ESReality - Where Gaming Meets Reality
  • Site
  • Text
  • Media
  • Games
About | Contact | Guide | Filters
Users | Preferences | Search | FAQ
News | Forums | Columns
Journals | Articles | Polls | Wiki
Files | Galleries | Demos
Events | Coverage | Movies
ESR Shop | Betting Fixtures
Not Logged In | Login | Register
05:13 CDT - 1194 users online

ESR Discord Channel
Live Streams
no live streams found
Scheduled Listings
more...
Other RFLX threads
  • hello, i'm plannin on hostin monthly tournaments for reflex (6)
  • What's wrong with reflex compared to cpma ? (15)
  • Reflex (7)
  • New Indie Movie "eHero" features "Reflex" as part of film (30)
  • Remembering reflex (157)
  • red man falls down (16)
  • 2 features really missing in RFLX (18)
  • Need some help guys! (10)
  • did reflex just die? (10)
  • Who's the current best RFLX dueler ? (34)
more...
Latest Threads
Latest Comments
  • News Announcing FPS Cup 03 – Quake 3 Defrag Tournament (3)
  • News QL LAN Stuttgart 2025 (13)
  • Image Rapha playing his group games (127)
  • News QuakeCon 2022 (162)
  • News Frazer "Fraze" Hockley has passed away (54)
more...
Latest Forum Threads
  • GG Best mouse in 2025 (5)
  • Q3 Quake3 Remake (51)
  • Q1 Elon Musk says he was among the best Quake players worldwide (123)
  • QL WHAT YEAR IS IT (8)
  • QL RECOVER DELETED ACCOUNT (0)
more...
Latest Journals
  • 2z faye (27) by stpbozin
  • we meat again (1159) by aggnog
  • Quake Live, the greatest esports game ever made? (5) by vr_and_games
  • Why this game sucks to hard? (29) by The_Sh33p
  • Mars died as his temple burned. No new gods of war exist. (57) by ShadyVoltaire
more...
Hot Topics
more...
ESR Virtual Betting
Lamur
E$ 238,131
  • E$ 176,304 Italy omek
  • E$ 129,238 Sweden fazz
  • E$ 61,723 shaftwhores only by [EXE]dann lithz
  • E$ 58,635 Colour: black nsx0r
  • E$ 57,658 United States of America nk121

  • Betting Leaderboard
  • Open Betting Fixtures

New RFLX thread
Forums > Reflex Forum
NVC streaming reflex (434 comments)
( Forum: Reflex)
Posted by neeple @ 13:14 CDT, 13 August 2014 - iMsg
http://www.twitch.tv/justnvc

go go go

vod: http://www.twitch.tv/justnvc/b/557748852 (thanks heartless)
Edited by neeple at 02:23 CDT, 14 August 2014 - 82881 Hits
53%

<< prev RFLX thread || next RFLX thread >>


<< Comment #1 @ 13:19 CDT, 13 August 2014 >>
(Link, Reply)
By Transparent cumrag 
rockets look slow
2%
<< Comment #38 @ 20:52 CDT, 13 August 2014 >>
(Link, Reply)
By q4cz Shin-obi  - Reply to #1
movement looks a little slow, too :<

edit: anyways, i'm still very impressed
i'm sure everything will be fixed by the beta stage
Edited by Shin-obi at 21:42 CDT, 13 August 2014
<< Comment #44 @ 23:07 CDT, 13 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #38
It wouldn't be any slower (and if it is, that change won't last long). He was playing with a pretty low FOV during the stream, which might make things look a little slower.
Edited by newborn at 23:14 CDT, 13 August 2014
<< Comment #47 @ 23:15 CDT, 13 August 2014 >>
(Link, Reply)
By q4cz Shin-obi  - Reply to #44
can you still clip past walls? it was hard to tell, but it sort of seemed like you couldn't on the vod.

clipping = moving so fast you can touch the edge of a corner and not be slowed down. it's in ql/osp and i'm pretty sure it's in cpma as well.


i'm also curious about wallhugging. i hope that stays as well
Edited by Shin-obi at 23:17 CDT, 13 August 2014
<< Comment #87 @ 05:10 CDT, 14 August 2014 >>
(Link, Reply)
By England vor_  - Reply to #47
I think nvc mentioned during his stream that wall-clipping wasn't currently in. I don't know if it was discussed in chat by the dev as to whether wall-clipping would be a feature.
<< Comment #108 @ 06:06 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #47
You can't wall clip in Reflex and it's pretty unlikely we'll ever add it -- you either hit the wall or you don't.

Although wall clipping gives a nice cue that you're hopping the tightest possible line, it also does weird, glitchy things to the view (I don't think the netcode likes it much).

It didn't take me long to get used to not having it. Once I did, it made absolutely no difference.
3%
<< Comment #2 @ 13:30 CDT, 13 August 2014 >>
(Link, Reply)
By Poland MajkiFajki 
This is Q3A CPMA with better graphics. Nothing new in fact :(
<< Comment #16 @ 16:37 CDT, 13 August 2014 >>
(Link, Reply)
By invisible_man H1ghlander  - Reply to #2
because core gameplay shouldn't be new.

but, features like matchmaking should be.

also... new engine is nothing new?
Edited by H1ghlander at 16:53 CDT, 13 August 2014
6%
<< Comment #28 @ 17:44 CDT, 13 August 2014 >>
(Link, Reply)
By United States of America byce  - Reply to #2
Quake with modern features on a modern engine is kind of what everybody wants, isn't it...?
46%
<< Comment #76 @ 04:02 CDT, 14 August 2014 >>
(Link, Reply)
By cooller skint  - Reply to #28
Quake community doesn't have a clue what it wants!
6%
<< Comment #111 @ 06:16 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #76
That's why we don't worry too much about some of the hate in threads like this -- it's pretty obvious that the whole thing is unwinnable. People in the community certainly know what they want, but the community as a whole doesn't have any kind of clear agreement.

Some people want a direct CPMA clone, some want a direct VQ3 clone, some want a direct QL clone, some want something completely different to anything that has been released before.

So whatever we do, some fraction of players will hate our game without ever having played it.

Fortunately within the development team, we all know the game we want to make and are putting a lot of late nights in to making it happen. And it's going really well too. We're still having fun during all of our playtest sessions (which is unfortunately rare when you've been working on a game for a long time), we're getting a lot of support from the community and its all starting to come together.

Hopefully with all the new arena FPS in the works, there will be something for everyone to not hate.
Edited by newborn at 06:17 CDT, 14 August 2014
32%
<< Comment #234 @ 20:53 CDT, 14 August 2014 >>
(Link, Reply)
By Australia zlr  - Reply to #111
If you do this:

- Accurate matchmaking
- Skill ceiling on par with or higher than Q3/QL
- Polished engine (no major netcode, fps, sound bugs etc)
- Modern interface for competitive play (rankings, stats, leagues, etc)

I will be very happy and probably leave QL for good.

I don't really care how different or not different it is from Quake as long as Quake skill transfers to the game.
<< Comment #410 @ 00:18 CDT, 20 August 2014 >>
(Link, Reply)
By tommy (c) MastaKilla amalik  - Reply to #234
Yeah, Spot on. Pretty much said it.
I think there's a huge deal of people who will gladly leave QL for good.
I'd personally rather see something new, rather than a direct copy of Q3. Surprise us! Just make sure it's good haha. (:
<< Comment #239 @ 22:03 CDT, 14 August 2014 >>
(Link, Reply)
By q4cz Shin-obi  - Reply to #111
add a little q4(jumppad physics/shoot through portals)
add a little more qw(shotty, axe, more air control, backpack system)
add a little ql(35 second mega/125 spawn health)

CPM on steroids, that's what I'm hoping for
slower weapon switch and other things from ql, I want nothing to do with.






cheers


consider bringing back wall clipping, btw.
Edited by Shin-obi at 23:21 CDT, 14 August 2014
<< Comment #247 @ 01:52 CDT, 15 August 2014 >>
(Link, Reply)
By wc3_human DamianLillard  - Reply to #239
I was humming Mambo no 5 when I read this, fitting altenative lyrics.
15%
<< Comment #283 @ 13:29 CDT, 15 August 2014 >>
(Link, Reply)
By Finland Smilecythe  - Reply to #239
"add a little ql(125 spawn health)"

Noup, direct rocket spawn kill is a must have!
1%
<< Comment #296 @ 21:23 CDT, 15 August 2014 >>
(Link, Reply)
By q4cz Shin-obi  - Reply to #283
125h+beastly rocket launcher+instant switch vs 100h+weak rl+slower switch.

give me the former any day of the week
i can compromise with starting health, armours, etc all day
i can't compromise with my combos
Edited by Shin-obi at 21:27 CDT, 15 August 2014
<< Comment #356 @ 21:11 CDT, 17 August 2014 >>
(Link, Reply)
By United Kingdom dadS  - Reply to #111
I really think its great what your doing. Great tools, good ideas, good pr, marketing, etc. You seem like a talented bunch. I'm sure I'll pick it up a bit, hopefully defrag in there? And it's commendable that you are sticking to your guns.

As a vq3er I envy the air control community to have such a honest and talented group working on a project like this, we have id. A name that used to be able to relied upon but now are a pale shadow of what they once were - the king of arena fps.
<< Comment #357 @ 21:18 CDT, 17 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #356
Instead of envying cpm players you could do like Hoony, Arqon or these guys did : get off your ass and make something happen.
<< Comment #366 @ 11:59 CDT, 18 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #357
Shh. Don't encourage people to compete with us.

(Seriously, it could be done though. Quake3 is GPL -- the right team could do incredible things with it)
Edited by newborn at 12:00 CDT, 18 August 2014
<< Comment #408 @ 15:21 CDT, 19 August 2014 >>
(Link, Reply)
By United Kingdom dadS  - Reply to #357
difference is those guys have a skillset that I don't have. To obtain it, it would take many years doing it as a hobby and I have other shit on.
<< Comment #365 @ 11:58 CDT, 18 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #356
We'd love to help you but it would be a pretty big risk and not really in line with our vision for Reflex.

But who knows, maybe we'll help indirectly?

CPMA already contributed significantly to the direction of QuakeLive and Reflex could be the first real competition QL has ever had.

It's not like they couldn't just read all of the stuff I've talked about here and take it as a checklist of things to throw their superior development resources at.

If they do, throw us a few bucks on Kickstarter anyway because we've worked really hard on all of this ;)
<< Comment #180 @ 14:25 CDT, 14 August 2014 >>
(Link, Reply)
By Cheese M1zzu  - Reply to #76
I'm pretty sure the community as a whole just wants something successful.

Ideally, it's also not stupid in the way that the leaked update, UT movement, CS accuracy or hold-forward-to-go-fast is.
Edited by M1zzu at 14:25 CDT, 14 August 2014
<< Comment #89 @ 05:19 CDT, 14 August 2014 >>
(Link, Reply)
By Netherlands Emenike  - Reply to #28
Isn't
<< Comment #3 @ 13:44 CDT, 13 August 2014 >>
(Link, Reply)
By United States of America goodbye_world 
It seems really familiar for some reason. I can't quite put my finger on it.
<< Comment #4 @ 13:46 CDT, 13 August 2014 >>
(Link, Reply)
By boatclub palatka  - Reply to #3
ive seen that hatchet somewher before
7%
<< Comment #5 @ 13:49 CDT, 13 August 2014 >>
(Link, Reply)
By Lithuania son1dow 
so what is he in dignitas? a streamer?
<< Comment #10 @ 15:16 CDT, 13 August 2014 >>
(Link, Reply)
By DoublePlus matuka  - Reply to #5
On the website he's down as just a "commentator". So basically yah.
<< Comment #12 @ 16:13 CDT, 13 August 2014 >>
(Link, Reply)
By Descent nvc  - Reply to #10
I played ShootMania, now i just exist.
7%
<< Comment #15 @ 16:33 CDT, 13 August 2014 >>
(Link, Reply)
By DoublePlus matuka  - Reply to #12
dont worry there are plenty of new games coming out soon™

Also is anything happening with leveluptv, I don't think I've seen anything come out of that since Tribes: Asscend.
<< Comment #34 @ 18:08 CDT, 13 August 2014 >>
(Link, Reply)
By Descent nvc  - Reply to #15
I gave disrepute everything (twitch/youtube etc) a long time ago, must have been like 3+ years by now! It was fun whilst it lasted! (:
<< Comment #23 @ 17:29 CDT, 13 August 2014 >>
(Link, Reply)
By Sloth pacmanpl  - Reply to #12
Someone's gotta do this shit!
<< Comment #6 @ 13:55 CDT, 13 August 2014 >>
(Link, Reply)
By bloody eyeball by hatelull melechesh 
CLACK CLACK CLACK CLACK CLACK CLACK CLICKITY CLACK CLACK CLACK CLACK CLACK CLACK CLICKITY CLACK CLACK CLACK CLACK CLACK CLACK CLICKITY CLACK CLACK CLACK CLACK CLACK CLACK CLICKITY CLACK CLACK CLACK CLACK CLACK CLACK CLICKITY CLACK CLACK CLACK CLACK CLACK CLACK CLICKITY CLACK CLACK CLACK CLACK CLACK CLACK CLICKITY CLACK CLACK CLACK CLACK CLACK CLACK CLICKITY CLACK CLACK CLACK CLACK CLACK CLACK CLICKITY CLACK CLACK CLACK CLACK CLACK CLACK CLICKITY
<< Comment #7 @ 14:00 CDT, 13 August 2014 >>
(Link, Reply)
By Finland randomness666  - Reply to #6
pew pew badum pew ptsh! pew clack clack pew ptsh !
8%
<< Comment #54 @ 01:34 CDT, 14 August 2014 >>
(Link, Reply)
By Poland Xsi  - Reply to #6
FU LOBSTER!
<< Comment #8 @ 14:23 CDT, 13 August 2014 >>
(Link, Reply)
By anonymous Anonymous (77.109.141.138) 
Smackgyver: Reflexdev will there be a vanilla q3 set of physics (weapon switch, movement, etc.)?

Reflexdev: no vanilla mode

Reflexdev: we'd get sued


All you need to know. Reflex is dead already.
<< Comment #9 @ 14:57 CDT, 13 August 2014 >>
(Link, Reply)
By ._o filo  - Reply to #8
what a shit comment
76%
<< Comment #110 @ 06:16 CDT, 14 August 2014 >>
(Link, Reply)
By Poland SmackGyver  - Reply to #9
indeed, also pulled out of context:
i asked if the vq3 ruleset will be built in or accessible by cvars, because i personally think that the fast weapon switching and aircontrol add up a lot of unpredictability.
the fact that it won't be, doesn't kill the game. if you ask me, the game looks promising, they are further than i expected, i fell in love with that nostalgic axe and the lg-impact-sparks made me horny.
1%
<< Comment #114 @ 06:25 CDT, 14 August 2014 >>
(Link, Reply)
By invisible_man H1ghlander  - Reply to #110
to have few ruleset in such game is bad idea because of community split.
<< Comment #115 @ 06:30 CDT, 14 August 2014 >>
(Link, Reply)
By Poland SmackGyver  - Reply to #114
well, yes. but still i hoped for some vq3.
<< Comment #117 @ 06:34 CDT, 14 August 2014 >>
(Link, Reply)
By invisible_man H1ghlander  - Reply to #115
i dont really care about ruleset, prefer more +forward.

I jsut want a game with enough playerbase.
<< Comment #118 @ 07:24 CDT, 14 August 2014 >>
(Link, Reply)
By anonymous Anonymous (78.108.63.44)  - Reply to #9
no one plays CPM now. no one will play CPM in the future.
<< Comment #122 @ 07:34 CDT, 14 August 2014 >>
(Link, Reply)
By invisible_man H1ghlander  - Reply to #118
if you will compare Q3, QL, CPMA, QW, Q2 together to... dota2, lol, csgo... it looks like all Quakes are sooo dead.
Edited by H1ghlander at 07:53 CDT, 14 August 2014
<< Comment #66 @ 03:27 CDT, 14 August 2014 >>
(Link, Reply)
By Hong Kong www.ninemil.com  - Reply to #8
Yeah, that was always the big barrier with standalone CPM and the concept of legacy support, too.
Edited by www.ninemil.com at 05:19 CDT, 14 August 2014
<< Comment #77 @ 04:03 CDT, 14 August 2014 >>
(Link, Reply)
By cooller skint  - Reply to #66
get mapping
9%
<< Comment #95 @ 05:38 CDT, 14 August 2014 >>
(Link, Reply)
By Hong Kong www.ninemil.com  - Reply to #77
In-game mapping client like that certainly makes the idea tempting.

Mapping for Quake 3 engine was such a chore.
<< Comment #11 @ 15:32 CDT, 13 August 2014 >>
(Link, Reply)
By QW faerie_ 
Nothing new under the sun, still the same bunch of dense polish fucks asking how the reflex devs ( tho this applies to any of the projects currently being worked on ) are going to bring new players to the games instead of leaving their mom's basements, spreading the word and making shit happen.
<< Comment #24 @ 17:29 CDT, 13 August 2014 >>
(Link, Reply)
By Sloth pacmanpl  - Reply to #11
salty much?
<< Comment #71 @ 03:41 CDT, 14 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #24
Very much.
<< Comment #113 @ 06:21 CDT, 14 August 2014 >>
(Link, Reply)
By Poland SmackGyver  - Reply to #71
hei nazi boi, eduked bivor talg pliz.

[img1]
Edited by SmackGyver at 06:22 CDT, 14 August 2014
11%
<< Comment #237 @ 21:39 CDT, 14 August 2014 >>
(Link, Reply)
By Uruguay gSTRUCTOR  - Reply to #113
craziest part is the reason, high iodine foods, lack of iodine in mothers is proven to handicap the cognitive develpoment (not only that but a good example)
Edited by gSTRUCTOR at 21:39 CDT, 14 August 2014
<< Comment #130 @ 08:43 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #11
Not heaps diplomatically put, but I agree with you. There's this weird idea that community building is the sole responsibility of the developer.

We'll obviously do what we can to make sure that people know about Reflex and to make sure that people's introduction in to the game isn't "Install game, get stomped 60-0, delete game".

But really, people would be right to be cynical if we went around telling them "Buy Reflex, it's the best FPS game ever made and you'll never play anything else again" because well.. we made it and selling copies of it pays our wages.

A friend who has been for two weeks straight telling you to grab a copy and join in though is much less suspicious. All they have to gain is another person to play against.

It's pretty rare for me to go and see a movie because the poster says it's awesome but I catch a lot of stuff that's been recommended by my friends. The same thing applies to games and labeling everything that comes along as "dead" before it's even a quarter finished might just be a self-fulfilling prophecy.
<< Comment #13 @ 16:26 CDT, 13 August 2014 >>
(Link, Reply)
By 017 moto1 
I know it's a CPM clone, but it does look decent visually

why do I have this feeling a game like this could do really well? Sure the core gameplay is just like Quake almost, but that's helpful for people. I'm sure people like deathmatch in general, not just quake exclusively. Since Quake is recognizable, wouldn't it make sense to keep it close to that?

