STEAM 组
Sernix Coop Insurgency SCINS
STEAM 组
Sernix Coop Insurgency SCINS
45
游戏中
380
在线
成立于
2015 年 1 月 29 日
语言
英语
国家/地区
United States 
正在显示第 11 - 20 项,共 97 项条目
6
Sernix as a Team
Back in the day I did beta testing for Red Orchestra and, let me tell y'all, that volunteer beta testers could easily end up providing the same "style" of feedback as Frosty's previous thread. What lots of players fail to realize is that testing is not always fun nor glamorous. Testers are required to take time out of their regular playing schedule to run tests which may run long or short, or even get canceled at the last moment. Replicating bugs is monotonous, playing on unfinished/untextured maps is harsh on the eyes, showing up on time when other testers don't is disheartening.

Providing feedback about balance is not so easy to articulate, compared to bugs, about what a problem is, why it is a problem, and how to mitigate it, especially when personal opinion and emotions get involved. If you believe providing feedback as a way to backdoor direct a game's future development, you are mistaken and your vision is not the infallible gaming paradise you see in your mind's eye. You may even have been correct and said feature or mechanic you stated initially was going to have problems was changed later (or in the sequel... I'm not bitter), but not now, much to your dismay.

If we really want to put the work into setting up proper beta testing, we have to do it correctly from the beginning. Such a program will at least require a in-depth review of current gameplay balance (I was going to do a whole thread on just weapon balance, but the effort and time required... yikes), a design document for future development (with respect for modding limitations), and a wiki or repository to keep track of everything. As you can imagine this is a lot of prep work that requires a substantial time commitment which is unlikely to see short term gains and will slow down development. I can not emphasize enough, by agreeing to do this, you are turning your game time into work time.

Having played mods for a long time, I understand and accept that development is slower, sporadic, and far more prone to bugs compared to retail games. I'm fine with how things are now with Sernix in which updates are released to all servers at once, then a hotfix, repeat every few weeks. It keeps the gameplay ever improving and fresh and there is no real expectation of a bug free and balanced experience anyway. I know it is frustrating when an adjustment or addition screws with gameplay for a short while. Modding is a long process, so enjoy the ride and if you get frustrated, take a break and come back, lots of big updates for tactical FPS games are out now (Squad v9.1, DOI released, Arma 3 new DLC announced).

Overall I say Daimyo has made the correct choices regarding balance and mechanics by adding them with a emphasis on fun and ease of use. Of course this is with the understanding that not all systems are ready at the same time and what might be unbalanced now may not be later.
20
M79 launcher from Born To Kill Mod - Muhaha
109
We're people too you know :(
I'm not going to reply to anyone specifically, just throw in my two cents.

My suggestions:

First, a big bump in points medics earn for revives and heals and the ability for all players to hold off spawning. Before lives were implemented a medic would get to you whenever, outside of the normal suck of spectating, no big deal. Now though, you lose a valuable asset as lives aren't replenishable. On top of which, the vastly reduced time before enemy reinforcements creates way too much pressure on medics when things go wrong (half the team is down).

Second, overlay an icon on downed players that can be seen through walls as a replacement for radar. A lot of the rage I've seen against medics stems from having difficulty finding a player in a unusual spot or trying to navigate in a new map. About every other game (including more realistic games like ARMA and Squad) use this method and despite the unrealistic nature of it, removing the guesswork will help out new and veteran players alike. The range should be about 50 meters so some searching is involved and the medic's screen isn't filled with icons.

Beyond that I do see an underlying issue, due to the specialized roles, there isn't really anyone available to help the medics out, bar the few amazing players who sacrifice a grenade slot to help revive with a medipak. Out of 19 slots there is only 1 true rifleman class that wouldn't be less useful helping medics vs doing something else. I usually tell medics to team up with a buddy so they can provide cover while healing. Depending on the map, this isn't always possible or even the best use of resources. Snipers are somewhere up high sniping, MGs are controlling the front-line, ATs are breaking up large clusters of bots, TLs and SL are the best assault elements to cap points, and Engineers are busy deploying stuff and need people to cover them as well. Despite the higher ratio of medics to other roles, the small maps combined with a constantly ticking clock means the medics do more work than in other comparable games.

