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  1. #1
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    Originally Posted by McSic View Post
    That's why there's [EX]. If people don't use [EX] that means they probably enjoy having explosives.

    The tag did not change, but the behavior with and without the tag has changed, since you can no longer play with just the old set of toys. Also, that may or may not be the only game room of that map or room-type.

    Then, in this very thread you said that the way a lobby is setup "[is] not because anyone forces them to play that", and yet there is an implicit forcing of these new quite frankly untested and arguable overpowered technology into even competitive lobbies. If the technology is not overpowered then why is it so easy to use, and why to people use it on competitive lobbies? The default setting here (no tags) is important because it would also apply to CW. So maybe you can clarify, are we currently being forced to play Competitive with these new technologies or not?


    The real mystery is why completely broken new mechanics have made their way front and center in the competitive modes when they haven't seen a fair share of use by the players. As the other poster has pointed out, there is more chances than ever to die to explosive aoe damage that goes through walls. So while you can claim this increases variety, and I can't speak for others, I personally don't play FGunZ to see myself die to aoe damage -- especially aoe damage through a wall.

    Maybe we can run a poll? It seems like one of those easy things that we could have done a while ago before adding the content to CW. Maybe there are only a small number of us who feel this way but a cheap solution to improve QoL could be achieved. Even if none of the way the game works changes, just seeing community approval/disapproval could increase involvement in this testing process for new equipment.

    Others in this thread have already alluded to the fact that perhaps [EX] should be split into 2 new tags such as [BOOM] and [FIRE] and instead of tags being used to BAN things, they are used to INCLUDE them. If you don't include a tag it cannot be used. Then include [BOOM] by default to restore the original game mode and only lobbies which explicitly sign up for OP guns can use them. If you want, setup a second CW server which includes [FIRE] and through both direct feedback and raw data you can tell us what people really like without having to take a single persons word on it.


    *To be clear, default would hit both the default room title and be used for Competitive and include [BOOM] like in the past.

    If the [FIRE] tag is tested, then maybe these kind of people would actually know if they like it or not and tell us:
    -Someone visit from other server
    -Returning player from older times
    -Returning FgunZ competitive player
    -A current competitive player

    Additionally; the main game room makers will still continue to make their [BOOM][FIRE] rooms and can even petition to have these new items, once tested, integrated to the competitive pool. If that's what the people want.



    So, to summarize if we go through with the 2 new inclusive tags, you would be able to:

    1) play without any of these toys at all (by leaving both tags off)
    2) with the flavor you like (by including a single tag)
    3) or with everything by including both.

    At that point, I think it would be safe to say nobody would be getting forced to play a certain way. Thoughts?

    I would like to point out that if the new tag [FIRE] doesn't get traction in my suggested presentation perhaps a rotation (much like Quest of the Day) could be established which gives the [$LATEST ("FIRE" in this example)] tag onto rooms of a certain game-modes that day. I.e. It is now Wednesday, the dice landed on Deathmatch, now for the day all Deathmatch rooms which opted to include [FIRE] get a small boost (+10% exp? I leave this value completely to you). This will ensure that some users (albeit maybe begrudgingly will be iterating on the new toys).

    PS; I don't think my idea is perfect but it seems better, although I am sure someone will correct me.

    Furl

  2. The following user said thank you to furl for this useful post:

    Amamin (12-07-2022)

  3. #2
    McSic's Avatar L e a d e r

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    Originally Posted by furl View Post
    The tag did not change, but the behavior with and without the tag has changed, since you can no longer play with just the old set of toys. Also, that may or may not be the only game room of that map or room-type.

    Then, in this very thread you said that the way a lobby is setup "[is] not because anyone forces them to play that", and yet there is an implicit forcing of these new quite frankly untested and arguable overpowered technology into even competitive lobbies. If the technology is not overpowered then why is it so easy to use, and why to people use it on competitive lobbies? The default setting here (no tags) is important because it would also apply to CW. So maybe you can clarify, are we currently being forced to play Competitive with these new technologies or not?


    The real mystery is why completely broken new mechanics have made their way front and center in the competitive modes when they haven't seen a fair share of use by the players. As the other poster has pointed out, there is more chances than ever to die to explosive aoe damage that goes through walls. So while you can claim this increases variety, and I can't speak for others, I personally don't play FGunZ to see myself die to aoe damage -- especially aoe damage through a wall.

