11-11-2014, 03:24 AM
(This post was last modified: 11-11-2014, 03:04 PM by Lee_Stricklin.)
I've noticed some serious issues with this project that keep it from actually getting to where it needs. No, I'm not talking about the community or anything like that, I'm talking about the game itself. Below is a list of the major things I see holding this back and keeping it from being able to actually compete with other arena styled shooters that are about to hit the streets.
MAJOR issues need to be fixed and problematic aspects (such as unpolished or incomplete things) need to be swept under the rug come 1.0
----------------
Things under this category that I know REALLY need to be taken care of
---------
-CAMPAIGN MODE AND LACK OF PROPER TUTORIAL, NOT TOO MENTION USELESS BOTS. Currently as is, the campaign mode serves (poorly) as an offline training mode of sorts that pits inexperienced players against brain-dead bots that will frustrate those that don't know what they're doing (which is most newbies since this isn't a traditional FPS) and bore the hell out of those that have grasped the game mechanics. I'd say ditch the campaign mode entirely and go to work creating a somewhat lengthy training mode that teaches the player basic game mechanics as well as your more advanced techniques such as weapon combos. Said training mode could have multiple levels to it, ranging from a couple of simple tutorials (much like Nex 2.5 had) to having challenges that test a player's ability to conquer game mechanics (level speed runs, advanced weapon handling, a target practice map with bots running routes recorded by players and developers, etc.). Having such a training mode instead of the campaign that currently exists would remove one really bad impression that a lot of newbies get when they first pick this game up and remove the need to actually do anything about the bots (which will likely never happen, else something would've been done within the 7 or 8 years I've been playing).
-VEHICULAR ASPECT OF THE GAME. Potential, potential, and guess what? More potential. Right now the vehicular aspect of this game has everything that StarSiege: Tribes and Unreal Tournament 2004 should've had. HOWEVER the last I checked there was some serious need of content maps wise and the CTF aspect of it is just screaming for something Tribes-like (hint hint, it burns recharging fuel and allows you to go really high off of a jump). There's also the issue of actually balancing the damn things, but that doesn't seem like it will be as difficult as the other stuff related to this, especially given how much more satsifying these things are than what Tribes and UT2k4 has to offer combined with the fact that they are far from useless in this game.
-WEAPON SYSTEM AND AMMO DISTRIBUTION. To my knowledge this is getting worked on, but it still needs to stay at the attention of the developers. Currently as is, the machine could use a replacement weapon and the ammo distribution for all the guns is out of whack (two core weapons have their own ammo and the other two ammo types have three or so guns to them)
-WEAPONS AND VEHICLE COCKPITS GET VARYING LEVELS OF DISTORTION DEPENDING ON WHAT THE PLAYER FIELD OF VIEW IS SET TO. This is a serious problem, as it makes vehicles near impossible to use in first person (which is how they should be piloted in my opinion) when the FOV is jacked up to the levels needed make this game playable for most people. The weapon models and cockpits should look exactly the same at 90 fov as they do at 130.
-DEFAULT FIELD OF VIEW WILL GET YOU WRECKED. The default 90 fov in this game feels closer to the 65 that Call of friggin Duty given the pacing of the game. What's really bad about this is guess what? Most newcomers aren't going to look at it.
-OFFSET AND RELIEF MAPPING CAUSE ARTIFACTS IN TEXTURES AND MASSIVE PERFORMANCE DROPS. Relief mapping is a pretty neat effect that understandably eats up a bit of performance, HOWEVER it seems to have a nasty habit of blurring things and making a lot of stuff almost look like it's basically just a bunch of textures printed out onto something and stacked one on top another. Offset mapping by itself is very similar except it doesn't have nearly as kick ass of a 3D effect and still suffers from artifacts, thus making it pointless. With that said, these options, as neat as they are, should just be hidden from the user and kept in the advanced options until corrections are made to them. To my knowledge, these were hack fixed by master[mind] like 4 years ago (thread linked below), but the fixes weren't accepted as part of the game due to it actually being that assets that were faulty. Still, the code tweak should be in place at least until the material is fixed.
-ISSUE WITH WATER REFLECTIONS. The way reflections are implemented causes the player to see a reflection of themself (as well as everything around them) under water if they look up. This causes obvious visibility problems and just looks out of place as well. In my opinion, there needs to be to an implementation that disables the water reflections whenever the player's view goes under water.
Not necessary, but nice (and easy) touches that can be made before 1.0. These are mostly tweaking the defaults for configuration settings that are only accessible through the console or advanced options (beneficial to deal with because most players don't snoop around and see what's really available to them).
----------------
Things under this category I recommend:
---------
-Setting cl_decals_time to 1 and tying the decal time option in the menu to cl_decals_fadetime. This allows for a more visually subtle way of removing decals.