This game could add matchmaking, a leaderboard of some sort, fun game modes, and purchasable aesthetics. Like $0.99 for an alternate rocket trail similar to the ones you see used in frag movies. Offer different looks of guns too, keep the function the same, just skin it or remodel it

I mean look at LoL, at it's core it's DOTA with matchmaking, skins, and other features. The game is huge and all they did was take a popular mode and make it profitable

I never had faith in Reflex before because it's just another warsow, but if they actually did things right and also worked with Steam, why wouldn't this do well? Seriously, QL is a shit version of Quake. You would think QL would be the future version of Q3, but it's just a crappy port in a browser, now in a client. What does it offer that Q3 didn't? Stats, some in-game chat? Their money is made with subscriptions, like a fucking newspaper. I get the in-game advertising thing didn't take off, but there's clearly other solutions. Plus QL doesn't look any better than Q3 did, minor but the game still looks like a 2000 game.

I just picture talking to casual pc gamers, telling them about a game just like quake but looks really good, has skins and aesthetics, is really fun, you can queue with friends, etc. It's like Quake, so if they have experience in Quake it transfer, and it's better than QL because it offers you more, doesn't look like it was made in 1999, and is just as fun
9%
<< Comment #45 @ 23:10 CDT, 13 August 2014 >>
(Link, Reply)
By Russia noacc  - Reply to #13
regarding LoL and DOTA comparison. All they did - they dumbed down everything including making shitty asian style graphics which modern kids love for no reason. And bam tons off ppl playing it just like COD and BF.
<< Comment #49 @ 23:15 CDT, 13 August 2014 >>
(Link, Reply)
By yesh its SEAN CONNERY! megaman3  - Reply to #45
Not really. Anyone that was around in those days knows the story is way deeper than that, across all aspects.

In short, in the end LoL is very, very similar to the QL project, but they did things right and when facing QL's troubles the LoL team focused on what mattered and on working, instead of cheaping out then sweep everything under the carpet.
Edited by megaman3 at 23:16 CDT, 13 August 2014
<< Comment #50 @ 23:16 CDT, 13 August 2014 >>
(Link, Reply)
By 017 moto1  - Reply to #49
plus I don't think it matters if it was dumbed down or not, if it was still fun it would of likely been the same result
<< Comment #48 @ 23:15 CDT, 13 August 2014 >>
(Link, Reply)
By 017 moto1  - Reply to #45
those markets eat that shit up more, plus it's still more appealing than the dota 2 look, LoL is a lot more vibrant and eye catching.

plus it shows how much that stuff doesn't matter. you can add/remove what you want, if people are having fun that's what matters. it doesn't even matter if there's matchmaking, which is probably a big factor why LoL did well in the first place
<< Comment #51 @ 23:33 CDT, 13 August 2014 >>
(Link, Reply)
By Russia noacc  - Reply to #48
exactly, but if they done the same to QL and made it in such a way that it sells good, you won't be playing it because it will be not quake as we know it.
<< Comment #53 @ 00:01 CDT, 14 August 2014 >>
(Link, Reply)
By 017 moto1  - Reply to #51
but dota 2 is pretty close to the same, and it does really well.

my point is that it doesn't matter what they did, they could of kept the core gameplay close to dota and they would of been just as successful. the minor gameplay details are a very small picture when you're talking about the success of a game like that
<< Comment #14 @ 16:33 CDT, 13 August 2014 >>
(Link, Reply)
By invisible_man H1ghlander 
wtf cpm haters, stop being fags.

looks promising, and many things are placeholders. You can't simply call it 'cpma clone" at this stage.

i want to play it, NOW.

btw. cpma is more fun.
Edited by H1ghlander at 16:50 CDT, 13 August 2014
9%
<< Comment #17 @ 16:43 CDT, 13 August 2014 >>
(Link, Reply)
By QuakeLive Gangland 
Dat ax-pummel.... Rekt!!!!
<< Comment #18 @ 16:44 CDT, 13 August 2014 >>
(Link, Reply)
By yesh its SEAN CONNERY! megaman3 
17 comments, 17 players. How fitting.
<< Comment #19 @ 16:47 CDT, 13 August 2014 >>
(Link, Reply)
By invisible_man H1ghlander  - Reply to #18
with such community you will kill every new game.

everybody should support every arena fps.
Edited by H1ghlander at 16:49 CDT, 13 August 2014
<< Comment #25 @ 17:31 CDT, 13 August 2014 >>
(Link, Reply)
By Sloth pacmanpl  - Reply to #19
it's not fucking reddit
<< Comment #29 @ 17:46 CDT, 13 August 2014 >>
(Link, Reply)
By invisible_man H1ghlander  - Reply to #25
go and look how Reborn look like than... lol
for now Reflex looks the best.

also everybody act like cpma is soooo much different lol
Edited by H1ghlander at 17:47 CDT, 13 August 2014
<< Comment #30 @ 17:47 CDT, 13 August 2014 >>
(Link, Reply)
By yesh its SEAN CONNERY! megaman3  - Reply to #29
it's not fucking reddit
<< Comment #31 @ 17:49 CDT, 13 August 2014 >>
(Link, Reply)
By Sloth pacmanpl  - Reply to #29
then?
reborn?
wat?

Anyway, who knows anything about reborn? Not even 2gd himself.
It's not a race. If Quake + doto will work, fine, if not - R E F L E X ;)

Or even better.

B O T H
O
T
H
<< Comment #33 @ 17:55 CDT, 13 August 2014 >>
(Link, Reply)
By invisible_man H1ghlander  - Reply to #31
that why imo hating, blaming, crying, shitting on any new game is bad. Making bad image from the start.

if any of these games will be succesfull it will be miracle.
Edited by H1ghlander at 18:13 CDT, 13 August 2014
<< Comment #74 @ 03:56 CDT, 14 August 2014 >>
(Link, Reply)
By Sloth pacmanpl  - Reply to #33
Again, it's not reddit.
You can circle jerk here about sponge being ultra faggot but same thing for a "new quake" game won't happen : ))
<< Comment #20 @ 16:51 CDT, 13 August 2014 >>
(Link, Reply)
By 004 jamalz 
PLS implement a mode where its humans vs A.I monsters (that don't look like keel or whatever but look like fucking monsters)

I've been waiting for a co-op quake 1 clone for a long time. Shit was soooo fun.

I just want arenas 1-100. You start with a group of 8 people, all weapons, no friendly fire and then fight each horde of monsters until you get to level 100.

If you die in any of the arenas YOU ARE OUT. At the end of that shit it could be just you alone vs the lvl 100 boss and if your team wins you get points with a leaderboard.

Now if your team is still standing at the end of the month at the #1 on the leaderboards, you get some prizes.

I mean shit, get me and some coders together and we'll release absolute money ideas for sick game play.
Edited by jamalz at 16:51 CDT, 13 August 2014
27%
<< Comment #27 @ 17:38 CDT, 13 August 2014 >>
(Link, Reply)
By Sloth pacmanpl  - Reply to #20
There was a shitty third person shooter - GunZ. It had Quest mode.
4 people joins a server and they kill waves of enemies. They drop ammo and health. After few levels there is miniboss and after few more if you had specific item - HUGE FUCKING BOSS ala Painkiller.
Never beat any of those big bosses... Good shit, would play.
<< Comment #60 @ 03:03 CDT, 14 August 2014 >>
(Link, Reply)
By Scotland astz!  - Reply to #20
UT has this! It's called Invasion, you just fight wave after wave of mutants/monsters with team mates.
<< Comment #21 @ 16:54 CDT, 13 August 2014 >>
(Link, Reply)
By 017 Ephemix 
At this moment Reflex is CPMA with more features, which is already amazing. I'm really optimistic about Reflex right now.
Edited by Ephemix at 16:54 CDT, 13 August 2014
23%
<< Comment #125 @ 08:16 CDT, 14 August 2014 >>
(Link, Reply)
By Croatia Venser  - Reply to #21
What features?
<< Comment #22 @ 17:25 CDT, 13 August 2014 >>
(Link, Reply)
By Earth Heartlesss 
Looks actually pretty good, i like the overall feel of the game, looks fast, smooth and fluid.

to me this looks more interesting than reborn or ut4.
Edited by He4rTL3sS at 17:40 CDT, 13 August 2014
15%
<< Comment #347 @ 18:20 CDT, 17 August 2014 >>
(Link, Reply)
By Finland randomness666  - Reply to #22
Shit on a paper looks more promising and interesting than ut4
12%
<< Comment #26 @ 17:33 CDT, 13 August 2014 >>
(Link, Reply)
By Earth Heartlesss 
VOD : http://www.twitch.tv/justnvc/b/557748852
2%
<< Comment #32 @ 17:52 CDT, 13 August 2014 >>
(Link, Reply)
By 011 nemecel  - Reply to #26
This is what a real QL 2.0 update should look like graphics wise.
Instead they give us the same shit but ask us to pay for actual Quake.
<< Comment #41 @ 21:49 CDT, 13 August 2014 >>
(Link, Reply)
By 017 moto1  - Reply to #32
and change the gameplay, while offering the old gameplay behind a paywall

ecstatic
6%
<< Comment #35 @ 19:17 CDT, 13 August 2014 >>
(Link, Reply)
By United States of America odellus 
i see i haven't misplaced my faith. this game is going to be fucking beast.
<< Comment #36 @ 20:10 CDT, 13 August 2014 >>
(Link, Reply)
By Italy takesix 
Just give me the developer's paypal. I NEED you to have some of my money.
<< Comment #42 @ 23:00 CDT, 13 August 2014 >>
(Link, Reply)
By Netherlands Emenike  - Reply to #36
Just wait for kickstarter!
<< Comment #37 @ 20:24 CDT, 13 August 2014 >>
(Link, Reply)
By 013 cerno 
A pre-alpha build does not a CPM clone make. At least wait until it's in beta before passing judgement.
Edited by kdawg at 20:39 CDT, 13 August 2014
<< Comment #39 @ 21:32 CDT, 13 August 2014 >>
(Link, Reply)
By anonymous Anonymous (96.239.16.194) 
this looks fucking phenominal, stop hating on the future
<< Comment #40 @ 21:42 CDT, 13 August 2014 >>
(Link, Reply)
By Finland Smilecythe 
I sincerely hope it has clientside hitscan detection upon release. I'm sick of predicting rail shots like rockets when having a spin in UK or NA servers.
<< Comment #43 @ 23:01 CDT, 13 August 2014 >>
(Link, Reply)
By United States of America odellus  - Reply to #40
lol no. clientside hit detection is never going to happen in any game.
<< Comment #46 @ 23:14 CDT, 13 August 2014 >>
(Link, Reply)
By Russia noacc  - Reply to #43
BF4, COD...
<< Comment #52 @ 23:42 CDT, 13 August 2014 >>
(Link, Reply)
By United States of America odellus  - Reply to #46
i'm pretty sure bf3/4 are the only games to have some implementation of client side hit detection, but it's not entirely client side, it's a hybrid of both. cod is server side.
<< Comment #302 @ 06:45 CDT, 16 August 2014 >>
(Link, Reply)
By Belgium eri  - Reply to #52
Planetside 2 is completely client side hit detection wise
<< Comment #303 @ 06:54 CDT, 16 August 2014 >>
(Link, Reply)
By United States of America odellus  - Reply to #302
whaaat. how do they handle cheating?
<< Comment #304 @ 07:00 CDT, 16 August 2014 >>
(Link, Reply)
By Belgium eri  - Reply to #303
Very very well apparently, even well known hacker dev groups have given up at this point in time.

There have been cheats for it but they get banned pretty much instantly. Dno how they do it but its one of the most "cheat free" fps games out there.
<< Comment #305 @ 07:03 CDT, 16 August 2014 >>
(Link, Reply)
By United States of America odellus  - Reply to #304
that's really interesting. i always thought doing client side hit detection would be like the ultimate mistake a dev could make with a multiplayer game.
<< Comment #306 @ 07:08 CDT, 16 August 2014 >>
(Link, Reply)
By Belgium eri  - Reply to #305
Yeah its quite weird, it should not work but it actually does.

Also has the nice benefit of being playable with say ping 200 , although it does have some downsides as well. Occasionally u'll get killed while on your screen youre already out of line of sight and that kinda thing.

The devs have said they had no choice but to go clientside, otherwise the server simply wouldnt have been able to cope with the huge nr of players in any given battle
<< Comment #340 @ 21:52 CDT, 16 August 2014 >>
(Link, Reply)
By Finland Smilecythe  - Reply to #306
Yes it can stir up misunderstandings. Some guns like the Railgun and it's visible beam for instance could appear to hit a player several meters off in mid air, which some may mistake as a sign for fucked up hitboxes. How extreme it is, depends on the ping obviously. It's worth the cons though and it actually makes hitscan weapon hitting easier, or more precisely: possible.
<< Comment #341 @ 16:11 CDT, 17 August 2014 >>
(Link, Reply)
By Belgium eri  - Reply to #340
That and it also allows for a cute little trick. U can physically remove your ethernet cable , shoot some stuff on your screen then plug it back in and u'll instagib anything you shot at.

This will get u banned but it does work :P
<< Comment #344 @ 17:26 CDT, 17 August 2014 >>
(Link, Reply)
By bloody eyeball by hatelull melechesh  - Reply to #341
lul
<< Comment #345 @ 17:52 CDT, 17 August 2014 >>
(Link, Reply)
By Belgium eri  - Reply to #344
Innit, the wonders of client side hit detection. When u lag badly its basically the same thing, anything thats on your screen the moment you hit a lagspike of a few seconds is condemned to die.

Never fails to induce the rage comments from the receiving end
<< Comment #359 @ 07:40 CDT, 18 August 2014 >>
(Link, Reply)
By Finland Smilecythe  - Reply to #345
Never had this on Xonotic. It seems to have a sort of hybrid system for hit detection. Hitscan weapons eg. "railgun", "LG" and machinegun have a client side detection, but then the projectiles come with a server side delay. Even if it's just for hitscans, it improves the gameplay a lot as it's much easier to adapt to rocket delay than railgun/mg/LG delay. And in case someone misunderstood, in my initial comment (#40) I wished for a client side hitscan detection for hitscan weapons specifically, not hit detection in its entirety.
<< Comment #360 @ 08:00 CDT, 18 August 2014 >>
(Link, Reply)
By Belgium eri  - Reply to #359
I'm just illustrating why pure clientside hit detection isn't our saviour.

Both client side and server side have their downsides, a mix of both is probably the way to go. In a perfect world without the constraints of the general theory of relativity client side is the obviously best option though
<< Comment #361 @ 08:35 CDT, 18 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #359
It's not clientside ffs.
<< Comment #363 @ 10:34 CDT, 18 August 2014 >>
(Link, Reply)
By Finland Smilecythe  - Reply to #361
Okay. Whatever the universal term is, you know what I mean. If not then go have a test run in Xonotic instagib and diagnose it yourself. It's a good setup for hitscan weapons nevertheless and any arena shooter should definitely have it.
<< Comment #364 @ 11:18 CDT, 18 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #363
Yeah what this means is you get a ton of paradoxes and stuff that makes no sense to the guy who doesn't ping 300. It's already wonky enough clamped to 80 as it is in ql.
<< Comment #372 @ 12:28 CDT, 18 August 2014 >>
(Link, Reply)
By Finland Smilecythe  - Reply to #364
It's better to be able to play 50% than not at all. Every Quake starting from 2 to QL and Warsow are simply inferior and outdated in this department.
<< Comment #373 @ 12:48 CDT, 18 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #372
Or maybe you could stop trying to play with 300 ping.
<< Comment #376 @ 16:32 CDT, 18 August 2014 >>
(Link, Reply)
By Finland Smilecythe  - Reply to #373
My point being, you wouldn't feel the impact of the ping as much with 80-150 ping, 150 being still playable in Xonotic whilst QL struggles at 60 upwards. Not everyone have that sweet 0-30 ping.
<< Comment #377 @ 16:36 CDT, 18 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #376
The other guy gets to feel it.

Warsow even has some bullshit going on that spawns projectiles where they'd have spawned if you didn't ping shit. It leads to absolutely insane situations.
<< Comment #379 @ 17:29 CDT, 18 August 2014 >>
(Link, Reply)
By Finland Smilecythe  - Reply to #377
Your argument is based on a whole different set of circumstances. Weird shit (warping etc.) happens with a bad and unstable connection regardless of your location. Not necessarily with high, but stable ping. Besides Warsow has a notoriously bad netcode to the begin with.

And again.. I'm talking about hitscan weapons specifically, not hit detection entirely. There's no "paradoxes" in Xonotic, only delay and I wish Reflex would follow the example.
<< Comment #380 @ 17:34 CDT, 18 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #379
So basically, you've never been railed by somebody with 200 ping.
<< Comment #381 @ 17:59 CDT, 18 August 2014 >>
(Link, Reply)
By Finland Smilecythe  - Reply to #380
I get hit like it's a normal thing in Xonotic. And I get hit because the high pinger genuinely aimed, clicked and hit me. I also hit people while having 200 ping, but occasionally get killed before the delay catches up which makes the hit not count, so it effects both sides evenly.

The delay for railguns is not a game ruining element, but not hitting railguns at all due to high ping is. If you keep playing with your usual companions with small ping anyway, it wont even make a difference to you. So quit being stubborn you lousy semen.
Edited by Smilecythe at 18:01 CDT, 18 August 2014
<< Comment #383 @ 18:18 CDT, 18 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #381
I'm not against antilag, I'm against antilag up to such insane thresholds.
<< Comment #386 @ 22:34 CDT, 18 August 2014 >>
(Link, Reply)
By Finland Smilecythe  - Reply to #383
You're exaggerating it in your mind. I think most of Valve's games are using similar system for hitscan weapons too, arena shooters need to catch up.
<< Comment #387 @ 22:37 CDT, 18 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #386
Those weapons don't have any knockback.
<< Comment #388 @ 22:55 CDT, 18 August 2014 >>
(Link, Reply)
By Finland Smilecythe  - Reply to #387
So what?
<< Comment #389 @ 23:01 CDT, 18 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #388
You don't get instantly bumped into geometry that was behind you half a second ago.
<< Comment #390 @ 23:08 CDT, 18 August 2014 >>
(Link, Reply)
By Finland Smilecythe  - Reply to #389
Antilag doesn't do that. You're talking about something else again.
<< Comment #391 @ 23:21 CDT, 18 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #390
Nope, that's exactly what antilag does.
<< Comment #392 @ 23:58 CDT, 18 August 2014 >>
(Link, Reply)
By Finland Smilecythe  - Reply to #391
That's what knockback does, lol.
<< Comment #396 @ 06:16 CDT, 19 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #392
lol
<< Comment #398 @ 07:25 CDT, 19 August 2014 >>
(Link, Reply)
By Sloth pacmanpl  - Reply to #392
It would add knockback effect to a already made jump and fuck it up completely.
<< Comment #382 @ 18:15 CDT, 18 August 2014 >>
(Link, Reply)
By United States of America byce  - Reply to #377
Yeah you can turn that shit off, I think it's cl_extrapolate 0

I have no clue why anyone thought that would be a good idea, it's weird as fuck.
<< Comment #342 @ 17:05 CDT, 17 August 2014 >>
(Link, Reply)
By Netherlands Weird  - Reply to #306
I dunno much about planetside (actually not a single thing) but if you have "many clients" you can actually spend their resources at checking on eachother.
There are several algorithms out there which are good at figuring out who the "defecting player(s)" is/are.
In general they become more accurate as you have more valid clients. (or well better put have a low degree of cheats among all players)

Dunno if they use something which resembles that. It's a decent concept but it's impossible for duel (as you don't know which of the 2 is the potential cheat)... so I'm not sure what they did, but if theres no duel in it it could be that they have each client check up on eachother.
<< Comment #343 @ 17:16 CDT, 17 August 2014 >>
(Link, Reply)
By Belgium eri  - Reply to #342
Probably something like that, theyve kinda implied that an "observer mode" of sorts has something to do with the anti cheat system.