    Maybe we can run a poll? It seems like one of those easy things that we could have done a while ago before adding the content to CW. Maybe there are only a small number of us who feel this way but a cheap solution to improve QoL could be achieved. Even if none of the way the game works changes, just seeing community approval/disapproval could increase involvement in this testing process for new equipment.

    Others in this thread have already alluded to the fact that perhaps [EX] should be split into 2 new tags such as [BOOM] and [FIRE] and instead of tags being used to BAN things, they are used to INCLUDE them. If you don't include a tag it cannot be used. Then include [BOOM] by default to restore the original game mode and only lobbies which explicitly sign up for OP guns can use them. If you want, setup a second CW server which includes [FIRE] and through both direct feedback and raw data you can tell us what people really like without having to take a single persons word on it.


    *To be clear, default would hit both the default room title and be used for Competitive and include [BOOM] like in the past.

    If the [FIRE] tag is tested, then maybe these kind of people would actually know if they like it or not and tell us:
    -Someone visit from other server
    -Returning player from older times
    -Returning FgunZ competitive player
    -A current competitive player

    Additionally; the main game room makers will still continue to make their [BOOM][FIRE] rooms and can even petition to have these new items, once tested, integrated to the competitive pool. If that's what the people want.



    So, to summarize if we go through with the 2 new inclusive tags, you would be able to:

    1) play without any of these toys at all (by leaving both tags off)
    2) with the flavor you like (by including a single tag)
    3) or with everything by including both.

    At that point, I think it would be safe to say nobody would be getting forced to play a certain way. Thoughts?

    I would like to point out that if the new tag [FIRE] doesn't get traction in my suggested presentation perhaps a rotation (much like Quest of the Day) could be established which gives the [$LATEST ("FIRE" in this example)] tag onto rooms of a certain game-modes that day. I.e. It is now Wednesday, the dice landed on Deathmatch, now for the day all Deathmatch rooms which opted to include [FIRE] get a small boost (+10% exp? I leave this value completely to you). This will ensure that some users (albeit maybe begrudgingly will be iterating on the new toys).

    PS; I don't think my idea is perfect but it seems better, although I am sure someone will correct me.

    Furl
    Items were unbalanced when they were first added, but have been rebalanced using the amount of feedback we got by enabling them right from the start (that's how it usually works - imo you can only reach perfect balance by having enough people use them across all scenarios to have that feedback).

    I feel like you might be a little late here because I personally haven't seen complains since the balance changes 3 days ago. TNT range has been greatly reduced which reduced the issue of dying through walls that you're referring to be pretty much non-existant.

    Linzor pointed out that there should be separate tags for old explosions and new explosions, so BOOM and FIRE would not suffice since Sticky Grenades and TNT fall in the boom category.

    I pointed out that most explosive items only work well in very specific scenarios, a crowded garden with 20-30 players inside being that exact scenario. I'm not an active CWer so I'm not 100% sure, but I do believe that you very rarely see people use any of these new (or old) explosive items in CWs because they are not viable in such scenarios (= large maps, little players), so I don't think they even affect CW negatively / much at all. (And in large TDM Garden rooms I still die to 2 hit grenades more often than any other explosive).

  4. The following 2 users say thank you to McSic for this useful post:

    Desecration (12-12-2022), furl (12-07-2022)

  5. #3
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    Originally Posted by furl View Post
    So, to summarize if we go through with the 2 new inclusive tags, you would be able to:

    1) play without any of these toys at all (by leaving both tags off)
    2) with the flavor you like (by including a single tag)
    3) or with everything by including both.

    At that point, I think it would be safe to say nobody would be getting forced to play a certain way. Thoughts?

    I would like to point out that if the new tag [FIRE] doesn't get traction in my suggested presentation perhaps a rotation (much like Quest of the Day) could be established which gives the [$LATEST ("FIRE" in this example)] tag onto rooms of a certain game-modes that day. I.e. It is now Wednesday, the dice landed on Deathmatch, now for the day all Deathmatch rooms which opted to include [FIRE] get a small boost (+10% exp? I leave this value completely to you). This will ensure that some users (albeit maybe begrudgingly will be iterating on the new toys).

    PS; I don't think my idea is perfect but it seems better, although I am sure someone will correct me.

    Furl
    The only thing I'd like to see is the removal of EX tag and make it so you can have a drop down menu of ALL items/explosives to choose from like a tick box instead of just not allowing all of them.

    Oh and remove SGO tag. Want sgo? Go clan war :x
    "Never attribute to malice that which is adequately explained by stupidity."

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