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 Post subject: 2010-01-31
PostPosted: 24 Jan 2010, 22:21 
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Ok, so second chance. After last week's fiasco on my behalf I didn't want to risk a playtest tonight, but we did a quick check to see if I managed to fix the spawn issues, and I did.

Coming weekend we'll re-try the comeback playtest :D. Good news is I have time to fix the most urgent issue: the new weapon balance. A quick background so you know what I'm talking about:

We've had pretty ok hit registration for a while, but people died a bit too randomly due to high damage overall. The last few playtests we scaled down damage globally with a decent factor, and battles became longer, which we tried to achieve, but now it's a sprayfest once more. So I think I'm close at finding the proper balance: I need to augment the accuracy of assault and smg seriously. So yeah, I'm finally gonna seriously tone down the recoil & spread and make our main weapons a lot more accurate. That way we should get more long-range fights where the better aim gets rewarded. So I'll try to get that in as much as possible by next week, and we'll be able to test that, + everything I did for last week's test ;) Please show up if you can!

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 Post subject: Re: 2010-01-31
PostPosted: 24 Jan 2010, 23:43 
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sounds good, I'll try and get Styx kinda ok-isch to play (with 3 spawns)

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 Post subject: Re: 2010-01-31
PostPosted: 27 Jan 2010, 12:59 
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Joined: 19 Sep 2003, 22:12
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I will not attend, but to give some good news, I'm getting a new pc quite soon so I will be able to play Off Limits like it should be played ;-)


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 Post subject: Re: 2010-01-31
PostPosted: 27 Jan 2010, 17:22 
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nop, lappie nog kapot.


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 Post subject: Re: 2010-01-31
PostPosted: 31 Jan 2010, 18:00 
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Balance stuff! Long awaited, this one:

Quote:
- Automatics are more accurate & weapons are more powerful globally:
* increased accuracy of smg's and assault rifles in various ways
* punch angle decay is no longer disabled while shooting ( meaning cursor always pulls back to its initial position, even while shooting )
* increased global damage modifier from 0.7 to 0.82 ( meaning a global damage increase - was becoming too much of a sprayfest )
* decreased headshot damage modifier from 1.5 to 1.35
* increased limb damage modifier from 0.7 to 0.85 ( shooting in limbs gives a bit more damage/less damage reduction )

- Snipers are more powerful & consistent between the teams:
* Increased sniper damage with 30%
* Set sniper parameters equal ( zoom2 was significantly different between the two teams )

- Shotguns are more powerful, consistent, and versatile:
* decreased damage per pellet to 9, doubled the number of pellets to a more realistic 15
* set both team's shotgun parameters equal
* implemented AlecMoody's two-spread system which makes them interesting to use long-range as well as close-range ( two different spread cones )

- increased grenade damage and range


Still left on my list: spec mode, melee, knife, vehicle bugs & stamina/weight system polish + some details.

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 Post subject: Re: 2010-01-31
PostPosted: 31 Jan 2010, 18:08 
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Interesting, now we need a crowd to test it! :p
No Styx update, we can still play the version that's on SVN now, it's too much under construction atm to focus on playtest builds. February will bring sweets... :)

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 Post subject: Re: 2010-01-31
PostPosted: 31 Jan 2010, 21:46 
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Well, there was 2 of us. I think that's actually a new record. Thanks mutant!

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 Post subject: Re: 2010-01-31
PostPosted: 31 Jan 2010, 23:27 
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Location: Ontario, Canada
Sorry I missed this one, guys...

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 Post subject: Re: 2010-01-31
PostPosted: 31 Jan 2010, 23:48 
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KeaTs wrote:
Well, there was 2 of us. I think that's actually a new record. Thanks mutant!


No problem. ;D

Well at least we got some helpful information out of it:

1. Shotguns need to have higher damage.
2. Snipers need to have higher damage and/or a higher headshot damage multiplier.
3. Grenades need to cause less damage. Improved throw speed in combination with new radar system makes them too efficient (Though bouncing grenades around corners to kill opponents was quite fun).

Anyway, lets hope for a higher turnout next week. I can't say if I'll be there or not myself. Since the playtest was so short (Not much we could have done after all), I did get some play into RNL. So I'm not sure which mod I'll go with next week. Here's hoping for a change in schedule for RNL (1-1,5 hour later or earlier would be enough).


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 Post subject: Re: 2010-01-31
PostPosted: 03 Feb 2010, 20:10 
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Image

Image

some wip shots, I finally got the areaportals to work in the central U-turn shaped area and also got the layout pretty clean as well. Time to start making it look nicer ;) Should go quite fast now I hope. I also cut the level up again like the past, where buildings are split in two, this causes a lighting seam again, but I had to work this way for a reason, so the seam fix will be for later down the line... ;o
Just posting to show I'm still working as well ... lol
MAYBE this weekend I'll have a version ready to play with 3 spawns...

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