Since it's a game that revolves around big battles ( like 100 vs 100) the concept you mentioned could be the thing they based it on.

All i know is it works (from personal experience) and they're (understandably) hesitant to divulge much about it
<< Comment #346 @ 18:05 CDT, 17 August 2014 >>
(Link, Reply)
By Netherlands Weird  - Reply to #343
If they have anything on there which refers to "BOINC" then it works like that. But ofcourse there are other ways of doing similar things. (boinc is a fairly known tool for distributing problems across many pc's and validating their outputs)
<< Comment #90 @ 05:22 CDT, 14 August 2014 >>
(Link, Reply)
By Netherlands Emenike  - Reply to #46
...ezQuake, Quake Live...
<< Comment #96 @ 05:40 CDT, 14 August 2014 >>
(Link, Reply)
By Russia noacc  - Reply to #90
quake live uses serverside hit detection
<< Comment #116 @ 06:31 CDT, 14 August 2014 >>
(Link, Reply)
By Finland Smilecythe  - Reply to #96
Yep and it effects your aim with rail and LG. Go above 80ping and you start feeling deficit in your accuracy. Client side hit detection feels more natural, you always hit when you're supposed to, it might not look nice visually (beams not connecting to the models directly etc..) but it's worth it. Team Fortress 2 has it, Xonotic has it and I'm pretty sure Quakeworld has it too. Those are the few games I like that I can play with my NA friends. Not having it is just really bad and outdated for any game with tops QL size- community.
Edited by Smilecythe at 06:51 CDT, 14 August 2014
<< Comment #177 @ 14:09 CDT, 14 August 2014 >>
(Link, Reply)
By Russia noacc  - Reply to #116
tf2 and qw does not use client side hit detection
<< Comment #202 @ 17:42 CDT, 14 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #177
Add Xonotic to that list. It used to but doesn't anymore afaik. He's just bitching about the antilag not working up to obscene values.
<< Comment #232 @ 20:35 CDT, 14 August 2014 >>
(Link, Reply)
By Finland Smilecythe  - Reply to #177
I play TF2 in NA servers where hitscan weapons hit the targets with 200 ping. There must be client side something over there.
<< Comment #159 @ 11:52 CDT, 14 August 2014 >>
(Link, Reply)
By Netherlands Emenike  - Reply to #96
How you can explain hitting same accuracy with RAIL at ping 10 and ping 50-80?
<< Comment #176 @ 14:08 CDT, 14 August 2014 >>
(Link, Reply)
By Russia noacc  - Reply to #159
unlagged
<< Comment #187 @ 15:11 CDT, 14 August 2014 >>
(Link, Reply)
By Netherlands Emenike  - Reply to #176
So unlagged as you said doesn't mean it's a client-side hit detection? Your have crosshair at enemy, press fire and nevermind what your ping is you hit. Isn't it clien-sided? Or what you call client-side hit detection?
<< Comment #188 @ 15:34 CDT, 14 August 2014 >>
(Link, Reply)
By Netherlands Weird  - Reply to #187
client side hit detection means that the client sends a message to the server that the shot hit.
server side hit detection means that the client sends a message of describing where and when the player fired and the server then determines if the shot hit or missed.
(in QL this is done by checking where people *were* at the time that you fired your shot.)
8%
<< Comment #189 @ 15:37 CDT, 14 August 2014 >>
(Link, Reply)
By Russia noacc  - Reply to #187
pfff
client side hit detection is when client is actually checking if you hit your target or not and sending the result to server.
server side hit detection is when client only reporting position and vector of fire and server checks if you hit something with your shot.
unlagged code implement autmatic lag compensation on server side which performs backward time reconciliation to check if your opponent was at your line of fire at the time you made your shot (which was server time - your ping).
<< Comment #55 @ 02:21 CDT, 14 August 2014 >>
(Link, Reply)
By Smiley :) stripy 
looks good, shame its those physics/mechanics
<< Comment #56 @ 02:27 CDT, 14 August 2014 >>
(Link, Reply)
By q4cz Shin-obi  - Reply to #55
i'm glad it's not a ql clone
"variety is the spice of life " as the cliche goes
pony up the cash for classic quake or go back to osp
cheers
Edited by Shin-obi at 02:27 CDT, 15 August 2014
<< Comment #64 @ 03:19 CDT, 14 August 2014 >>
(Link, Reply)
By Smiley :) stripy  - Reply to #56
yep, i wouldn't want a direct clone either (if the original is still an option).
ponying up, don't worry.
<< Comment #58 @ 02:49 CDT, 14 August 2014 >>
(Link, Reply)
By United States of America odellus  - Reply to #55
why is it a shame?
<< Comment #63 @ 03:15 CDT, 14 August 2014 >>
(Link, Reply)
By Smiley :) stripy  - Reply to #58
Coz many things from the shown videos looks nice, the developer seems enthusiastic, etc. Shame is for that I don't prefer cpm physics/mechanics (air control/weapon switches)

I can appreciate good games in qw, cpma, pk, wsw, but after a while it just gets boring. The emphasis is shifted to much to one aspect of the game. The ratio of possibilities vs constraints of vanilla play, for me, just brings out way more in a game. Hence I will never have interest in playing actively those kinds games.
1%
<< Comment #68 @ 03:32 CDT, 14 August 2014 >>
(Link, Reply)
By q4cz Shin-obi  - Reply to #63
"The emphasis is shifted to much to one aspect of the game."

movement isn't your forte, i take it

well, hopefully, there are some grapplehook modes for people too lazy to learn the movement. grapplehook can be a ton of fun in case you didn't know.

and there's nothing wrong with air control/quick switches. period.

hf in quakelive, btw.
i'm glad you're subbing, even tho ill be playing reflex, i still dont want to see quake die
Edited by Shin-obi at 02:25 CDT, 16 August 2014
<< Comment #75 @ 04:00 CDT, 14 August 2014 >>
(Link, Reply)
By Smiley :) stripy  - Reply to #68
been playing from '98, and always liked new stuff (maps, movement, bugs, etc). So there is no aversion to learn new stuff.
i'm saying that i like this (vanilla) combination of meta game + skills required better then just emphasis on pure fighting skills.
4%
<< Comment #100 @ 05:45 CDT, 14 August 2014 >>
(Link, Reply)
By cpm_biohaz_2 JS3>*  - Reply to #75
there is no emphasis on pure fighting skills
<< Comment #209 @ 18:02 CDT, 14 August 2014 >>
(Link, Reply)
By Belgium impulseBE  - Reply to #75
i always felt pure fighting skills are more important in vq3 than cpm, because cpm's armor system and physics reward control play and learning how to move properly much more than in vq3. take a player like HAL9000, he isn't known for his top notch aim but he has sick movement and item control, he would get raped in vq3 but is one of the very best in cpm
2%
<< Comment #57 @ 02:28 CDT, 14 August 2014 >>
(Link, Reply)
By Poland Xsi 
2gd should learn how to make a game instead of talking
12%
<< Comment #59 @ 03:00 CDT, 14 August 2014 >>
(Link, Reply)
By invisible_man H1ghlander  - Reply to #57
doto2 moar important.
<< Comment #61 @ 03:04 CDT, 14 August 2014 >>
(Link, Reply)
By PerpetualWar PerpetualWar 
well, definitely much better then ut4 imo. but on the other side I always liked faster movement more then clumsy UT movement anyways.
3%
<< Comment #65 @ 03:24 CDT, 14 August 2014 >>
(Link, Reply)
By Russia noacc  - Reply to #61
it is not only movement, but the whole lightning and particle effects scheme. Imo whoever designed those has very nice taste in arts.
7%
<< Comment #69 @ 03:33 CDT, 14 August 2014 >>
(Link, Reply)
By invisible_man H1ghlander  - Reply to #65
mouse input in unreal engine is horrible.

even now, from videos it seems mouse input in Reflex is good and smooth.
<< Comment #62 @ 03:08 CDT, 14 August 2014 >>
(Link, Reply)
By Sierra Leone MarzenGold 
Okay, I love the effects. It looks awesome.

But can we turn it off? :P
<< Comment #67 @ 03:31 CDT, 14 August 2014 >>
(Link, Reply)
By invisible_man H1ghlander  - Reply to #62
they said they working at high visability high contrast config or smth.
<< Comment #70 @ 03:33 CDT, 14 August 2014 >>
(Link, Reply)
By invisible_man H1ghlander 
Reflex should sell their engine to the others after succes of the game ;)
Edited by H1ghlander at 03:34 CDT, 14 August 2014
<< Comment #72 @ 03:44 CDT, 14 August 2014 >>
(Link, Reply)
By Poland Tebeg  - Reply to #70
They should sell it to id maybe ;)
<< Comment #73 @ 03:50 CDT, 14 August 2014 >>
(Link, Reply)
By invisible_man H1ghlander  - Reply to #72
id could do then:
- add loadouts
- port it to console
- make single player game

:P
30%
<< Comment #78 @ 04:08 CDT, 14 August 2014 >>
(Link, Reply)
By cooller skint 
I'll take this as an engine demo and the engine looks really really good! Lighting and the robot model look very nice, while keeping the clean look of quake 3 which I love. They have made the engine from scratch. Can't wait to play it myself.

Again I understand this is pre-alpha and they are using pre existing maps at the moment but I hope it ships with a brand new map pool, would hate to see all/a lot of the maps coming from CPM and be stuck with that a similar pool for the games life.
Edited by skint at 04:15 CDT, 14 August 2014
<< Comment #79 @ 04:11 CDT, 14 August 2014 >>
(Link, Reply)
By invisible_man H1ghlander  - Reply to #78
map tools seems to be cool, and im not sure but I think they published these tools already.

and... "They expecting LOT of new maps" @ reddit.
<< Comment #80 @ 04:12 CDT, 14 August 2014 >>
(Link, Reply)
By eyeball by hatelul neeple  - Reply to #79
map tools are already in the game

not sure how complete they are as I havent used them much but they are there
<< Comment #92 @ 05:29 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #80
They're good enough to smash out basic map designs quickly and easily -- we used them to build all the maps you've seen.

They're not heaps user friendly at the moment (with almost no UI done) and you wouldn't want to use them to completely detail an environment, but all of that will change with time.

We will be using the same tools as the community use for building maps, so anything you see us make could just as easily be made by the community.
<< Comment #81 @ 04:14 CDT, 14 August 2014 >>
(Link, Reply)
By q4cz Shin-obi  - Reply to #78
i wouldn't mind an updated cpm15 and phrantic.
everything else can go to the recycle bin tho, especially zzzzaerowalk
Edited by Shin-obi at 04:16 CDT, 14 August 2014
<< Comment #93 @ 05:32 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #78
More remakes and more new maps are both inevitable once the community gets its hands on the mapping tools but we'll definitely be giving priority to new maps when it comes to adding them to the official pool.
3%
<< Comment #82 @ 04:16 CDT, 14 August 2014 >>
(Link, Reply)
By cooller skint 
What kind of system specs are we looking at? I understand they are going to a modern engine but how scalable will it be?
<< Comment #94 @ 05:36 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #82
We don't know yet -- we haven't done any optimization at all and we're still missing a whole lot of art. We're aiming to keep everything as lean and fast as possible though (which is one of the reasons we've done our own engine from scratch). As a general idea, requirements will be higher than Q3/QL but lower than a lot of AAA titles.
<< Comment #109 @ 06:08 CDT, 14 August 2014 >>
(Link, Reply)
By cooller skint  - Reply to #94
I'm willing to check out the performance on my AMD A8 5600k APU with 8gb ram.
<< Comment #83 @ 04:32 CDT, 14 August 2014 >>
(Link, Reply)
By Serbia Eviili 
game looks awesome!I havent been following this much, but can someone tell me why there wont be vq3??
<< Comment #84 @ 04:43 CDT, 14 August 2014 >>
(Link, Reply)
By Hong Kong www.ninemil.com  - Reply to #83
id could, (and almost certainly would, if you extrapolate from their recent behaviour,) sue for copyright.
<< Comment #88 @ 05:16 CDT, 14 August 2014 >>
(Link, Reply)
By Serbia Eviili  - Reply to #84
how can they sue on anything if the game is designed from scratch!?They dont claim the name for vq3 and even if they do, just call it smth else?Not like others dont pull this sort of stuff, can see it all the time one mouse company compying from another and those chinese car manufacturers ripping off bmw,merc..

this more like sounds as an excusse to push cpm, like id wants their shitty update.
<< Comment #91 @ 05:25 CDT, 14 August 2014 >>
(Link, Reply)
By Hong Kong www.ninemil.com  - Reply to #88
You can sue for copying the design brief alone, regardless of whether the game was built from scratch on a new engine with new assets or not.

id are also attempting (lol?) to maintain a profitable service using the same specification, so could argue a good case for lose of earnings as damages.
<< Comment #99 @ 05:45 CDT, 14 August 2014 >>
(Link, Reply)
By Serbia Eviili  - Reply to #91
http://e-3lue.com/int/individual%20product/Cobra.html

http://img.alibaba.com/wsphoto/v0/400131204/H...ipping.jpg

and theres shitton of other fakes floating around..


You can sue for copying the design brief alone, regardless of whether the game was built from scratch on a new engine with new assets or not.

isnt that a tad difficult to prove?Its like one would attempt to patent a wheel design.You patent a manufacturing process eg. Bridgestone/Micheline in f1, but how can you patent a design???Will other manufacturers make squared wheels??
<< Comment #119 @ 07:25 CDT, 14 August 2014 >>
(Link, Reply)
By anonymous Anonymous (95.211.98.166)  - Reply to #99
He is wrong. What Newborn is really saying is that he doesn't like Quake Live / VQ3 ruleset. If id Software wanted they could actually sue him for the design he has now (if he were to keep it). CPMA ruleset or not. The way I see it is that he will keep it quite similar to this overall and Newborn is just trying to justify a reason not to use / implement any other ruleset.

After all, he is still *very* similar game design if you take a step back and look at the bigger picture.
<< Comment #98 @ 05:45 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #84
Despite how I've been quoted elsewhere, there's more to it than just a fear of Bethesda lawyers.

I don't think that CPMA supporting VQ3+CPMA rulesets was particularly good for the scene and it doesn't appear that QL+PQL has worked out great either. Having two different rulesets in a single game just seems to be inherently awkward.

We're also making the game we want to play ourselves. I'm not going to mock anyone for playing VQ3, people can prefer whatever they want, but for us on the dev team, VQ3 is not the game we want to be playing.

Finally, VQ3/QL is idsofts job. If you want something done with that ruleset, you should let them know that you're interested in that and that you'd throw money at them if it happened. We're not actually out to just poach their players ;)
4%
<< Comment #101 @ 05:50 CDT, 14 August 2014 >>
(Link, Reply)
By Serbia Eviili  - Reply to #98
thank you for the answer.. I was kinda guessing you didnt feel like introducing vq3 in the first place.If you wanted to implement vq3, Im sure you would find a way Bethesda or not.
<< Comment #105 @ 06:01 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #101
It will probably work out a whole lot nicer for everyone if people just request Reflex features for QuakeLive, rather than QuakeLive gameplay for Reflex ;)
1%
<< Comment #85 @ 04:50 CDT, 14 August 2014 >>
(Link, Reply)
By Descent nvc 
A quick summary on yesterdays stream:

- The mouse input feels great, my current sensitivity of 4 with 1800dpi is approximately 22cm/360. A setting of 10 is default.

- The performance is good on my i7 3770k. I was streaming at 1280x720 60fps with faster CPU preset. It was absolutely fine. I couldn't tell you how the current build performs on other systems but newborn did mention that optimization will come in the form of up to 5x which i guess is great too? Ha!

- The current weapon switch delay is set to 75ms, which is not as fast as CPM. However, all weapons, sound, art, damage, timings... everything... is subject to (and likely will) change.

- In this build the plasma we know was hitscan, and railgun hitscan. In the build previous railgun was a projectile with slight arc (the reason for hitscan plasma)... closer to a stake gun. Like above, this is changing all the time. There is no Spawn Machine Gun weapon right now, it's a 3 projectile triangle thingy called the "burst gun".

- As of this build not all keyboard binds are in (ctrl,mouse3/4/5 etc), this is on the to-do list and will be added between the next few builds, often i'd select one instead of the other on stream by mistake, that's just a bad habbit.

- The current melee weapon is click to swing axe, it deals knockback and damage. It is one of several COSMETIC melee weapons but the only one currently implemented.

- I played during the entire stream at a FOV of 90 (I use 95 in quake3/quakelive). I didn't realise until later, but this can be changed through a console command.

- There are server side replays!!!

- You can seemlessly jump into the map editor during gameplay and even build a map whilst two players are playing... though to render the new assets so they look super pretty you'll need to type a console command and wait a period of time for it to build. The time it takes will be reduced as they make improvements. This could be great for building maps with pro players too.

I also took a sneak peak at the environment art away from the stream and it looks absolutely amazing, i can't wait to see it translated into official Reflex maps. I couldn't show that on stream though.

Sorry if I've missed anything.

TL;DR Take my money! :D
26%
<< Comment #86 @ 04:52 CDT, 14 August 2014 >>
(Link, Reply)
By Hong Kong www.ninemil.com  - Reply to #85
Still got the client? I'd be interested to know if it's hor+ or vert- for superwide.