I don't know of a solution in the interim for this other than encouraging players to help drag bodies and provide cover for medics. Especially players who are berating medics should be the ones most "encouraged" to help out.
60
Checkpoint only for Server 1-4 - Need Feedback
14
Oh christ the AI reaction time
60
Checkpoint only for Server 1-4 - Need Feedback
引用自 Astral Sky
引用自 Choppah
Example two. Tunnel maps like Launch Control, Caves, Chateau, etc., these should be Hunt only maps, Checkpoint forces too many players and bots into small rooms that most players aren't even doing anything because there is no room to maneuver or flank. I end up just leaving because if your not the MG in the front or medic reviving after an IED goes off, you just sit there waiting to play.

The reason why this happens is cause people are too scared to push and too scared to die. Even when I play as a medic on chateau and caves, I end up being the one to push hardest before everyone follows. This isn't what a medic should be doing, but what I have to do sometimes to make people move along. Maybe if there was something that made people fear dying a little less, they would push harder. Or maybe not. I personally don't think it's that there's too many bots in a room. It's more of the fact that people can't see the bots, either due to their screen or them being oblivious. I've had people yell at me to turn off the flashlight in cqb, which makes no sense because they're going to see you anyways, so you might as well improve your vision. Anyone can push up, you just need to know which class weapons are suitable for the map.

Most tunnel maps are no more than 4 player model widths and usually only 2 people wide. Under ideal circumstances with the front rank prone, behind them second rank crouching, followed by third rank standing means not even half the team is doing anything. Being aggressive only works if the whole team can be leveraged during the assault. Invasion is a great example of a tunnel map done right, there are 4 interconnected tunnels and adjacent side rooms to spread out and re-position as needed. Whereas chateau... just an utter slog, even in the later stages of the maps where it widens a bit, the bots themselves are still coming through a small opening. Hunt makes the most sense for these maps because less density of bots via more spread out spawns means more movement. Then the map could fulfill the reason players want to play tunnel maps: the feeling of methodically clearing out a bunker of enemies. I want there to be more aggression like you do, but the reality of the checkpoint spawn system doesn't allow for that, it is a start and stop game mode.
I say the majority of problems regarding certain maps and modes never being picked revolves around players misunderstanding how a particular mode plays and why certain maps are better for certain modes.

Example one. CS maps like Safehouse or any maps with a singular prominent building, basically all fighting revolves around the house because it is the only building. It really should be a Outpost only map with a 1st floor and 2nd floor defend point because fighting around the house happens in checkpoint anyway. Outpost wastes the space of large maps which players inherently understand and that is why I believe it rarely voted for. TBH most CS maps are too small for anything except Outpost and Hunt with a few exceptions.

Example two. Tunnel maps like Launch Control, Caves, Chateau, etc., these should be Hunt only maps, Checkpoint forces too many players and bots into small rooms that most players aren't even doing anything because there is no room to maneuver or flank. I end up just leaving because if your not the MG in the front or medic reviving after an IED goes off, you just sit there waiting to play.

Example three. Linear maps like Karkar and Invasion or very large maps like Karkand 1&2 and Peak should not have conquer because there are only a couple routes available to objectives and/or the length of the maps is so long it takes forever to get to another objective. It just becomes a frustrating slog because you cap one point only to be unable to get another on the opposite side of the map because the bot concentration and time taken will be impossible to deal with.

Example four. Some Conquer versions of maps are better suited towards Checkpoint than their respective Checkpoint version. Prime example is the new version of Dry Canal compared to the Beta4 version. In the beta Checkpoint and the new version's Conquer mode the map is wide open for flanking and allows lots of opportunities to push into objectives. The Checkpoint mode in the new version blocks off all the side routes and really funnels players into an extremely linear and boring path. I can't even play this version of the map because it just kills the fun in my eyes.

TL/DR: The solution I see, that can be consistently applied to all servers, is to remove certain modes from maps which don't play to that map's strengths and swap the conquer version in where appropriate (mostly vanilla maps). This allows players to play the best versions a map has to offer. Plus, other less popular maps may see a boon because they aren't shackled to their sub par checkpoint version anymore. Lastly, certain modes should be removed for certain maps to prevent trolling. Trolls (which may or may not include me and/or certain other regulars and donors) are aware of certain combinations of maps and modes that are near impossible to beat and trick newer players into voting for it. Players continuously lose or stalemate, get frustrated and leave, troll has his laughs. I believe this solution is the embodiment of the phrase "less is more".
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