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Everything posted by OKDad70
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My review is based on one game with two or three on both sides (not me). Good, kinda. It seems people are going to have to learn to deal with it, both using and defending. It seems significantly different than our current weapons, which I consider its biggest plus. Aesthetics are significant. I hope I don't offend the designers, but I think it's ugly. I also don't like the sound. Shot and pattern are good. Mixed, but overall good. I'll buy one eventually, and I'll try to post something then if I change my mind any.
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This update seems superficial. No good, nearly no bad. However, I note ONLY 1 pro battle on the english servers at the moment (that allows captain rank), and only 14 or 15 on the first three russian servers, all but one of which allows four or fewer players, which suggests they are essentially private battles. I suggest the current restriction on private and pro battles to pass holders ONLY has ruined the entire intent of the pro and private battles. No one is playing them at all now. (The numbers are approximately 60 players in pro battles, with 23,000 online at this moment--at least that allows captain rank. It seems to me most top rank battles spread to the captain rank.)
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This update seems to have done nothing but make the game unstable. Fatal errors and server disconnects. Please debug.
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I like the battle list. I'm not happy with the compressed battle range. How about a compressed default with the ability to stretch it back out? Regarding the pro battle pass requirement, well, that just sucks. Bad idea all around, especially for simple private battles for clan practice or friends. Regarding the title, it could be fixed with preset tags, particularly XP. Distinctives and other labels should be built in with a drop-down for the battle title. I've also noticed an excessive time for loading and more lag with the update, but maybe that will fix as we go. The updates lately have seemed to cause significant glitches and more "Fatal Error".
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Hi, no I don't remember, I'm not that observant. (No offense intended.) Do you confirm that several players were repeatedly stating they had the fatal error problem? Did you repeatedly see people disappear, and then log back in? I did.
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Didn't Anyone Else Experience Multiple Fatal Errors?
OKDad70 replied to OKDad70 in Didn't Anyone Else Experience Multiple Fatal Errors? Archive
I completed a long Berlin CTF. Everyone was complaining of fatal errors and having to reenter the battle. Why isn't everyone complaining about this? At least other players in that battle should be here asking about it. They said they would. Anybody else having fatal error problems now that this latest updated has been implemented? -
New update is causing repeated fatal errors. Keeps kicking out of battle and must reenter.
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Update causes fatal error repeatedly
OKDad70 replied to OKDad70 in Update causes fatal error repeatedly Archive
Everyone in the battle I was just in kept disappearing. I assume they were experiencing the same fatal errors I was, and having to reenter battle. Refresh was rare, and fatal error was almost never. Now it is every few minutes, sometimes after only a few seconds. The new update messed everything up. Please fix it. It was horrid. -
I appreciate the comments. Thanks. As to those saying they quit, well, come on, we haven't given it a trial yet, and the devs might tweak here and there as we go. Please give this new system a fair amount of time to get used to it, to work out the kinks. I do not at all agree with the notion that it makes everyone equal. It seems to me that this update widens the gap between the skilled and the supplies-dependent. I don't think that is good, but I haven't made up my mind about it. If it helps players focus and improve their skills, then maybe it will work out. I still think there needs to be a progressive multiplier that applies to an individual's cooldown time. Each use of a supply should add to it, and waiting a couple of minutes would let it reduce back down to normal. I've only played a couple of battles with this account, and so far, I'm seeing that things have changed little. I have to think a bit more, but my timer is not good yet. I don't have the timing in my head yet. Planning when to pop supplies is interesting, but needing to pop one in a battle and not being able to carries its own frustrations, especially when you think the cooldown time should be up. Regardless, overall, things seem the same. Supplies still give advantages that can dominate opponents. I played two battles with my M0 mosquito at sergeant ranks, and, well, I'm glad we are being encouraged to use our supplies and to try out the system. It was embarrassing. That little wasp with repair kits can take on almost anything with the double-power activated, and while I was holding a flag, waiting for a return, I must have killed 20 before my teammates got the return. Supplies still matter a lot. On my smokey-hunter at warrant ranks, my performance was in between. I was fairly able to dominate, but it was a battle with several shafts. That makes for quick kills (while wearing dirty paint). At least, it was easy killing them untill they all switched to mammoth. I still did okay, though. The supplies help a lot. I assume they (most of the other team) started drugging. We were 7 to 2 when they changed the tide. We lost 7 to 10, and I had more kills than anyone, with just my smokey M1 and several double-powers. Did they win because they got better at supplies use, or did they just start popping them as fast as cooldowns would allow? I've not made up my mind, but I suspect I will be staying quite frugal with supplies after this week. I'd rather be patient. Constant drugging still seems to screw up the overall game. I certainly don't plan to buy crystals just to buy supplies. One last thing, green repair kit drop-boxes suck. White with red was good. Maybe you don't want white boxes. No problem, but NOT green. They are very difficult to tell from double-armor. (Can the drops look like the garage icons?) Yellow speed boost seems a poor choice too. Perhaps more of a green hue to the yellow, and a good solid gold to the gold box, but I cannot comment about the gold box. I didn't see one today. I'll post again. Probably in a few days.