I can't stand 16:9 anymore :p
<< Comment #97 @ 05:42 CDT, 14 August 2014 >>
(Link, Reply)
By Poland Xsi  - Reply to #85
" I played during the entire stream at a FOV of 90"

ahaa, that is why gameplay looks slow. Fov 105 next ptime plz, at least for a few minutes.
Edited by Xsi at 05:43 CDT, 14 August 2014
<< Comment #103 @ 05:58 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #97
r_fov 105 is now set in the default config ;)
30%
<< Comment #112 @ 06:19 CDT, 14 August 2014 >>
(Link, Reply)
By Poland Xsi  - Reply to #103
That is what I call developer's support!
1%
<< Comment #203 @ 17:44 CDT, 14 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #103
Is that "real" fov ( across the whole screen ) or a 4/3fov+calculations done to match the aspect ratio ?
<< Comment #155 @ 11:07 CDT, 14 August 2014 >>
(Link, Reply)
By yesh its SEAN CONNERY! megaman3  - Reply to #85
Since my background is Q2, I'll say that it'd be a good idea to decrease the weapon switch delay and overall delays and blank spaces in the game. We all prefer responsive inputs and immediacy*

Doesn't necessarily have to be instant though, that's your choice**.

* Maybe the sole exception is Purri

** Except in hit and hitbeep sounds, in which in other games I really dislike those blank spaces in the sound files before the actual sound. Add that to lag and you have that they aren't reliable.
Edited by megaman3 at 11:11 CDT, 14 August 2014
<< Comment #102 @ 05:51 CDT, 14 August 2014 >>
(Link, Reply)
By cooller skint 
There is no Spawn Machine Gun weapon right now, it's a 3 projectile triangle thingy called the "burst gun".

Awesome, something similar to a q1 sg is the ultimate starting weapon!
<< Comment #104 @ 05:58 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #102
Similar, but a bit more range limited. It's actually working really well in testing so far.
Edited by newborn at 05:59 CDT, 14 August 2014
<< Comment #106 @ 06:03 CDT, 14 August 2014 >>
(Link, Reply)
By cooller skint  - Reply to #104
liking the sound of it!
<< Comment #107 @ 06:03 CDT, 14 August 2014 >>
(Link, Reply)
By scooter sharpe 
QL thread : "WHY WOULD YOU MAKE ANY CHANGE TO THE GAME?"

REFLEX thread : "HEY, SAME OLD SHIT AMIRITE?"
60%
<< Comment #120 @ 07:31 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #107
We noticed that ;)
<< Comment #121 @ 07:32 CDT, 14 August 2014 >>
(Link, Reply)
By Sweden cez_ 
no vq3, not for me tho, but it's no fast-weapon switches for all I know. which is better I guess
<< Comment #123 @ 07:48 CDT, 14 August 2014 >>
(Link, Reply)
By QW tbone 
Looks good tbh. The movement looks great, bit slower than CPM but same flexibility. It's good that they have something playable, but the real challenge is going to be all the content, so there is still going to be a few years before this is a real game.

Honestly though, any game that is made with the support features of something like Dota 2, no matter what ruleset (vq3, cpm, ut, etc.) will be a success. Support features are WAY more important than people give credit for. The slightly better support and convenience in QL is the reason people are still playing it over everything else.

If the players are there, I will play this.
<< Comment #126 @ 08:23 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #123
It's about the same speed as CPM, nvc was just using a lower FOV than people are used to seeing.

We agree with you about the support features though -- they're a really high priority and one of the major things that will set Reflex apart from any other arcade FPS to date. We're not elaborating too much on our plans at the moment since ultimately how much we can do depends on time and budget but Dota 2 wouldn't be a bad point of reference for now.

You also might be surprised at how quickly it comes together once we have the resources. It's already surprisingly playable and we wouldn't have spent more than a week on the gameplay side of things so far.

We'll probably put a much higher emphasis on developing the gameplay (and features to support it) as we near alpha and a lot of the engine tech is stable. Alpha may not be a whole lot prettier than it is now and we definitely won't have awesome Dota2-like features but you won't be waiting years for something you can jump in and play seriously.

Personally, I'd be happy if we could focus on getting game stuff comp-ready immediately after the Kickstarter but the rest of the team might disagree ;)
<< Comment #219 @ 19:38 CDT, 14 August 2014 >>
(Link, Reply)
By 004 jamalz  - Reply to #126
grapple in ctf?
<< Comment #124 @ 08:15 CDT, 14 August 2014 >>
(Link, Reply)
By Transparent cumrag 
can weapon fire going through teleportals be added? too hard?
<< Comment #127 @ 08:27 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #124
It can be added (and probably will be at some point).

The way we're thinking of doing it at the moment is: Teleporters cannot be seen through or fired through. Portals can be both seen and fired through.

Once those two separate types are implemented, it will be up to mappers to decide which type they want to use and where. Just changing all Teleporters to allow firing through does bad things to existing maps though and won't always be desirable in new maps (sometimes Teleporters should be a trap)
10%
<< Comment #135 @ 08:56 CDT, 14 August 2014 >>
(Link, Reply)
By Smiley :) stripy  - Reply to #127
This is what makes me "sad". Really like the way u (all) think on most subjects. So I'm sad that we are not on the same side of what we think better gamplay/ruleset is.
<< Comment #150 @ 10:30 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #135
We are also sad (that you're a heathen) ;)
11%
<< Comment #179 @ 14:14 CDT, 14 August 2014 >>
(Link, Reply)
By Smiley :) stripy  - Reply to #150
:)
<< Comment #142 @ 09:19 CDT, 14 August 2014 >>
(Link, Reply)
By Transparent cumrag  - Reply to #127
how about having portals that are not a fixed size, like a large wall?
<< Comment #151 @ 10:35 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #142
Well, that would allow mappers to make large, seamless portals and therefore some extremely confusing non-euclidean (I think?) maps so.. probably ;)
<< Comment #164 @ 12:23 CDT, 14 August 2014 >>
(Link, Reply)
By Lithuania GUArd  - Reply to #127
+ for Q4 style teles! Will try alpha-beta in future, then more players will have access to it.
<< Comment #128 @ 08:35 CDT, 14 August 2014 >>
(Link, Reply)
By Unset TheCat 
The bloom on the LG is blinding. =/

Anyway, kickstarter nao so I can throw money at you.
Edited by TheCat at 08:36 CDT, 14 August 2014
<< Comment #132 @ 08:47 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #128
Our bloom is pretty much half broken right now. It will be fixed sooner or later but for now there are other things that need our limited development time.

Also, the (Ion Cannon) effect has already been updated for the next build to be a bit thinner, a bit less bloomy and a lot more orange.
10%
<< Comment #129 @ 08:36 CDT, 14 August 2014 >>
(Link, Reply)
By Void Padawan 
Looks smooth as silk. Especially now that i watch it again on VOD, like it's somehow better rendered than the actual live footage. Speaking of smooth, i forgot to ask what tickrate (sv_fps) the Reflex servers will be running at by default and if this is configurable.
<< Comment #152 @ 10:38 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #129
The VOD does look smoother than the live stream was but they both look pretty rough compared to in-game 125fps.

I think we're using sv_fps 40 as default at the moment. The cvar exists to adjust it but netcode still needs a lot of work so things might change.
<< Comment #131 @ 08:45 CDT, 14 August 2014 >>
(Link, Reply)
By Austria - Wien ffx 
I don't understand how having two different modes is bad for a game.
Sad, because it looks quite promising regarding netcode and smoothness(
<< Comment #133 @ 08:49 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #131
Even if you could convince us that having 2 rulesets in the same game was good for it, we still wouldn't be able to implement VQ3 ;)
<< Comment #143 @ 09:26 CDT, 14 August 2014 >>
(Link, Reply)
By Austria - Wien ffx  - Reply to #133
Well, I'm certainly not gonna try and convince you as I have read enough opinions from you regarding vq3 and lets put it this way. You'd rather drop the soap in the shower than having vq3 in your game)).
I just don't believe all the "we can't do vq3" talk or it is bad having more than one mode in a game. Hence I'd rather have a honest developer who flatout states we don't like vq3 and we don't want it in our game.

Anyway just one more question? How is your spawnsystem going to be? Don't make the same stupid mistake as id did and let it be completely random. After all spawnfragging is fun \o/.
Decent netcode and I will give this game a try)
1%
<< Comment #149 @ 10:26 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #143
We all used to play a bunch of QuakeLive back when we actually had time to play other games, we just don't like it as much as what we've got going on.

And implementing VQ3 really would the legal equivalent of dropping the soap in the shower, right in front of a team of Bethesda lawyers. So no, we're not really eager to have our lives destroyed so a few people can play a game they've already got with different graphics =P

Finally, to disappoint you one last time, spawn points will not be completely random (although they are currently) because it means that the outcome of matches can be decided by luck.

Decent netcode we can do though.
8%
<< Comment #327 @ 10:15 CDT, 16 August 2014 >>
(Link, Reply)
By Austria - Wien ffx  - Reply to #149
We all used to play a bunch of QuakeLive back when we actually had time to play other games, we just don't like it as much as what we've got going on.
No problem with that.

And implementing VQ3 really would the legal equivalent of dropping the soap in the shower, right in front of a team of Bethesda lawyers. So no, we're not really eager to have our lives destroyed so a few people can play a game they've already got with different graphics =P
So 2gd gets buttfucked or am I missing something ;)

Finally, to disappoint you one last time, spawn points will not be completely random (although they are currently) because it means that the outcome of matches can be decided by luck.
Unless you make it 100% sure where your opponent spawns you'll always have the random favour and tbh a bit of randomness is not bad as long as it isn't an utterly retarded mechanic like 10% of your rails can miss :D. And to be fair ur reasoning doesn't make much sense when you have 9:xx timers at the same time because that is random ;)
I meant something like this

Ok, I can't link a specific time. Too dumb -.-. The scene is around 17:15.
I never played q3 only ql and I cannot stand the fucking spawn system in ql. It sucks and I think this is one of the main reasons why ql is rather slow and +backish. Or did you mean thatt you can't spawn more than twice in the same place which seems to be fair.

To me it seems you are making a game for yourselves and not for a broader audiance (c) sn0w_crash
I mean it's your money and time but if you want that not be wasted you'd do better and listen to some of the arguements here.
And yes adding an extra cvar for simple stuff like a clock won't hurt your game. Only your ego maybe.
Edited by emoFX at 10:25 CDT, 16 August 2014
<< Comment #330 @ 10:49 CDT, 16 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #327
The way the spawn points will work is: You can spawn at any point, but you're more likely away from where you died.

A little bit of randomness is fine.. the occasional bad / lucky spawns can keep things interesting (and you can't do anything about it without making spawns entirely predictable).

Stuff like this is not fine ;)
Edited by newborn at 10:55 CDT, 16 August 2014
<< Comment #333 @ 10:59 CDT, 16 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #330
Well that's dumb. That's how vq3 works and it's predictable as hell. The more randomness you throw into the mix, the more you might as well use random+checks.

That vid is fine. Just put stronger checks for consecutive spawns.
4%
<< Comment #334 @ 11:28 CDT, 16 August 2014 >>
(Link, Reply)
By Austria - Wien ffx  - Reply to #330
LOL :D.

Imo the problem with ql's spawnsystem is that spawns are rather predictable. I can tell to 90% where my opponent will spawn on both aero and ztn after I killed him. At first that doesn't sound bad but in reality it is and it is one of the main reasons why ql duel is rather zzz. This system allows you to take fights where you end up with a very low stack because you know he's spawning for example at upper ya (ztn), thus he doesn't pose a threat to that upcoming mega 2 seconds. So even tho he has 20hp he's like lalala I'm gonna pick it.

I know it is a skill and some like it but I think it is moronic mechanic which was intended to protect casuals from being raped but all it did was slowing down the game unnecessarily.
Another great example is ql aerowalk. You'll see people favouring position instead of getting ra because he will never ever spawn on ra.
Players also won't chase on ya side because why would you possibly cripple yourself by giving him the possibilty to spawn on ra side. A lot of people blame the map but it is the stupid spawnsystem. Maybe not only spawnsystem.
They did the same with nerfing rail. Again all it did was making it even harder to play out of control.
Someone with 100/200 doesn't really bother getting hit by a lousy 80 dmg rail but otherwise it certainly did.
I don't wanna even mention the stupid spawn protection. No idea which retard had that idea :D.

Bit offtopic but I just wanted to share what's wrong with ql duel. Av3k once said it a bit better than me in an interview. Sadly I can't find it.


tl:dr dont nerf stupid shit or cater to much too newbies because it won't help them except making the game less fun :O
Ok, faerie just said in 2 sentences what I did in a whole essay :x fml
Edited by emoFX at 11:32 CDT, 16 August 2014
<< Comment #336 @ 13:10 CDT, 16 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #334
Took you 30 minutes to type that ? :D
<< Comment #337 @ 18:23 CDT, 16 August 2014 >>
(Link, Reply)
By yesh its SEAN CONNERY! megaman3  - Reply to #334
About spawn protection I'll add that it's default on in public servers and is pretty much always disabled in private servers, which means the ruleset changes from server to server. Fucking syncerror.
<< Comment #332 @ 10:53 CDT, 16 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #327
I think he meant the spawns work like in modern qw or cpm : It's random with a few checks so there's less and less % you're gonna spawn somewhere if you already spawned there recently.
<< Comment #167 @ 12:28 CDT, 14 August 2014 >>
(Link, Reply)
By Lithuania GUArd  - Reply to #133
noone talking about 1:1 VQ3. something with lower aircontrol, slower weapon swtich. Q2 doublejumps and movement is realy nice imho , add some walljumps like from ut and you have fresh ruleset.
<< Comment #174 @ 13:55 CDT, 14 August 2014 >>
(Link, Reply)
By Bulgaria Nzr0  - Reply to #167
dumbed down cpm is fresh I guess
5%
<< Comment #175 @ 14:00 CDT, 14 August 2014 >>
(Link, Reply)
By Lithuania GUArd  - Reply to #174
fresh = not 1:1 VQ3
<< Comment #178 @ 14:10 CDT, 14 August 2014 >>
(Link, Reply)
By Bulgaria Nzr0  - Reply to #175
You do realize that even if it has absolutely nothing in common with vq3 it'll still be fresh, right? Hell it'll probably be more fresh.
7%
<< Comment #134 @ 08:51 CDT, 14 August 2014 >>
(Link, Reply)
By SQUAD cityy 
Witout intending to talk things down: What is this game going to add to the FPS genre and how will you make people play it?
<< Comment #136 @ 08:56 CDT, 14 August 2014 >>
(Link, Reply)
By Descent nvc  - Reply to #134
If they add NTF i'd never close the game.
12%
<< Comment #138 @ 08:59 CDT, 14 August 2014 >>
(Link, Reply)
By SQUAD cityy  - Reply to #136
That's exactly the kind of stuff I want to see in a game like this - if it's done right.

Edit: My Question still stands though!
Edited by cityy at 08:59 CDT, 14 August 2014
<< Comment #145 @ 09:35 CDT, 14 August 2014 >>
(Link, Reply)
By LOLBARN xero-  - Reply to #134
This question... is strange because the answer would be something like "the gameplay, and clean, modern client," however, would such an answer satisfy the requirement set? Chiefly to quell the skepticism surrounding its potential, future success, because I can't help but think that there can always be doubt with respect to any answer that is given, for any game that was at this stage of development.
<< Comment #148 @ 10:15 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #134
You always ask this question in these threads and I always avoid it. Not because I don't have an answer for it but because it's hard to avoid talking about things that we're not yet willing to talk about ;). So, avoiding those topics:

We've got some rendering tech that (as far as I know) hasn't yet been seen in any other arcade shooter but it's only a matter of time before the UE4 games hit and that's no longer true. That's okay though -- we don't really want people playing Reflex just because it's the prettiest.

We've got extremely responsive input that honestly feels better than any other game I've played. Admittedly, very few new players will care but I suspect they'll notice -- my 7 year old nephew was running around and commented that "it feels really smooth to play". His comparison was probably Minecraft at 30fps but the feel of the game has still been praised by players of all skill levels.

We've got some tools in development that are actually quite a lot of fun to mess around with. The fact that we've already got these tools at this pre-alpha stage shows how serious we are about getting the community involved in developing content. But that's only going to appeal to a certain subset of players (like yourself).

We've got a huge scope for things to master. Reflex (like CPMA before it) is one of those games you can easily sink years of play in to without feeling like you've seen all there is to see or hit some skill ceiling where the only way up is a series of tiny refinements to what you already know.

I think we'll be able to set a new benchmark for competitive features that will become the standard that players demand from future games, just as OSP and CPMA did with Quake 3.

We've got some gameplay features planned, some of which I don't think have been done in any FPS before, some of which haven't been done in a Quake-like game before, some of which probably won't survive the playtesting phase so I'm not going to talk about them ;)

Mostly though, people will play Reflex because Reflex is fun.

I've spent hours building things in the level editor just because I was enjoying myself. Even our testers have been uploading the very first maps they've ever made for any game -- maps that have obviously taken hours.

Testing some changes to the melee weapons turned in to quickly building a map and declaring "first one to get smashed off the platform and in to the void loses".

Our internal playtesting usually runs an hour later than planned because we end up FFAing without realizing.

I load up builds to "quickly check something" and then notice I've lost 45 minutes to trickjumping.

Which is actually kind of amazing. In most cases, "fun" doesn't survive the development process -- the game itself becomes work and actually enjoying it gets replaced with a mental "to do" list.

But it's not just the developers either -- some of our testers have been playing CPMA for years and are still enjoying Reflex, even in its hugely under-developed state. In the very VODs this thread is about, nvc ends with "just one more life, then I'll stop".

In the end, we cant make people play anything. We could bribe them or try and manipulate them but we'd really rather not.

We can however make a game that is fun (and stays fun no matter what your skill level is). That actually works. That has all the features people want (and have wanted for years).

If you're after a completely unique, never been done before game, yeah, Reflex isn't it. Our focus is more towards "has never been done this well before". We'll have new stuff but being as different as possible isn't as high a priority as improving as much as possible.

When we've got stable tech, a bunch of art assets and are not facing eviction for spending our rent on game development, that's when I've got a whole bunch of experimental, never been done ideas that I'd like to play with. And release for free. If they're a success and fit with Reflex, they can be rolled in to the core game. If they don't fit the rest of the game, we can make a new game instead. Maybe you'll be more interested in those, but Reflex comes first because we've been waiting 10 years for a game like Reflex.

Anyway, giant 1AM rant and I've lost a lot of sleep to Reflex recently so I'm going to call it a night ;)
47%
<< Comment #171 @ 12:57 CDT, 14 August 2014 >>
(Link, Reply)
By QuakeLive Gangland  - Reply to #148
....We've got extremely responsive input that honestly feels better than any other game I've played.....
.....Our focus is more towards "has never been done this well before".......
........"first one to get smashed off the platform and in to the void loses"........


TAKE MY MONEY!!!!!!
Edited by Gangland at 13:01 CDT, 14 August 2014
<< Comment #299 @ 04:02 CDT, 16 August 2014 >>
(Link, Reply)
By SQUAD cityy  - Reply to #148
I get all of that and I have no doubt you'll do a great job, however, that is not what I meant to ask about. Those things are super nice and important to have long-term but they wont sell the game all alone initially IMHO.
What I'm curious about is social gaming, short-term entertainment factor of the game, accessibility and introduction to the game, relaxing while playing (how are you going to provide that? Because that's what people do/want to do nowadays), a reward system, addiction potential (short-term - long-term all the stuff you described above is going to make people stay).
What is reflex team play going to be about? Do you think classic DM like q3 tdm/ffa can get people hooked or is reflex going to go down new paths? The list goes on... :)
I get you don't want to talk about some/most of that stuff yet but those things are really important, for me at least. Creating good gameplay and nice tools is not very hard in the sense of invention as all of it has been done before in one way or another. What hasn't been done is bringing arena FPS to the masses without taking a shit on the genre and that is exactly what I care about and what I think is going to make the difference between all of these games being made now in the end.
<< Comment #317 @ 09:34 CDT, 16 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #299
We've got a few plans for social stuff.

