to be able to ego score on a leaderboard and say you're better than other people at certain things?
Hell no.You don't want us to have the ability to say run a tournament and say grant someone a prize for winning and participating in the tournament such as a cool hat?
nothing you listed helps me actually enjoy the game. everything you listed does enable mb2's worst, shittiest personalities though. up to you, dude. epic stat tracking isn't going to help me with a damn thing.All I see you saying is that you don't want a bunch of cool shit that helps us, and you.
i dont care about this
no because it is always 100% of the time the shittiest players that obsess over their score
Hell no.
epic stat tracking isn't going to help me with a damn thing.