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My thoughts before, then after smart cooldowns
OKDad70 replied to OKDad70 in My thoughts before, then after smart cooldowns Archive
After trying to read everything I could find, and watching the vlog updates, and watching the generic game-developers' video posted by Hazel-Rah, I am posting my expectations. I plan to play and test, then I'll post my revision or correction if I can prove myself wrong. Mostly, I wanted to publically record what I think has happened. The intentions of the developers are laudable. I'm not convinced the intentions will be achieved. I believe the developers are trying to add complexity and options. They are trying to provide a rich environment for players to develop multiple tactics and general strategies for making it fun to compete, even if defeated. That can work, but routine defeat is simply discouraging. Even if a player can be certain of increasing skill and improvement, even if advancing through the lower ranks, it is never fun to lose all the time. Supplies can do that to the player who cannot or will not use them. The smart-cooldown supplies seems complex to say the least. It hinders some ability to use the supplies effectively in battle, but that seems to be the overarching intention. The developers want the players to develop supplies skills the same as turret and driving skills. Okay. Good notionally. However, what I see so far indicates to me the game is just harder. The primary frustration with heavy supplies users is the near continuous, nearly insurmountable advantage it affords over opponents who cannot or will not respond with constant supplies activations as well. I've slogged through battles where one team drugged heavily and become totally dominant. So much so that most on my team left. With the victory almost sure, and the opposition so slight, it is utterly frustrating to spawn to multiple hits from double-powered turrets and destruction even before being able to fire a single shot (such as when using rail). Sadly, in such battles the supplies usage tends to continue. Obviously winning is not the objective, since the victory is theirs by that point. I've suggested repeatedly that cooldown times need to increase with supplies use, per individual. The delay would gradually return to normal with restraint. I think the smart-cooldowns will not alleviate the frustration of excess supplies use. Those who have the ability (hard currency) and the will to use supplies heavily will still tend to frustrate others for their own amusement and advancement. Further, the complexity of the new system just might prove untenable, unworkable for average players. Perhaps exceptional players will even develop such skills as to become invincible. We shall see. The biggest problem I see so far is how the update has been rolled out. It strongly advantages higher ranked players who have been frugal with supplies. It strongly disadvantages low ranked players, especially those who had not the foresight to save up supplies for the doubling. Of course, it was only a few days ago that it was announced. Little time to prepare. Incentive to buy crystals to buy supplies, since they would be doubled, but again, short notice, and many players simply cannot use hard currency on their own. It seems to me this update strongly favors high rank, high skill players, and stacks the deck against lower ranks, especially if they have no money to spend buying crystals. I intend to reply to this message in a few days with my modified observations. I may not be able to say a lot, since I had few supplies, thus still have few supplies. I hope low ranked players will speak up. I hope they will relay experience honestly. I hope they won't whine about things being hard. It ain't supposed to be easy. That wouldn't be fun and engaging. I hope low ranked players will explain their difficulties and what they are trying to do about it, and what exactly frustrates them. Perhaps the developers will be able to address the inherent frustrations in the game. -
Hmm, smart-cooldown should help. However, I think the main thing needed is a variable overall cooldown-multiplier that increases with supplies use. The more one uses supplies, the large the multiplier grows. Holding off, and not using supplies for some time, lets the multiple gradually go back to normal. Also, status? It seems there is more delay than expected. wisx11 asks if the implementation is ended. I hope not.
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Good that freeze damage rate was dropped. I think a little more drop is needed. However, the freeze effect is part of the game. A health pack should not eliminate it. Isida, okay, but health packs are too easy. I'm no fan of burn damage, and health packs should help, but I'm not sure eliminating it is good. Also, make multiple supply usage ramp up the wait time before supply becomes available for use again. The more continuously supplies are reused, the longer the wait time grows. Not using, should let the wait time slowly go back to normal, and death-respawn should not reset the clock. (Respawn time should count, but not reset.)
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Not at all happy with it.
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