Being on steam will of course give us access to the usual challenging of friends, adding people you've played with to your friends, forming parties from your friends list etc.

We've been talking about the ability to form custom ladders so that players can find out how they stack up among their circle of friends / school / workplace / cell block. It's also been far too long since I've played a game that did a good job of encouraging and supporting clans.

For accessibility, our high standards for actually being able to see other players, rebind everything and strip the visuals down to the bare minimum will help people with disabilities and potato computers but that's probably not what you meant. We'll probably also be a third of the cost of a lot of other games out there.

For introducing new players to the game, we've got a few plans for tutorials, including info nodes that the player can walk over to see/hear tooltips or see a picture-in-picture demonstration of a trick jump (complete with keypresses). We've also got bots planned so we're intending to combine the movement maps and bot matches in to a training progression that goes from basic movement and casual game modes, all the way up to insane tricks and deep 1v1 strategy. If our Kickstarter does incredibly well, I'd love to do a proper single/coop campaign (since that's where most of us started) but that's a lot of development which means a lot of money.

Relaxing while playing isn't really the type of game we're making. Our core audience are the kinds of players who will keep playing until they're top of the high scores. A lot of us would have played CPMA and lost our first game 60-0 and instead of raging, we start working to figure out how they did that, what we did wrong. That said, we will be implementing some more casual modes because not everyone wants to play high level DM every single game -- it burns you out.

We've got a few reward-type systems in mind. Cosmetic unlocks / drops, simple collectables to reward exploring the training/tricking maps or attempting more difficult tricks, obvious and satisfying MMR gains (including for completing training maps).

Addiction potential has probably been covered above and to be honest it doesn't feel right to sit around and think about how we can manipulate our fans (despite it being a conversation I'm sure most game developers/publishers have).

Reflex team play is going to be about an adolescents journey of self discovery and their eventual.. Okay no. We're just going to smash 2 teams together to see who is better and make sure that the players have fun in the process ;). There's a few things I'd like to try that might help reduce "lone wolf" / "free for all except don't shoot the blue people" situations and increase the reward of actual teamplay and game roles.

Our playtesting is largely FFA at the moment (since we haven't actually implemented modes) and I'm surprised by how much life it still seems to have in it -- it's still a lot of fun. I think part of that might be that we're also talking on Skype so can talk smack / laugh at dumb shit so I've been rethinking how we might approach voip support in teamless modes and warmup.

I do have a few changes to team modes that I'd like to try out but it's not worth potentially raging a few people until I've playtested enough to feel confident it's an improvement.

I also have a few experimental modes I'd like to try out but we need the base game nailed down first so there's a lot of development before then.

I suspect you might have a few ideas of your own about this stuff and I'd be interested in hearing them (either on here or you can PM me in IRC).
<< Comment #137 @ 08:56 CDT, 14 August 2014 >>
(Link, Reply)
By Belgium dem0n 
If it's going to be fastswitch then you're killing the game.

Noobs (and me) switch with mousewheel. I for one ain't gonna learn to play with binds any time soon so I probably won't play the game, which is sad cause it looks really nice.
Edited by dem0n at 12:25 CDT, 14 August 2014
<< Comment #139 @ 09:00 CDT, 14 August 2014 >>
(Link, Reply)
By eyeball by hatelul neeple  - Reply to #137
just in case it makes a difference for you, its not instaswitch. I think the aim is to get it somewhere between QL and CPMA switch speeds
4%
<< Comment #140 @ 09:02 CDT, 14 August 2014 >>
(Link, Reply)
By Belgium dem0n  - Reply to #139
It's still very tense sometimes with ql's switch speed. If they want an "advanced" (:D) mwheel user to beta test what kind of switch delay is still liveable then I'm ok to help.
<< Comment #147 @ 10:05 CDT, 14 August 2014 >>
(Link, Reply)
By eyeball by hatelul neeple  - Reply to #140
I know I'm the billionth person to say this, but why wont you just learn to play with binds?

Just take it slow and start by binding RL to Q or something. Then a few games later bind LG to something and carry on doing that until you are sorted.

It would improve your game and its not hard to do. Also you would be able to buy reflex. Win win
Edited by neeple at 10:06 CDT, 14 August 2014
<< Comment #160 @ 12:07 CDT, 14 August 2014 >>
(Link, Reply)
By Belgium dem0n  - Reply to #147
People have been saying this but I still fail to see how that would make me a better player. I'm already a good fighter and learned hard to play the way I play, I don't feel like getting raped for months just so I can learn to be as good as I used to be on mwheel.

As far as I know, I'm harder to read than any opponent that uses binds, since you can just take a look at their config and tell if this particular player can not strafe right while switching to this or that particular weapon, as has been mentioned during the config porn live stream of ins and zoot a few weeks ago...
<< Comment #162 @ 12:13 CDT, 14 August 2014 >>
(Link, Reply)
By eyeball by hatelul neeple  - Reply to #160
I have most of my weapons bound to my mouse so I can still strafe and switch

But even if you couldnt, it seems like a small price to pay for a much quicker reaction time

I also dont think it would take you months of getting raped. you arent a good dueller because of your binds (or lack of), you are a good dueller because of your game knowledge, decisions, etc etc

I had to change my binds for a few games and it took about 1 duel to adjust to it, and you are far better than me

but hey, whatever suits you best
<< Comment #166 @ 12:23 CDT, 14 August 2014 >>
(Link, Reply)
By United States of America odellus  - Reply to #160
i don't understand that. what do weapon binds have to do with a person's movement? they know they can use different fingers to move when switching weapons, right? also fucking lol you're actually serious. that's hilarious.
Edited by odellus at 12:23 CDT, 14 August 2014
<< Comment #184 @ 14:52 CDT, 14 August 2014 >>
(Link, Reply)
By United States of America byce  - Reply to #166
lol yeah I never really got that either. Who wouldn't just use pinky to press Q or their middle finger to press E, etc? Do the finger dance!
<< Comment #197 @ 16:54 CDT, 14 August 2014 >>
(Link, Reply)
By QW horf  - Reply to #160
No, anyone with half a bit of bind awareness is used to dancing with their hand to avoid this, or even rebinding everything so you don't have to dance too often.

I was cringing at that zlive cfg porn video.
Edited by Rauvz at 16:55 CDT, 14 August 2014
5%
<< Comment #204 @ 17:49 CDT, 14 August 2014 >>
(Link, Reply)
By Sloth pacmanpl  - Reply to #197
this
<< Comment #220 @ 19:39 CDT, 14 August 2014 >>
(Link, Reply)
By Belgium dem0n  - Reply to #197
I had several teamates in the past and whenever this conversation about mwheel/bind came up, the other guy would tell me stuff like "I cant strafe right while switching to LG" e.g.

Anyway dont know why people keep making a fuss out of my former comment... If I told you the next big fps is going to be mwheel switch only with 9 weapons, are you all going to learn to play with that ? That's right, everyone would cry for binds... Hypocrites.
<< Comment #233 @ 20:39 CDT, 14 August 2014 >>
(Link, Reply)
By QW horf  - Reply to #220
I probably would learn it.
But I'm saying that assuming you are aware of your limitations you can work around it,
You only ever have to have 2 fingers on the movement keys and they don't have to be the same fingers everytime, or you can adapt your binds around, basically have more stuff bound for your pinky and thumb and bind more things on your mouse.

Also I wasn't making a fuss about your mousewheel usage or anything, I was talking about how people limit themselves to certain patterns that can be worked around with certain binds and my disdain to zoot and ins' judgement of configs' controls, sensitivity settings and what not, ultimately people are using what they are used to and limiting themselves to whatever they feel fine with even if it has obvious in-game limitations with their current method of utilisation.
<< Comment #240 @ 22:32 CDT, 14 August 2014 >>
(Link, Reply)
By United States of America odellus  - Reply to #220
the difference is that most people started with mouse wheel and then switched to binds because mouse wheel is fucking terrible. it's not the same thing at all.
<< Comment #257 @ 07:05 CDT, 15 August 2014 >>
(Link, Reply)
By Belgium dem0n  - Reply to #240
I think I proved everyone wrong (atleast in vq3, which is the core quake gameplay) that mousewheel is fucking terrible :D.
<< Comment #260 @ 07:09 CDT, 15 August 2014 >>
(Link, Reply)
By Denmark CENEk  - Reply to #257
Honestly, though, have you not had games where you switched to the wrong weapon either because you didn't have the amount of weapons you thought, or because your mwheel (because WMO wheel is shit) has clicked one too many times?
<< Comment #262 @ 07:19 CDT, 15 August 2014 >>
(Link, Reply)
By Belgium dem0n  - Reply to #260
The reason I've only ever played with the WMO is because I love its wheel, and it never lets me down. I've read so many people saying the mwheel is shit and sometimes it "mis-switches" or something. But that hasn't been the case for me unless my WMO started dying after 5 years of constant use. I have 3 WMO's atm: one that is in use for two years and two in case I need to change mine.

I never really switched to the wrong weapon, I mean not any more than people using binds because of the very same reason you mentioned. You're saying this like people using binds are immune to mis-switching but we all know it can happen to anyone.

Most of the times when people on stream or whatever see me using the wrong weapon, that's actually a wrong choice, just as it happens to anyone else, not a mwheel-bound issue like they love to say ;).
Edited by dem0n at 07:20 CDT, 15 August 2014
<< Comment #217 @ 19:05 CDT, 14 August 2014 >>
(Link, Reply)
By SC_Terran Venim  - Reply to #160
People have been saying this but I still fail to see how that would make me a better player.

So you're saying weapon binds won't make you a better player while simultaneously admitting that in this game you won't be a good player without them.... unless of course they change the game for you so that you can keep using mousewheel.
14%
<< Comment #141 @ 09:18 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #137
Mousewheel switching will probably be part of the default config so we'll make sure it feels nice to use and (as much as possible) try not to penalize anyone who wants to use it.

That said, you should try and get used to weapon binds because its always going to be much faster to use. I think when I first switched from wheel to binds I just used Q and E for rocket and rail and wheel for everything else. Then I just gradually added more binds once those became second nature. And since you can still select the guns with the wheel, if you forget then its not that big a deal.

As a confession, I still use mousewheel to get to the Plasma Gun in CPMA -- I just hit E to switch to rail and then mousewheel to switch to PG so its a bit faster than scrolling through all of them.
<< Comment #163 @ 12:14 CDT, 14 August 2014 >>
(Link, Reply)
By Belgium dem0n  - Reply to #141
It is not always faster. That's my point. The relatively slow switch/reload time of most of the heavy weapons in VQ3 meant that I was never experiencing any sort of delay in my switching. Rail has a delay, shotgun has a delay, rocket has a delay, grenade launcher has a delay... Really the only guns that don't have a delay and that could cost me a little is the shaft, mg and pg.

Sure I can not into "quick-shaft-to-rail" combo but I play a different style to avoid that.
<< Comment #168 @ 12:42 CDT, 14 August 2014 >>
(Link, Reply)
By MLP_FlutterShy Teen Queen  - Reply to #163
So you're expecting devs to cater their crucial game design based on a single person who decides to use mwheel?

Even stating that you won't play the game because it might not suit your weapon change is IMO sad.

That's like intentionally hindering yourself, like having one of your hands in the pocket and saying that you won't play this game because it requires you to use both hands.
<< Comment #170 @ 12:55 CDT, 14 August 2014 >>
(Link, Reply)
By Belgium dem0n  - Reply to #168
Welcome to ESR.

A single person: yeah right.

It's like hindering myself ? Yeah right.

Btw I really cba that much. If a game doesn't suit me it's in my right to not play it. As is also my right to criticize and give an opinion.

It is sad if you think this is sad. I never liked cpm and this is definetly a clone, so I'm obviously disappointed. (And yeah I've read that you can not copy VQ3 for copyrights and stuff newborn)

edit: aircontrol would not stop me from playing the game still but if the switch reload makes me unable to use my beloved mousewheel, I'll just stick to QL classic, go back to Q3 or simply wait for reborn with my fingers crossed.
Edited by dem0n at 12:58 CDT, 14 August 2014
<< Comment #172 @ 13:28 CDT, 14 August 2014 >>
(Link, Reply)
By Galicia SIHdW3W  - Reply to #170
dunno man, u could be really against learning movement or something with more depth than pressing some buttons but this sounds like a bad joke since binds are present in mobas too...
<< Comment #144 @ 09:28 CDT, 14 August 2014 >>
(Link, Reply)
By Austria - Wien ffx  - Reply to #137
The most retarded comment in a very very long time. How in gods name can that be a reason?
27%
<< Comment #161 @ 12:10 CDT, 14 August 2014 >>
(Link, Reply)
By Belgium dem0n  - Reply to #144
It has been a reason for me to avoid ever playing CPM in Quake 3. Good enough reason then. To me CPM was never MY understanding of Quake.
<< Comment #146 @ 09:41 CDT, 14 August 2014 >>
(Link, Reply)
By Scotland CrazyAl  - Reply to #137
I always thought this was a joke. How the fuck do you find the weapon you want when you have to switch mid-fight? Seems like it'd be more of a hindrance than anything else.
<< Comment #165 @ 12:23 CDT, 14 August 2014 >>
(Link, Reply)
By Belgium dem0n  - Reply to #146
I just know which weapons I have in hand, I know the order in which they come, after that it's all simple really.
<< Comment #182 @ 14:43 CDT, 14 August 2014 >>
(Link, Reply)
By Cheese M1zzu  - Reply to #165
genuine question: then why doesn't it work as soon as the switch time is reduced? I just ran around in cpm a bit trying to switch only with wheel, and while it's certainly awkward (not a problem for you I assume) it seems playable after a bit of getting used to.
<< Comment #186 @ 14:56 CDT, 14 August 2014 >>
(Link, Reply)
By Belgium dem0n  - Reply to #182
The problem is I can't shoot AND switch at the same time, it feels awkward and it makes me unstable with my aim. Maybe this could be fixed if I say, used +fire on spacebar or something :)
<< Comment #248 @ 02:39 CDT, 15 August 2014 >>
(Link, Reply)
By Denmark CENEk  - Reply to #186
But seriously, if you think binds won't make you a better player than switching on mousewheel, why would you think mousewheel makes you a better player than having binds?

If you're not interested in trying to get used to using binds (or a merge, I have RL on mwheeldown and RG on mwheelup, the rest on keyboard), and thus you're not interested in CPM or Reflex, you're just complaining about a 'hinderance' in a game, a hinderance you're not willing to try to overcome yourself.

Why cater to someone who isn't willing to make an effort?

Oh, and lastly... Do you think it's more crippling not being able to strafe to one side because you're switching weapons or that you can't fire immediately because you're switching weapons? Honestly, I'd be really fucking surprised if any opponent was able to see, "oh, he's switchingto LG now, better shoot to his left for the next 0.02 ms because he can't go right".

/rant
<< Comment #254 @ 06:11 CDT, 15 August 2014 >>
(Link, Reply)
By QW horf  - Reply to #248
Even if they know your config binds it's still 50/50 because you can always standstill unless you're next to a wall, but then again you can adapt your hands to using different fingers to adapt yourself.
Edited by Rauvz at 06:11 CDT, 15 August 2014
<< Comment #261 @ 07:14 CDT, 15 August 2014 >>
(Link, Reply)
By Belgium dem0n  - Reply to #248
I've always prefered beeing able to move freely however I want to. As I said my left hand is about moving around and nothing else.

God I even have issues finding my say binds on my keys on 1234 etc... I just cant picture myself using 4 or 5+ binds more. I feel comfortable with my pinky sitting on shift to walk and my thumb on spacebar to jump.

My brain works differently with all those years and I sure as hell don't see why I'd force myself into something different for an uncertain gain (as I said I've managed to work around the very few limitations it forces me into, to a point I don't even feel those limitations anymore since I play differently than anyone else).

Making me play with binds would not only be about getting used to switching to this or that weapon with the "finger dance" some people called it, but it would also force myself to play a different game, which would probably put me off my game for an even longer time.


Also to the people who compared it to moba's: that's just wrong aswell. in FPS I lay my fingers on WASD + shift + spacebar. On mobas there's no movement keys, there's just your mouse: point and click. So you lay your fingers on QWER and there's a slight slide with my index finger to go for the couple other spells. And the active items are usually 1-2-3-4, which is easy to access aswell. So those are two completely different gamestyles and it isn't comparable at all.
7%
<< Comment #281 @ 13:06 CDT, 15 August 2014 >>
(Link, Reply)
By yesh its SEAN CONNERY! megaman3  - Reply to #261
You need this


http://stinkyboard.com/
<< Comment #263 @ 07:30 CDT, 15 August 2014 >>
(Link, Reply)
By Cheese M1zzu  - Reply to #186
why? are you rolling the mousewheel with your index finger? you could bind fire to M2 (since you jump on space) or roll with middle finger.
<< Comment #266 @ 08:18 CDT, 15 August 2014 >>
(Link, Reply)
By Belgium dem0n  - Reply to #263
I roll with middle finger and fire with index ofcourse, but it feels awkward to press both at the same time.

It's easier and smoother to aim and shoot just using the index finger. Then again it's not that I cant do it, I can, but it feels crap
<< Comment #156 @ 11:11 CDT, 14 August 2014 >>
(Link, Reply)
By United States of America odellus  - Reply to #137
troll?
<< Comment #158 @ 11:50 CDT, 14 August 2014 >>
(Link, Reply)
By Ukraine Mitritch  - Reply to #137
Obvious troll is obvious.
<< Comment #268 @ 08:26 CDT, 15 August 2014 >>
(Link, Reply)
By Netherlands baksteen  - Reply to #137
Sorry but why would they care about the very few players who still switching guns with mousewheel? Besides, it's not like it's that hard to switch to binds, took me a few days at most to get used to it...
<< Comment #271 @ 08:47 CDT, 15 August 2014 >>
(Link, Reply)
By Belgium dem0n  - Reply to #268
you're young, I cba.

Besides you're right, and the opposite is true aswell, why would I care to play their game that doesnt fit me when there is about a thousand quake clones ? :/

Just stop making a fuss about a comment like its the end of the world if I dont play it or smth ?
<< Comment #273 @ 09:25 CDT, 15 August 2014 >>
(Link, Reply)
By Sloth pacmanpl  - Reply to #271
If you want to play Quake, QL is the only option sadly.
<< Comment #275 @ 09:35 CDT, 15 August 2014 >>
(Link, Reply)
By Netherlands baksteen  - Reply to #271
I don't think anyone cares wether you'll play it or not... but you're implying "If it's going to be fastswitch then you're killing the game" because 'noobs and dem0n switch with mousewheel'... I think that's the part of the comment where people make fuzz about.
8%
<< Comment #278 @ 09:45 CDT, 15 August 2014 >>
(Link, Reply)
By Belgium dem0n  - Reply to #275
Apparently they do care, look at the outrage...

I'm just saying it's a shame because nah, I won't play it if it's got too much of a fastswitch.

And yeah, noobs play FPS with their scrollwheel to change weapons, MOBA's or not, as I've explained above.

Then again they won't mind cause they'll get raped either way, won't see a difference if they find it difficult to compete because of fastswitch, so I was a little bit over the top with that comment.
<< Comment #353 @ 20:09 CDT, 17 August 2014 >>
(Link, Reply)
By United Kingdom dadS  - Reply to #268
I think it would be a bit sad if they took the ability away. Binds partly determine parts of your style. As a mouse1 fire, mouse2 jump guy - I tried out notcits cfg a while ago (space is fire, cant remember the rest) and your style does change. rockets felt great too.

I know my binds make me predictable as fuck.

Quite a few high end players has some weird setups. mouse +foward, arrows keys, etc.
<< Comment #274 @ 09:26 CDT, 15 August 2014 >>
(Link, Reply)
By Netherlands Weird  - Reply to #137
bind mwheelup LG
bind mwheeldown RL
bind mouse3 rail

and just stop using plasma/sg/nades etc.

Problem solved imho.
<< Comment #277 @ 09:42 CDT, 15 August 2014 >>
(Link, Reply)
By Belgium dem0n  - Reply to #274
I love PG too much

EDIT: LG would be wheeldown then, makes more sense to me :D
Edited by dem0n at 09:47 CDT, 15 August 2014
<< Comment #279 @ 09:52 CDT, 15 August 2014 >>
(Link, Reply)
By Netherlands Weird  - Reply to #277
I thought so at first too... Untill I played with it and I instinctively wanted to take RL by turning the mwheel towards me.
I hate the pressing of the mwheel though so I actually bound rail to Q and E... (depending on which way you're moving you always have a finger free to press either Q or E ;p
<< Comment #153 @ 10:46 CDT, 14 August 2014 >>
(Link, Reply)
By Netherlands Vo0 
I haven't heard about Reflex before, but this shit looks pretty cool!
61%
<< Comment #173 @ 13:29 CDT, 14 August 2014 >>
(Link, Reply)
By Galicia SIHdW3W  - Reply to #153
it's time to come back to the arenas !
5%
<< Comment #190 @ 15:48 CDT, 14 August 2014 >>
(Link, Reply)
By LOLBARN xero-  - Reply to #153
wow, this guy plus whoring
<< Comment #196 @ 16:47 CDT, 14 August 2014 >>
(Link, Reply)
By Sloth pacmanpl  - Reply to #190
<insert here dirty joke about Vo0 vs fatal1ty>
<< Comment #206 @ 17:53 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #153
Only because I couldn't find you -- get on #reflex and send me a PM.
8%
<< Comment #214 @ 18:15 CDT, 14 August 2014 >>
(Link, Reply)
By Belgium impulseBE  - Reply to #153
if i get invited, we should play some! for old times sake ;)
<< Comment #154 @ 10:56 CDT, 14 August 2014 >>
(Link, Reply)
By MLP_FlutterShy Teen Queen 
I like what I see.
Keep it up, you have my support
1%
<< Comment #157 @ 11:12 CDT, 14 August 2014 >>
(Link, Reply)
By bluedot »bst 
Looks good so far, not sure about reborn any more, looks a bit too over complex, but this is nice and simple, who knows though, next couple of years will be very interesting for fast paced fps.
<< Comment #169 @ 12:44 CDT, 14 August 2014 >>
(Link, Reply)
By Germany Anonymous (87.106.143.252) 
it looks really great, actually for me it is the only game worth supporting out of tens announced project recently
i am looking forward to see next updates and news about reflex

just one question, how will be the matchmaking system handled? i mean do you plan to create a global infrastructure with master servers, ladders, player accounts and so on? i know it is maybe too soon to thing about it specifically or you just do not want to tell yet but maybe some overall ideas?
<< Comment #208 @ 17:59 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #169
Glad you're excited because people being excited is what stops us from burning out ;)

In a very broad sense, yes, we'll have master servers, (regional) ladders, player accounts and so on. The exact way we'll be doing the infrastructure hasn't been decided yet -- being on Steam might give us access to a far more powerful network than we could afford to support ourselves but we haven't yet looked in to how much of our plans can be done through Steam and how much we'll need to spin up our own servers for.
<< Comment #229 @ 20:18 CDT, 14 August 2014 >>
(Link, Reply)
By tommy (c) MastaKilla amalik  - Reply to #208
Even I'm very excited, and I think CPM is stupid! :D
I just hope that you don't totally clone CPM, that's all. Aside from that, I'm very impressed with everything you've done. Looks amazing!
<< Comment #181 @ 14:30 CDT, 14 August 2014 >>
(Link, Reply)
By Moldova Ffleri 
Kickstarter this shit before someone else does with a similar thing.
As far as gameplay goes I'd love to have more like the middle of vq3 and cpm movement, this one looks fully cpm'ish - but I realise that you won't change it. Also I beg you don't copy any of the existing maps or anything like that from old games. Make that enviroment and everything brand new. Don't implement as many changeable commands as quake had. Several gfx cmds are really enough + some nice and fluid in-game options instead of whole editable configs that have so much influence to the game.
Make it simple, without bugs, with nice and clean client. Not too many options and fancy stuff but every single thing working perfectly. From that playable base you will then be able to let it grow and make it grow yourselves.
Ah and I hope you realise that you need much better sounds, right? Like in every aspect. Guns, models don't really sound too good in this video.

When you will finally realease some alpha or demo for public, I advise you to think about second server or something that would be meant for testing stuff and then you could try out there all the new stuff and even some random shit that you could implement later on. That would be accesable for like really few people but they could give you opinions and stuff before you make stuff go into the main client.
Edited by Ffleri at 14:46 CDT, 14 August 2014
<< Comment #212 @ 18:13 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #181
Existing maps will end up in the game one way or another -- if we don't make them, the community will. That said, supporting mappers making new maps and getting those new maps in to the official pool is a really high priority once more people have gotten their hands on the game -- that's why we've designed the mapping tools the way we have.

We've also got plans about how to get the community involved giving map feedback and helping decide which maps make it in to the official pool and hopefully we'll have the budget to reward mappers who contribute to the game.

Oh and the sounds are all placeholder, much like everything in the game so far ;)
Edited by newborn at 18:14 CDT, 14 August 2014
5%
<< Comment #228 @ 20:13 CDT, 14 August 2014 >>
(Link, Reply)
By yesh its SEAN CONNERY! megaman3  - Reply to #212
It'd be really nice to officially have aerowalk and others, included into the game, in an improved form.

As you said they certainly are going to be played in Reflex, so might as well have it officially and take the chance to make them better, especially graphics-wise. That wow factor.
<< Comment #244 @ 00:29 CDT, 15 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #228
We've got half of the permission we'd need to include Aerowalk. We (obviously) don't mind having a few remakes in because to be honest, these maps are really good. Yeah, they've been played a million times, but they're still solid. As long as there are also new, quality maps included as well, I'm happy.

One of the problems with it though is that people tend to stick to what they know so give them 30 duel maps + Aerowalk and they'll vote Aerowalk. I think the scene is starting to break away from this slightly though since there are new QuakeLive maps that definitely get played.

We also don't plan to take the approach of "Here are our 30 maps, no go make your own". Hopefully we'll be able to work with map authors release new maps for each game mode every few months and strip out maps that are no longer played.

I'd love it if we could have a "callvote map random" command that could actually be used with some confidence ;)
<< Comment #282 @ 13:19 CDT, 15 August 2014 >>
(Link, Reply)
By yesh its SEAN CONNERY! megaman3  - Reply to #244
Nice.

Just take into consideration the idea of improving old maps, so it's not just copypasting them into the game. The official release is the chance to do that and be played by everyone.

Improvements can be the map having a fitting style with the game, be more detailed (decorative additions), better quality textures, maybe change the layout a bit, among others.

For example and weirdly enough, dm13 actually looks better in Q3 than in QL. Secondly, watch this at 15:33 https://www.youtube.com/watch?v=1h20CI-LcA4
<< Comment #289 @ 19:48 CDT, 15 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #282
The style, detailed and better quality textures will be true for every map we release.
<< Comment #183 @ 14:48 CDT, 14 August 2014 >>
(Link, Reply)
By Cheese M1zzu 
will there be gore?
will there be mods?

the map editing that's shown in the first vid looks very neat. Would be awesome if that was possible during warmup in actual servers.
<< Comment #185 @ 14:53 CDT, 14 August 2014 >>
(Link, Reply)
By eyeball by hatelul neeple  - Reply to #183
will there be gore - http://www.reddit.com/r/ArenaFPS/comments/2dj...bs/cjq4p2i

will there be mods - http://www.reddit.com/r/reflex/comments/24bof...ng/ch5tlis

the mods thing might have changed now, I dont know, thats an old post
Edited by neeple at 14:54 CDT, 14 August 2014
<< Comment #191 @ 16:02 CDT, 14 August 2014 >>
(Link, Reply)
By S.T.A.L.K.E.R Ian215 
Very nice, I hope they will change sound effects and add more models
<< Comment #213 @ 18:14 CDT, 14 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #191
Yes to both.
<< Comment #192 @ 16:09 CDT, 14 August 2014 >>
(Link, Reply)
By Netherlands Weird 
So how about that netcode?
Could you please make clients extrapolate the nmy possition in a decent way in order to keep the server in a consistent state?
Because inconsistency on the server sux.
3%
<< Comment #193 @ 16:33 CDT, 14 August 2014 >>
(Link, Reply)
By Russia noacc  - Reply to #192
shouldnt be a problem if they stick to 120+ tickrate
<< Comment #194 @ 16:41 CDT, 14 August 2014 >>
(Link, Reply)
By Netherlands Weird  - Reply to #193
atm they are using 40 (mentioned above).

And btw... it matters regardless of tickrate. Even if you'd now fix QL to sv_fps 120, it would still suck.
Edited by Weird at 16:42 CDT, 14 August 2014
<< Comment #198 @ 17:01 CDT, 14 August 2014 >>
(Link, Reply)
By QuakeLive Gangland  - Reply to #194
After reading all of Weirds very informative posts on unlagged, timenudge, and netcode in general, I'd hope that the devs could add him to the mix and take advantage of a talent that Id passed over.
<< Comment #199 @ 17:10 CDT, 14 August 2014 >>
(Link, Reply)
By Netherlands Weird  - Reply to #198
someone actually read all of my posts? damn :D
2%
<< Comment #200 @ 17:29 CDT, 14 August 2014 >>
(Link, Reply)
By MLP_FlutterShy Teen Queen  - Reply to #199
Let's just say I was bored
<< Comment #201 @ 17:35 CDT, 14 August 2014 >>
(Link, Reply)
By QW horf  - Reply to #200
same
<< Comment #205 @ 17:50 CDT, 14 August 2014 >>
(Link, Reply)
By Sloth pacmanpl  - Reply to #199
I will do everything to make senpai notice me : 3 :
16%
<< Comment #211 @ 18:09 CDT, 14 August 2014 >>
(Link, Reply)
By Netherlands Weird  - Reply to #205
everything? <evil smile> hrhr ;)
<< Comment #216 @ 18:42 CDT, 14 August 2014 >>
(Link, Reply)
By Sloth pacmanpl  - Reply to #211
Weird-san is scary ; //// ;`
*tries to hide dick under skirt*
15%
<< Comment #207 @ 17:54 CDT, 14 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #192
Hijacking your post to beg for 60hz servers. More would be technically nice but kinda overkill whereas 60 is kind of a sweet spot.
<< Comment #210 @ 18:08 CDT, 14 August 2014 >>
(Link, Reply)
By Netherlands Weird  - Reply to #207
You're better off hijacking other posts for that... because imho it's not that large of a difference.
It kinda depends on how you do the hosting though.

If you let everyone host their own dedicated servers then 60 would be a valid option to have... But if you want people to host their own servers they should be configurable by the hoster so you should then ask them to put it to 60.
For the development itself I'd say stick to 30 or 40....
<< Comment #215 @ 18:18 CDT, 14 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #210
I was thinking about the finished product.
<< Comment #218 @ 19:32 CDT, 14 August 2014 >>
(Link, Reply)
By Netherlands Weird  - Reply to #215
same story...
<< Comment #195 @ 16:44 CDT, 14 August 2014 >>
(Link, Reply)
By Quake 2 Melted 
can't wait to see map textures. i hope this works out! really cheering for Jay, he's a character alright!
<< Comment #221 @ 19:42 CDT, 14 August 2014 >>
(Link, Reply)
By US-Maryland naper 
Looks sooooo good, I hope the Menus/UI scale properly for people playing the game on shit crt resolutions(640x480/800x600).
15%
<< Comment #225 @ 19:57 CDT, 14 August 2014 >>
(Link, Reply)
By q4cz Shin-obi  - Reply to #221
[+]

crt compatible and instant switch = goodbye quakeworld for me
<< Comment #222 @ 19:47 CDT, 14 August 2014 >>
(Link, Reply)
By 004 jamalz 
Looking good, I hate instant weapon switch because it feels like a cop out when you get cornered or make a bad decision, but if its not instant, then I'll play this
<< Comment #223 @ 19:53 CDT, 14 August 2014 >>
(Link, Reply)
By q4cz Shin-obi  - Reply to #222
grrr
instant is AWESOME in team games
ya don't know what ya missing, playboy
<< Comment #224 @ 19:57 CDT, 14 August 2014 >>
(Link, Reply)
By 004 jamalz  - Reply to #223
instant switch is for shittites that can't plan ahead or use the proper weapon for the situation.
10%
<< Comment #226 @ 20:02 CDT, 14 August 2014 >>
(Link, Reply)
By q4cz Shin-obi  - Reply to #224
15%
<< Comment #227 @ 20:08 CDT, 14 August 2014 >>
(Link, Reply)
By 004 jamalz  - Reply to #226
nigga I played quakeworld and netquake before you were even conceived. I'd rather play quake 1 than play cpm.
<< Comment #230 @ 20:18 CDT, 14 August 2014 >>
(Link, Reply)
By MLP_FlutterShy Teen Queen  - Reply to #224
That's why they're planning to work with a middle ground solution that could satisfy both parties - the switch won't be instant but at the same time the delay won't be as big as in QL.

Might be good to see how it turns out, it will still allow fast combos but remove the a bit too frantic instant switch.

nvc:
- The current weapon switch delay is set to 75ms, which is not as fast as CPM. However, all weapons, sound, art, damage, timings... everything... is subject to (and likely will) change.

dev comment: just in case it makes a difference for you, its not instaswitch. I think the aim is to get it somewhere between QL and CPMA switch speeds
http://www.esreality.com/post/2640159/n-a/#pid2639823
Edited by Teen Queen at 20:20 CDT, 14 August 2014
<< Comment #236 @ 21:08 CDT, 14 August 2014 >>
(Link, Reply)
By Finland Smilecythe  - Reply to #224
Yeah cuz it's brilliant to have a long and tedious 2 second switch which forces the players to hide behind corners and +bw counterstrike style. That's the way QL is going and given it's omnipotent reputation, that must mean there is no other way. I get your point.
9%
<< Comment #264 @ 07:51 CDT, 15 August 2014 >>
(Link, Reply)
By Bulgaria Nzr0  - Reply to #224
instaswitch is for real players who wanna +forward with combos and catch off guard decrepit old fucks who can't take advantage of it
19%
<< Comment #284 @ 18:14 CDT, 15 August 2014 >>
(Link, Reply)
By 004 jamalz  - Reply to #264
you just want to run at some guy like a pitbull, no strats? Just rush, rush rush. That shit is fine for cpm ca and quite fun but for duel? I don't see the appeal.
4%
<< Comment #285 @ 19:10 CDT, 15 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #284
Yeah cause the other guy is always on the phone with his grandma, can't hear you jumping towards him and never sets himself up for some ez pz 80% lg. Never.
3%
<< Comment #286 @ 19:22 CDT, 15 August 2014 >>
(Link, Reply)
By Bulgaria Nzr0  - Reply to #284
I want the player with the skill to have an edge, not the player with the patience. I don't think you should be able to deny a frag for 10 minutes just because you're willing to +back like a fucking pussy.
1%
<< Comment #287 @ 19:33 CDT, 15 August 2014 >>
(Link, Reply)
By 004 jamalz  - Reply to #286
There's plenty of action in VQL but also some brain. I don't see nearly enough brain in cpm duel


Just watched this:



Was fucking boring.
Edited by jamalz at 19:50 CDT, 15 August 2014
<< Comment #288 @ 19:44 CDT, 15 August 2014 >>
(Link, Reply)
By MLP_FlutterShy Teen Queen  - Reply to #287
Just watched this:



Was fucking boring.
5%
<< Comment #290 @ 19:49 CDT, 15 August 2014 >>
(Link, Reply)
By 004 jamalz  - Reply to #288
ya but you picked a boring dm13 game where they were hiding.

I picked fucking rat vs vo0 a super awesome classic matchup on a sick map.

And it was still boring.

Show me some actual brainy/smart plays that cpm players make in duel. And i'm not talking about spamming an armor when its up.
<< Comment #291 @ 20:26 CDT, 15 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #290
Really, it's as brainy as the players want to make it. A lot of VQ3 players hit CPMA and do surprisingly well because they've spent more time on precise aim, positioning and brain game. It still works in CPMA, you just see it less because CPMA appeals to players who want a faster, broader game.
<< Comment #292 @ 20:31 CDT, 15 August 2014 >>
(Link, Reply)
By Bulgaria Nzr0  - Reply to #290
show me a brainy play in vql and explain why you think it cannot happen in cpm
<< Comment #293 @ 20:46 CDT, 15 August 2014 >>
(Link, Reply)
By 004 jamalz  - Reply to #292
Show me someone delaying an item so it doesn't syncs up with another item, so the other player doesn't get any items?

I know mega spawns if you damage the player that took it, but that's shit.

So show me someone retaking control of the map without even fighting, but by pure item control.
Edited by jamalz at 20:58 CDT, 15 August 2014
2%
<< Comment #309 @ 08:02 CDT, 16 August 2014 >>
(Link, Reply)
By Bulgaria Nzr0  - Reply to #293
I'm very curious about this "retaking control of the map without even fighting". How does that happen unless the enemy is afk or he just chases you into his own item rotation? Either way instaswitch or aircontrol do not make that impossible. Furthermore I've always had the "tactic" of baiting my enemy on the GA/GL side of aerowalk so I can die on purpose and spawn on the stronger side of the map, again that is not exclusive to cpm or vq3. I'll give you the syncing items, but again that shit has nothing to do with instaswitch or aircontrol, it's because mega has a floating respawn time and you can't sync two armors when you took them both.
<< Comment #312 @ 08:53 CDT, 16 August 2014 >>
(Link, Reply)
By 004 jamalz  - Reply to #309
He retakes the map by standing at certain choke points where the enemy cannot get past or he'd do a shit load of damage to them. It's cleverly calculated so he can slip past him (silently) to get in position for the item that should be the enemies item. This is done because he delayed or synched up some items a few minutes before this push. It's planned out and executed perfectly.

That simply won't happen in cpm since people are moving too fucking fast .You can't plan shit, you just go with whatever happens in game.

You slip off a platform? Fuck it, just rocketjump back up and with air control you can dodge whatever punishment the enemy tries to do.

In vq3 if you slip off you can't just rj up, you'll get raped. It's a finer line to walk, it's more punishing for mistakes.
1%
<< Comment #322 @ 09:46 CDT, 16 August 2014 >>
(Link, Reply)
By Bulgaria Nzr0  - Reply to #312
If you rocketjump and can dodge whatever punishment the enemy tries to do either you have godly dodge or a shitty enemy. Either way I don't see a problem with the person with the skill coming on top. But you want to see rapha play passive and go "oooooooh, such braen, he just stood there and he hit 50 lg on an enemy moving in a straight line, imma call dat nigga patton". Pathetic.
<< Comment #328 @ 10:28 CDT, 16 August 2014 >>
(Link, Reply)
By Austria - Wien ffx  - Reply to #322
You don't seem to grasp his arguement. I'm not suprised. You seem stupid. And the current rather slowish game is not entirely a vq3 problem but much rather due to stupid spawnsystem ;).
<< Comment #329 @ 10:49 CDT, 16 August 2014 >>
(Link, Reply)
By Bulgaria Nzr0  - Reply to #328
I am stupid. Explain his argument please.
<< Comment #313 @ 08:53 CDT, 16 August 2014 >>
(Link, Reply)
By Galicia SIHdW3W  - Reply to #293
in cpm3a there are many situations where after getting YA u drop down to red and then you take red, sometimes i delay red so the other player thinks he'll be able to pickup red in the next cycle while im going way too greedy with the ya as well, when i go down to the RA room and he's there waiting the red with nothing, so either he gets fragged or runs away for another cycle, and this is just a very particular example.

Mega is shit? really? I prefer to keep my hp above 100 and control one armor if possible, than having the rest of the map without mega. The fact it wont spawn while u're above 100 gives you the pace of the game, having mh gives u a lot of room to "slow" down the game if u will. The other player has to guess whether u go down 100 or not, you KNOW it for sure.

Retaking control without fighting is not possible in cpm? Maybe you think so because of the nature of the maps, most of them are small, fast and items are pretty close to each other. You can do this in other maps like cpm15, cpmztn, eizdm4-b15, etc... Sadly there aren't many players who want to play something else than fucking aero (lets be honest here, can you take control back in QL aero without fighting or exchanging rails?)

Dude, download cpma and play some games against different players on different maps if you really want to make a valid point, sometimes i believe people think that in cpma we all play like hal9000 or something, he has a very unique way to cpm, doesn't mean we all have the mechanical skills to do the same, each person figures out the game differently. cpm gives u more options and the easier one is to rush like a headless chicken but it doesn't mean it's the more effective one.

The way the game is played goes inside the players, however we are only a bunch of them.
4%
<< Comment #314 @ 08:58 CDT, 16 August 2014 >>
(Link, Reply)
By 004 jamalz  - Reply to #313
I stopped playing cpm in 1.1 (around there) after they made stair jumps 2x harder. So annoying.

And yes I think most players and gamestyle is hal9000 shit.

Gimme some vods of your points and I might learn somethings
Edited by jamalz at 08:58 CDT, 16 August 2014
<< Comment #315 @ 09:07 CDT, 16 August 2014 >>
(Link, Reply)
By Galicia SIHdW3W  - Reply to #314
https://www.youtube.com/user/SIHdW3W


Again, you're watching only one player (me). There's streaming VoDs in there (those are the most recent games) but you can find lots of different maps and games in my channel since i've been uploading just for myself to analize demos and shit while im incredibly bored and im not at home (like right now).

I started cpm in 08 and maybe hal9000 looked like a model to follow back then but i ate demos from gellehsak, fox, rat, vampire, you can really see they have a reason to make certain decisions and my style has been addapting as i saw more demos.
<< Comment #294 @ 20:46 CDT, 15 August 2014 >>
(Link, Reply)
By q4cz Shin-obi  - Reply to #287
negged for posting a PRACTICE GAME from like 2004





haven't watched the rat/vo0 game yet, but i'm sure there was strategy involved, it probably just flew over your head
Edited by Shin-obi at 21:16 CDT, 15 August 2014
<< Comment #295 @ 20:54 CDT, 15 August 2014 >>
(Link, Reply)
By 004 jamalz  - Reply to #294
This is a better game than the one I posted, but I still don't like how you can literally chase people down across the whole fucking map.

I can watch this but it'd be so fucking annoying to play. It's like i'm watching a toxicity game (but its every single map of cpm) and the only way to break control is by doing insane damage.

I like how Rapha retakes control without even fighting niggas, that's godly.

CPM strategy:
Get rocket launcher and jump at other guy. If rockets don't hit and I get super close to him and am touching his ass with my face, then switch to lg or rail or shotgun to get out of danger.

Also spam the FUCK out of all items, rocket, then grenade, then rocket then grenade.

And then of course run past him and shoot him and strafe away into teleporter where i'll whip out lg and spam it. When he comes through i'll change to rail and get that ez combo.

The strategy for cpm doesn't go over my head, I see everything they do and its boring as fuck
Edited by jamalz at 05:08 CDT, 16 August 2014
1%
<< Comment #297 @ 23:27 CDT, 15 August 2014 >>
(Link, Reply)
By cpm_biohaz_2 JS3>*  - Reply to #295
That's, like, your opinion man
<< Comment #298 @ 00:58 CDT, 16 August 2014 >>
(Link, Reply)
By q4cz Shin-obi  - Reply to #295
you cant deny weapons
you cant do any truly amazing jumps/rjs
you cant even deny ammo packs in the new update
you can barely do any combos and weve seen all the combos already 10 times in q3

congrats on having one thing over cpm

clap clap

btw, what happened to rapha @qcon after he picked up control without damage? he got toxinated, thats what

Edited by Shin-obi at 01:03 CDT, 16 August 2014
<< Comment #300 @ 04:30 CDT, 16 August 2014 >>
(Link, Reply)
By 004 jamalz  - Reply to #298
Don't get bitter, It's just different tastes. Since i'm an all aim player, I don't get impressed by aim games, only brain games.

CPM duel bores me but I acknowledge that it does take skill and can be fun to watch if you are looking for action only.
<< Comment #308 @ 07:25 CDT, 16 August 2014 >>
(Link, Reply)
By MLP_FlutterShy Teen Queen  - Reply to #300
I think it's ironic to read comments like this from the same community that gets all stirred up when minecraft players claim quake is nothing but jumping and shooting robots. They are clueless about the metagame and stating that cpm is so plain just because it has some physics tinkering is absurd.
12%
<< Comment #311 @ 08:41 CDT, 16 August 2014 >>
(Link, Reply)
By 004 jamalz  - Reply to #308
I like my variety in quake3/live. Certain players have different play styles. Some are heavy with rail (k1llsen) and some will prefer lg/rush(evil), or tactics (rapha) etc etc

I'm not sure CPM gameplay can be varied in such styles.

Sure different players have different tricks on the maps but I'm not seeing some individuality as we see in vq3.

Take k1llsen for example for him to play his rail style, he's not going to win. Niggas move too fast, they will be right in his face every damn time with rocket + combos.

It will effectively render his style useless.

Tactics? Not many when some faggot just jumps right through your clever ambush, after trying to disappear on the map for 4 minutes.

lg/rush? Nobody does that because you can lg/rocket/lg/rail in the same time, so pure lg attacking is dead.

etc etc
Edited by jamalz at 08:44 CDT, 16 August 2014
<< Comment #316 @ 09:24 CDT, 16 August 2014 >>
(Link, Reply)
By MLP_FlutterShy Teen Queen  - Reply to #311
"Take k1llsen for example for him to play his rail style, he's not going to win. Niggas move too fast, they will be right in his face every damn time with rocket + combos."

A perfect opportunity to develop a new, unique gameplan and to further improve your movement skills. I'd like to think

"Tactics? Not many when some faggot just jumps right through your clever ambush, after trying to disappear on the map for 4 minutes. "

Another situation where you need to improve your tactic and instead of hiding for 4 minutes, find a more suitable and quicker hiding spot.

instant weapon switch is a bit too radical though, I'm going to agree with that. Combat just seems too hectic when someone is pumping 3 different types of projectiles and rails at someone at the same time.
<< Comment #318 @ 09:36 CDT, 16 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #316
We don't have instant weapon switch, we have "really really fast" weapon switch.
<< Comment #321 @ 09:46 CDT, 16 August 2014 >>
(Link, Reply)
By MLP_FlutterShy Teen Queen  - Reply to #318
I know and I appreciate that - I always thought QLs switch delay was a bit too long - that's another reason why I'm excited about reflex :)
<< Comment #326 @ 10:04 CDT, 16 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #321
Yeah, I've always found it a bit brutal. I don't like being pretty much locked in to using a weapon.

Yeah, you want to punish people for bad switches or running out of ammo but not that harshly. And yeah, you want to reward people for correctly anticipating which weapon to use but not that lavishly.

That said, I've spent far more time in QW and CPM so I probably switch too much in VQ3 ;)

The switch delay we've got now is feeling really good so far.
<< Comment #307 @ 07:19 CDT, 16 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #295
> This is a better game than the one I posted, but I still don't like how you can literally chase people down across the whole fucking map.

It's the mentality of this style of game -- if you've got the advantage, you push that as hard as you can. If someone spawns and is vulnerable, you hunt them down. If someone mistimes an item, you punish them as they move away from it. And if someone backs well.. they must be low on health, or ammo, or going for an item.. so you chase them.

You don't really escape by just putting distance and walls between you and them. You punish them for chasing or you survive long enough that they prioritize map control over an extra frag.

And perhaps I'm just a sick fuck, but I like it that way.

In this latest build that people are showing, you can hear the enemy players low ammo beeps, you can hear the "click" as they fire with no ammo and there is no automatic switching away from an empty weapon.

If you're not paying attention to your ammo and you're not ready to switch to a new gun, for some reason people sit there for a second or two, repeatedly trying to fire an empty gun like it might magically start working.

And we actually had a lot of fun during playtesting with it -- actual, laugh out loud fun. You'd be on low health and retreating and then the person chasing you run out of ammo and you could turn around with an evil grin, say "click click click motherfucker" and smash them for not backing off when they had the chance.

Anyway, once again, it's not really that you can't have that kind of play you're after in Reflex/CPM, it's just that its rare -- people who want it can get it in VQ3 so usually do. But people who want a faster pace can't have it in VQ3, so they play CPMA. But you really can play both inside CPM/Reflex and both styles really can be evenly matched.

I might get this info wrong but I'm sure someone here will correct me: During the last Master's Cup, HAL9000 was a lot of people's pick to win. He has a freakish ability to move insanely fast around maps, happily doing 180 flick rails mid-jump. In short, he is the CPMA stereotype down to a tee. And that's cool, its often amazing to watch and a fun way of playing.

But someone (gelle? gaiia?) managed to beat him by playing a slower, more technical, methodical, precise and dare I say.. VQ3ish game.

And as much as I admire the way HAL9000 plays, I was kind of worried when I first saw it because my thought was that CPMA gameplay had been "solved". Finding out that wasn't true after a decade of being played was amazing.

Anyway, I believe that there is room for both play styles in Reflex, (even when pitted against each other) and the reason you don't see it more often in CPMA is because each style has it's own game to play. But movement doesn't inherently beat aim. Positioning doesn't inherently lead to control. Precision isn't inherently better than reaction.

The player who has the most mastery of all possible skills will ultimately be the winner.
Edited by newborn at 07:22 CDT, 16 August 2014
<< Comment #310 @ 08:36 CDT, 16 August 2014 >>
(Link, Reply)
By 004 jamalz  - Reply to #307
Any link or vod of that matchup?

Also what's the item times like? Will you do 9:xx so you have for timing with feeling or will you keep a regular clock. And mega spawning after damage? or a normal time?
<< Comment #319 @ 09:42 CDT, 16 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #310
It might be this one, but I need sleep so I'm not watching it now.

There is no way I'm starting a giant ESR argument about the clock after midnight =P

Mega spawn will be after damage to keep it out of any item running loops / prevent stacking etc but we're going to make sure there's some kind of effect when the megahealth wears off so both players have an equal opportunity to time its respawn.
1%
<< Comment #323 @ 09:52 CDT, 16 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #319
Eh, watching reflex vods last night I was like " either they put a clock in or they don't but they just can't keep that fucking 16*32 pixels doodle in the corner of the screen, that'd be such a dick move. "


Keep the tiny-ass clock for the fuck of it :D
<< Comment #325 @ 09:57 CDT, 16 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #323
We're hoping its obvious that our HUD has seen pretty much zero love so far -- it works, that's all we need for now ;)
Edited by newborn at 09:58 CDT, 16 August 2014
<< Comment #339 @ 21:24 CDT, 16 August 2014 >>
(Link, Reply)
By 004 jamalz  - Reply to #319
I watched the game, the movement and aim were very cool but it just reminded me of two top level ca players that talked shit to each other in clan arena and then one of them said 1v1 duel fgt? and they agreed and went to duel and just +forwarded each other.

Just zzzzzz for me. But I think i'd def play reflex for ctf/ca and other modes.
1%
<< Comment #352 @ 19:47 CDT, 17 August 2014 >>
(Link, Reply)
By 013 cerno  - Reply to #307
Aptly described.
<< Comment #417 @ 11:58 CDT, 20 August 2014 >>
(Link, Reply)
By 017 Ephemix  - Reply to #287
I'm a QL nab but that map doesn't look like it's ceiling for positional masterminding is very high. You know where your opponent is or you know he's in one of two places which will readily become apparent pretty much the entire time.
<< Comment #419 @ 18:11 CDT, 20 August 2014 >>
(Link, Reply)
By 004 jamalz  - Reply to #417
most cpm maps are like that size though, which means all the games are going to be like that
Edited by jamalz at 18:11 CDT, 20 August 2014
<< Comment #231 @ 20:22 CDT, 14 August 2014 >>
(Link, Reply)
By tommy (c) MastaKilla amalik 
obligatory.
Edited by amalik at 20:22 CDT, 14 August 2014
<< Comment #235 @ 21:03 CDT, 14 August 2014 >>
(Link, Reply)
By Bulgaria Snow_Crash 
One game I'd definitely love to try
Despite playing more QL I still have cpma and play some cpm22
would love to play this
<< Comment #238 @ 21:50 CDT, 14 August 2014 >>
(Link, Reply)
By Uruguay gSTRUCTOR 
Looks nice for an alpha (only watched 20 seconds cause i cant afford to wait 3 minutes more so the next 20 seconds are loaded, 10mb download connection so problem isnt on my side)

I would nerf air control a little so its not as slow as running but also not as fast as strafejump, and add crouchsliding which would maintains total momentum thanks to supermagnet tech on the boots, but being harder to do than bunnyhoping (not only u need jump but also crouch, etc)
Edited by gSTRUCTOR at 21:51 CDT, 14 August 2014
<< Comment #253 @ 04:56 CDT, 15 August 2014 >>
(Link, Reply)
By Sloth pacmanpl  - Reply to #238
Twitch VODs sucks ass, true
<< Comment #241 @ 23:05 CDT, 14 August 2014 >>
(Link, Reply)
By ^__^ thelawenforcer 
how much more are you going to iterate on these maps? bringing these maps up to the visual standard that UE4 (thats the engine right?) can deliver will take alot of time and effort... what about new maps?
<< Comment #242 @ 23:15 CDT, 14 August 2014 >>
(Link, Reply)
By US-Maryland naper  - Reply to #241
Its not UE4, its their own engine written from scratch.
<< Comment #243 @ 23:26 CDT, 14 August 2014 >>
(Link, Reply)
By ^__^ thelawenforcer  - Reply to #242
ah ok, looks nice then good job. still my question remains though - how much are they going to dedicate to getting the old cpm maps up to a decent standard?
<< Comment #245 @ 00:37 CDT, 15 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #243
"Lots"

We'll be showing some of our environment concept art once we hit Kickstarter that will give you a better idea of how our maps will ultimately look. We're trying to strike a balance between "looks pretty" and "can actually tell what the fuck is going on".

Since finding that balance is hard (and a bit up to people's preference), we'll also have a "high contrast" setting that brings the map down to a similar detail level to what you see now. This means no more 10 console commands to increase the readability of a scene. It also won't require any kind of Quake3-like vid_restart so you can instantly switch between high-contrast/not-ugly modes when you're spectating or watching a replay.
<< Comment #246 @ 01:25 CDT, 15 August 2014 >>
(Link, Reply)
By tommy (c) MastaKilla amalik  - Reply to #245
This is just my little wish, but I'd love to see another arena FPS with a characteristic visual style on par with the original Quake series. Think different! :D You have the best platform, do something really creative! Don't just stick with the vanilla tech theme :D
<< Comment #249 @ 03:17 CDT, 15 August 2014 >>
(Link, Reply)
By United States of America byce  - Reply to #246
Steal Wickland's level designer/artist! :D
<< Comment #250 @ 03:18 CDT, 15 August 2014 >>
(Link, Reply)
By eyeball by hatelul neeple  - Reply to #249
yeah that game is looking hawt
<< Comment #251 @ 04:12 CDT, 15 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #250
It's pretty good but we reckon we can beat it ;)
6%
<< Comment #252 @ 04:25 CDT, 15 August 2014 >>
(Link, Reply)
By eyeball by hatelul neeple  - Reply to #251
thats the spirit

all this competition should produce some excellent games
<< Comment #301 @ 05:02 CDT, 16 August 2014 >>
(Link, Reply)
By 004 jamalz  - Reply to #251
Are you going to head straight into a steam release or be a browser game? I don't see many people trying this game out just for the multiplayer if you don't have a single player campaign or are on steam.
<< Comment #320 @ 09:45 CDT, 16 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #301
We'll be heading for steam. We've got no interest in making a browser game.
7%
<< Comment #335 @ 12:54 CDT, 16 August 2014 >>
(Link, Reply)
By 004 jamalz  - Reply to #320
Pls include the arena type mode with monsters I talked about before + defrag mode right off the bat.

Super Newbs (newbs not able to understand ctf/ca etc) will love the arena style since its just monsters coming at yo ass. I can imagine a group of friends playing Reflex for the first time, they just hop into that mode and kill monsters and try to survive, would be a blast.
Edited by jamalz at 12:54 CDT, 16 August 2014
<< Comment #368 @ 12:04 CDT, 18 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #335
Defrag (Race) mode is already planned and will probably make it in pretty early since it's trivial to implement and build maps for.

Any mode with AI will have to wait until we've done bots though and that will take longer.
<< Comment #259 @ 07:08 CDT, 15 August 2014 >>
(Link, Reply)
By Cheese M1zzu  - Reply to #249
that's normal Quake with colour filters and high contrast on textures
<< Comment #272 @ 09:11 CDT, 15 August 2014 >>
(Link, Reply)
By ^__^ thelawenforcer  - Reply to #245
that's a shame really as I was under the impression (based on some of your posts, but my memory might be faulty) that these old maps were being used as a baseline for testing purposes..
<< Comment #255 @ 06:54 CDT, 15 August 2014 >>
(Link, Reply)
By Barbados iavoal 
I will try that for sure.

Here's some subjective observations (and yes, i know its just alpha ):

Weapons and player models feels like toys now. Toys running after the toys and shooting toyish shots out of toys. Thats the main thing i personally disliked in Warsow and UT, because it makes the whole atmosphere of the game too light-headed and plastic. I mean, playing competitive FPS should not feel the same way as playing some shining plastic pinball.

I'm definitely not talking about turning Reflex into a pseudo-realistic FPS like COD, or CS, or whatever, i dont even play these at all. But still, staying a FPS with a more abstract world, you will nevertheless need things to feel real, even if they're not realistic.

Tl;dr: you must play serious if you play at all, so you could play at your best and get the maximum pleasure from the process.
Edited by iavoal at 08:04 CDT, 15 August 2014
14%
<< Comment #324 @ 09:55 CDT, 16 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #255
I want to make the game as believable as possible (as opposed to realistic) without compromising our gameplay. We'll be working at that throughout development but it's simply not going to happen when we're running on placeholders.
<< Comment #348 @ 18:30 CDT, 17 August 2014 >>
(Link, Reply)
By Australia zlr  - Reply to #324
Quake-like gameplay can be easily made believable given the right physics or scenario.

I can come up with ideas in 30 seconds to explain (albeit not the best ideas, but given some time you could create a believable story).

Strafe jumping / air control:

Could work something into the lore/story about the kind of gravity on whatever planet they're on. They could have some high tech futuristic gear on that uses magnet-like operation to turn in mid air/increase speed.

Magically carrying 8+ weapons and being able to switch between them:

Could be explained by only carrying a single weapon that changes into whatever gun you want based on some quantum physics function.

Constantly dieing and resurrecting:

Player personality is uploaded into mechanical constructs that just get re-spawned whenever the body gets destroyed. The player personality just gets re-uploaded into the new body on spawn.

and so on.
Edited by zlr at 18:55 CDT, 17 August 2014
<< Comment #349 @ 18:51 CDT, 17 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #348
Vidyagames, lol.

That's all we ( should ) need.
<< Comment #350 @ 19:05 CDT, 17 August 2014 >>
(Link, Reply)
By Australia zlr  - Reply to #349
It's mostly to appease people who use the argument 'OMG THE PHYSICS SO AREN'T REAL IT'S SO UNREALISTIC SO ITS BAD GOD IM SOOOOOO NOOB'
<< Comment #351 @ 19:28 CDT, 17 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #350
Yeah but it's never made any sense to me. The people most likely to say stupid shit like that play games where bodyshots aren't incapatating in any way. realism ftw
Edited by faerie_ at 19:28 CDT, 17 August 2014
<< Comment #354 @ 20:31 CDT, 17 August 2014 >>
(Link, Reply)
By Australia zlr  - Reply to #351
The amount of times I heard that stupid shit in high school is crazy.

Seriously, that's all they could say to me about why they didn't try Q3 - it wasn't realistic.

This was their argument for why CS 1.6 was better than Q3. It's very common for gamers to have that opinion of quake, although these days it's trended more towards 'graphics are bad therefore game isn't good'
Edited by zlr at 20:32 CDT, 17 August 2014
<< Comment #355 @ 21:04 CDT, 17 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #354
Yeah I used to hear the same shit back then.

I want to play vidyagames. If I wanted realism I'd go outside ( and catch fire because all I do is play vidyagames ).
<< Comment #358 @ 00:02 CDT, 18 August 2014 >>
(Link, Reply)
By tommy (c) MastaKilla amalik  - Reply to #348
The strafejumping movement of Quake always made me think about rollerblading... like, push back on left... then right... then... also if you had some kind of hoverblades like that character Slash has, well then you'd get limited air control there too haha...
So yeah.
<< Comment #367 @ 12:02 CDT, 18 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #348
We are actually keeping this kind of stuff in mind as we develop but a lot of it counts as "polish" which we're not even close to. Also, in a game like ours at some point you have to just say "Fuck it. We're a game. We're going to do things that make no sense because it makes for deeper, more interesting gameplay".
1%
<< Comment #378 @ 17:00 CDT, 18 August 2014 >>
(Link, Reply)
By Australia zlr  - Reply to #367
Yeah of course, I was just trying to show that it's not hard to come up with ideas that in reality are actually possible to do to explain strafe jumping and rocket jumping etc.

There are things in reality that are so far fetched it's hard to believe possible.

For example - the quantum observer effect. That shit is crazy but fascinating!
<< Comment #400 @ 08:11 CDT, 19 August 2014 >>
(Link, Reply)
By France k1ruaa  - Reply to #367
Thanks, finally a dev which does not care about justifying EVERYTHING for a fucking game. As long as the gameplay is fun, it's already justified.
<< Comment #403 @ 08:36 CDT, 19 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #400
Gameplay is ultimately king. You can already see it in some of what we've got now. The Rocket Launcher is shoulder mounted but in first person view, it sits at the bottom of the screen (because we don't want it blocking the players view) or how projectiles are fired from the middle of your face (because otherwise they don't go exactly where the crosshair is).

We'll always be looking for the best possible solutions to problems like this but better gameplay will never, ever be sacrificed for visuals (or shifting more units).
1%
<< Comment #406 @ 09:31 CDT, 19 August 2014 >>
(Link, Reply)
By Europe Anonymous (129.70.134.84)  - Reply to #348
would be neat if the player models had little 'jet nozzles' on each side that had a subtle flame animation whenever the player was using air control. the left ones would light up when turning right and vice versa. :D
<< Comment #407 @ 10:54 CDT, 19 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #406
That was one of the reasons I was thinking about adding them ;)
<< Comment #256 @ 07:00 CDT, 15 August 2014 >>
(Link, Reply)
By Barbados iavoal 
Also: get Fazz.
<< Comment #258 @ 07:05 CDT, 15 August 2014 >>
(Link, Reply)
By 004 jamalz 
Can we get some blood and gibs? Make everyone cyborg humans so when you gib them they still have spines n shit that splatters all over you.

Make sure to put spawn points on the floor of the maps for newbs to learn shit.

Is this going to be 1 price to buy? Or free to play with skins n extra shit to pay for?

Or both?

Also I really liked (I think it was cpm 1.1) when you could easily do stair jumps because I was shit at tricks in cpm. But it was really fun and easy to do loads of tricks while shooting. So if it has like that movement skill level in reflex, then i'd play it.
Edited by jamalz at 18:12 CDT, 15 August 2014
7%
<< Comment #267 @ 08:25 CDT, 15 August 2014 >>
(Link, Reply)
By Netherlands kevz  - Reply to #258
germany and australia have hemophobia though. the game cant be released there with dem gibs
<< Comment #269 @ 08:30 CDT, 15 August 2014 >>
(Link, Reply)
By Barbados iavoal  - Reply to #267
it solves simply by releasing special versions for them, with blue blood or bloodless at all.
<< Comment #276 @ 09:35 CDT, 15 August 2014 >>
(Link, Reply)
By Netherlands kevz  - Reply to #269
true. still makes me sad* till this day QL only has an all ages version. airroxing someone with gibs and blood falling out of the sky is just muuuuuuuuuch more satisfying :>

edit; really? i typed said?
Edited by kevz at 12:40 CDT, 15 August 2014
<< Comment #280 @ 12:36 CDT, 15 August 2014 >>
(Link, Reply)
By Barbados iavoal  - Reply to #276
with gibs and blood, yeah. and ribs
Edited by iavoal at 12:36 CDT, 15 August 2014
<< Comment #270 @ 08:36 CDT, 15 August 2014 >>
(Link, Reply)
By eyeball by hatelul neeple  - Reply to #258
there will be gibs and I believe they said it will be a one time payment with some bonus skins and stuff
<< Comment #369 @ 12:15 CDT, 18 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #258
We're not scared of blood and gibs -- we're already working on the first pass of it. Shortly after our human character goes in game, so will chunks human ready to be spread around the map. Until then, oil/fire/bits of robots will have to do.

Spawn points being marked (even when nothing is there) is part of the plan. We already have the little colored pads on the ground but that is covered by the usual "everything is placeholder" disclaimer.

Our payment model is completely crazy: Buy the game and get the game. We're planning "skins n extra shit" but they'll be cosmetic only -- no locking maps or features behind a paywall. The design philosophy is "Anyone who owns Reflex can play anyone else who owns Reflex, on any mode, on any map, at any time"

I'm not really sure if our movement is easier than CPM or not at the moment. Every trick is just the combination of a few basic moves though so it's worth the time to hone them.

I do remember the days of movement being a lot more forgiving though. Although I think the changes ultimately made for a better game, part of me missed it -- it felt like going from the casual carnage of FFA to the more serious gameplay of 1v1.
1%
<< Comment #265 @ 08:07 CDT, 15 August 2014 >>
(Link, Reply)
By anonymous Anonymous (199.168.97.83) 
hell yes cpm. hate vq3!! ;) :DDDDDDDDDD

so glad no ql pros involved with this. going back to the roots!

play more promode ;)
3%
<< Comment #331 @ 10:49 CDT, 16 August 2014 >>
(Link, Reply)
By amerikkka sulit 
game is looking really good. im excited
<< Comment #338 @ 18:44 CDT, 16 August 2014 >>
(Link, Reply)
By Europe ger1e 
I personally already love it to bits and it's in such an early state. I say the guys working on it know what they're doing for sure. I saw a console in the game and what I think were cvars so I imagine the config system will be really similar to q3 one, which is awesome since thats what we know best.
<< Comment #371 @ 12:23 CDT, 18 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #338
You won't have to set random launch options to get to the console either, you'll just have to hit "~"
<< Comment #395 @ 04:50 CDT, 19 August 2014 >>
(Link, Reply)
By Germany Anonymous (88.78.71.225)  - Reply to #371
please keep in mind keymapping issues related to different keyboard layouts. of course players can always change their operating system's keyboard layout, but it would be nice if reflex recognized inputs from all kinds of keyboards out of the box.
<< Comment #397 @ 07:10 CDT, 19 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #395
We already have that problem (a lot of our testers are Euro) but we also have plans to fix it ;)
<< Comment #399 @ 07:28 CDT, 19 August 2014 >>
(Link, Reply)
By QW faerie_  - Reply to #397
You're definitely going to need someone to test azerty.

Azerty is very tricky to get right.

No, really, I swear it is !
Edited by faerie_ at 07:28 CDT, 19 August 2014
<< Comment #404 @ 08:37 CDT, 19 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #399
We still have a bug in our tracker titled "Proper support for weird viking keyboards"
<< Comment #409 @ 16:57 CDT, 19 August 2014 >>
(Link, Reply)
By QW horf  - Reply to #404
colemak COLEMAK!
<< Comment #413 @ 09:00 CDT, 20 August 2014 >>
(Link, Reply)
By Belgium !nFerNo  - Reply to #404
I didn't know France were Vikings :>
<< Comment #362 @ 08:44 CDT, 18 August 2014 >>
(Link, Reply)
By Swedish Shaft Ennea 
I generally like the movement of CPM as I played it a couple of months 8 years ago after I quit UT. Now getting back to gaming and playing QL, I've began to appreciate delayed weapon switch again. Further from a spectators point of view, CPMA is VERY hard to follow considering the speed of it. That's a strenght with VQ3/QL, that with a good introduction they can actually follow lets say the Quakecon finals. The way players move is surely limited but QL pro's certainly move fast these days.

I'm not saying you should design the game mainly from a spectators point of view, but it's worth taking it into account. Sure there is LOTS of strategy involved in CPM gameplay, but sometimes it just looks like they are running around on automatic high on speed. Even if there is strategy, spectators will have a hard time seeing it, even those who play CPM.

As an old UT player I don't really miss much of it tbh. rockets are too slow and some weapons are just weird or too spammy. But in terms of weapons and there is something special with the moving Shockrifle combos that you can do, most the former pro UT players would agree on that. This brings us to the point of secondary fire, something that Quakers generally are very resistant to. Usually because they are so used to jumping on mouse2.

I kinda liked to walljumps in warsow. There seems to be something similiar to the UT4 Alpha, http://www.youtube.com/watch?v=_hRrkcjAOfg

They even have multiple wall jumps but apparently it was removed in the lastest build. Dodging however(doublepressing the strafekeys) is something that adds to combat movement in a way that strafejumping doesn't do much. I have no idea how they would do combined though.
<< Comment #370 @ 12:17 CDT, 18 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #362
Honestly, I'm not really a fan of that style dodging. A good movement system should be nicely flowing curves, not harsh erratic angles.

I don't really care for secondary fire either. There was a phase back in the early FPS days where "Stupid amounts of guns!" was a major selling point. Secondary fire is a good way of accomplishing this without having to dedicate half your keyboard to weapon binds but to be honest, with ~8 weapons you should be able to cover all the different weapon niches.

The ones you could combo were by far the most interesting and I really think that should have been expanded across a broader range of weapons.
Edited by newborn at 12:21 CDT, 18 August 2014
20%
<< Comment #374 @ 12:54 CDT, 18 August 2014 >>
(Link, Reply)
By United States of America goodbye_world 
It looks like Reflex will be first in line to receive a fraction of the Quake community. I don't see how a CPM clone is going to attract anything more than Q3/QL refugees or make a lasting impression, but I'm ready for some old-school FPS action. Count me in.
<< Comment #384 @ 18:20 CDT, 18 August 2014 >>
(Link, Reply)
By q4cz Shin-obi  - Reply to #374
once you get used to the movement system, you're not going to want to back to ql. trust me.

so reflex is going to take the esr/hardcore crowd
UT is going to steal the casual crowd
quakelive will be dead within a year from the UT release.
couldn't be happier, serves id right
Edited by Shin-obi at 18:28 CDT, 18 August 2014
1%
<< Comment #375 @ 13:49 CDT, 18 August 2014 >>
(Link, Reply)
By Transparent cumrag 
i'm thinking a matchmaking feature should have a slider option where one end will try to match you as fast as possible and the other end takes it times based on your rank and specified options.
<< Comment #385 @ 21:00 CDT, 18 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #375
I was actually thinking about something like this -- a built in "impatience" that slowly expanded the range of acceptable ranks the longer you waited for a game.

You're right though, it's probably better to expose it to the player rather than hide it away inside the code.
<< Comment #393 @ 01:10 CDT, 19 August 2014 >>
(Link, Reply)
By United States of America byce  - Reply to #385
Well, not always. Wouldn't it mess up the whole system to let someone do that? Wouldn't you always want the best match unless it was taking a really long time?
<< Comment #394 @ 01:30 CDT, 19 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #393
It would really depend how fine/accurate people's ranks were. We're really not going to be a team that is scared of experimenting with things like that (or changing the system entirely if it doesn't work).
<< Comment #414 @ 09:49 CDT, 20 August 2014 >>
(Link, Reply)
By Russia noacc  - Reply to #385
yea yea Dota2 hello :-)
<< Comment #401 @ 08:12 CDT, 19 August 2014 >>
(Link, Reply)
By France k1ruaa 
Youtube vod would be great aswell
1%
<< Comment #402 @ 08:27 CDT, 19 August 2014 >>
(Link, Reply)
By Unset netnobody 
I love Reflex already and I will be spending a lot of time playing it :D It looks great, fresh but also I am quite sure it will be very popular due the work you did Newborn and the dev team. You have fixed some major problems that occoured in Q3, especially the netcode. Keep it up man! Willing to even pay for pro option if it's going to have one :)
<< Comment #405 @ 08:44 CDT, 19 August 2014 >>
(Link, Reply)
By Unset netnobody 
Be aware and don't let him join your dev team.
Edited by emph` at 08:45 CDT, 19 August 2014
27%
<< Comment #411 @ 08:42 CDT, 20 August 2014 >>
(Link, Reply)
By United States of America bo0m 
One question I forgot to ask in the stream the other day, Is hit detection (splash) accurate on stairs?
<< Comment #416 @ 11:24 CDT, 20 August 2014 >>
(Link, Reply)
By Australia newborn  - Reply to #411
Not yet, but it will be -- it's actually one of the oldest things on the todo list (predating the Reflex project).
<< Comment #418 @ 14:27 CDT, 20 August 2014 >>
(Link, Reply)
By United States of America bo0m  - Reply to #416
Thank you... so much....
<< Comment #412 @ 08:50 CDT, 20 August 2014 >>
(Link, Reply)
By QuakeLive donka 
some people need a reality check
<< Comment #415 @ 11:22 CDT, 20 August 2014 >>
(Link, Reply)
By Poland aiken 
I found interesting that map structure can be changed at runtime. It opens up some new dimensions. Imagine that map architecture changes overtime. Like corridors between rooms changes so it enforces different flow on items. Also controlling when and how it changes allows you to outplay your enemy (e.g. use new room connection that shows up at 2:00 to steal item at 2:03).

Another idea to enable and disable teleports or change their destinations. Both of these ideas doesn't help new players to get into game but it may open new areas for competitive play. But still it will be up to mapmakers to use it and design balanced maps.

No copyrights on this idea though. That would be something new in FPS or even gaming at all if done properly.
<< Comment #420 @ 18:47 CDT, 20 August 2014 >>
(Link, Reply)
By Finland Smilecythe  - Reply to #415
It could be walls or doors that move and block areas, revealing new paths at the same time. Interesting idea, but thinking about designing something like that for competitive play gives me a headache.
<< Comment #421 @ 03:04 CDT, 21 August 2014 >>
(Link, Reply)
By 011 deith  - Reply to #415
But.... would it be fun?
<< Comment #422 @ 04:38 CDT, 21 August 2014 >>
(Link, Reply)
By Poland aiken  - Reply to #421
I'm not sure, but I would love to try it out.

Or if you already have an account:
 
Read the Posting Guidelines

Non-HTML tags: [b]bold[/b], [i]italics[/i], [u]underlined[/u]
[small]small[/small], [q]quoted[/q], [s]strikethrough[/s]
[url=www.url.com]link[/url] or type www.url.com
[flag=country] (list), [avatar=name] (list)
[map=mapname gamename] (list)
Conceived and created by Sujoy Roy (Legal Notices)
RSS Feed Information, Link Buttons and Banners