-Setting cl_projectiles sloppy to 1 since it increases performance at no noticeable visual trade off
-Changing cl_gibs_lifetime to something (I recommend 2) that allows the gibs fly out but also disappear before they can sit still (removes unnecessary visual clutter and keeps the player from noticing any flaws that may exist in them)
-Changing r_water_refractdistort to something that better shows off it's effect, but without screwing with visibility (I recommend 0.019)
-Tweaking the motion blur settings to something isn't ugly and obnoxious (I recommend the following: r_motionblur 0.007000, r_motionblur_maxblur 2, r_motionblur_bmin -0.5, r_motionblur_randomize 0) and then ditching the slider for a checkbox
-Setting cl_playerdetailreduction to 5 since it decently increases game performance while not really being noticeable (at a stand still, I couldn't notice a visual difference)
-Adding a few typically user-defined binds to the input menu as defaults, in particular toggle chase_active (bound to x by default in Tribes 4) and ADD A BIND FOR USE SO THAT WE CAN EXIT VEHICLES.
master[mind]'s relief mapping thread from four years ago:
http://forums.xonotic.org/showthread.php?tid=1271
MAJOR issues need to be fixed and problematic aspects (such as unpolished or incomplete things) need to be swept under the rug come 1.0
----------------
Things under this category that I know REALLY need to be taken care of
---------
-CAMPAIGN MODE AND LACK OF PROPER TUTORIAL, NOT TOO MENTION USELESS BOTS. Currently as is, the campaign mode serves (poorly) as an offline training mode of sorts that pits inexperienced players against brain-dead bots that will frustrate those that don't know what they're doing (which is most newbies since this isn't a traditional FPS) and bore the hell out of those that have grasped the game mechanics. I'd say ditch the campaign mode entirely and go to work creating a somewhat lengthy training mode that teaches the player basic game mechanics as well as your more advanced techniques such as weapon combos. Said training mode could have multiple levels to it, ranging from a couple of simple tutorials (much like Nex 2.5 had) to having challenges that test a player's ability to conquer game mechanics (level speed runs, advanced weapon handling, a target practice map with bots running routes recorded by players and developers, etc.). Having such a training mode instead of the campaign that currently exists would remove one really bad impression that a lot of newbies get when they first pick this game up and remove the need to actually do anything about the bots (which will likely never happen, else something would've been done within the 7 or 8 years I've been playing).
-VEHICULAR ASPECT OF THE GAME. Potential, potential, and guess what? More potential. Right now the vehicular aspect of this game has everything that StarSiege: Tribes and Unreal Tournament 2004 should've had. HOWEVER the last I checked there was some serious need of content maps wise and the CTF aspect of it is just screaming for something Tribes-like (hint hint, it burns recharging fuel and allows you to go really high off of a jump). There's also the issue of actually balancing the damn things, but that doesn't seem like it will be as difficult as the other stuff related to this, especially given how much more satsifying these things are than what Tribes and UT2k4 has to offer combined with the fact that they are far from useless in this game.
-WEAPON SYSTEM AND AMMO DISTRIBUTION. To my knowledge this is getting worked on, but it still needs to stay at the attention of the developers. Currently as is, the machine could use a replacement weapon and the ammo distribution for all the guns is out of whack (two core weapons have their own ammo and the other two ammo types have three or so guns to them)
-WEAPONS AND VEHICLE COCKPITS GET VARYING LEVELS OF DISTORTION DEPENDING ON WHAT THE PLAYER FIELD OF VIEW IS SET TO. This is a serious problem, as it makes vehicles near impossible to use in first person (which is how they should be piloted in my opinion) when the FOV is jacked up to the levels needed make this game playable for most people. The weapon models and cockpits should look exactly the same at 90 fov as they do at 130.
-DEFAULT FIELD OF VIEW WILL GET YOU WRECKED. The default 90 fov in this game feels closer to the 65 that Call of friggin Duty given the pacing of the game. What's really bad about this is guess what? Most newcomers aren't going to look at it.
-OFFSET AND RELIEF MAPPING CAUSE ARTIFACTS IN TEXTURES AND MASSIVE PERFORMANCE DROPS. Relief mapping is a pretty neat effect that understandably eats up a bit of performance, HOWEVER it seems to have a nasty habit of blurring things and making a lot of stuff almost look like it's basically just a bunch of textures printed out onto something and stacked one on top another. Offset mapping by itself is very similar except it doesn't have nearly as kick ass of a 3D effect and still suffers from artifacts, thus making it pointless. With that said, these options, as neat as they are, should just be hidden from the user and kept in the advanced options until corrections are made to them. To my knowledge, these were hack fixed by master[mind] like 4 years ago (thread linked below), but the fixes weren't accepted as part of the game due to it actually being that assets that were faulty. Still, the code tweak should be in place at least until the material is fixed.
-ISSUE WITH WATER REFLECTIONS. The way reflections are implemented causes the player to see a reflection of themself (as well as everything around them) under water if they look up. This causes obvious visibility problems and just looks out of place as well. In my opinion, there needs to be to an implementation that disables the water reflections whenever the player's view goes under water.
Not necessary, but nice (and easy) touches that can be made before 1.0. These are mostly tweaking the defaults for configuration settings that are only accessible through the console or advanced options (beneficial to deal with because most players don't snoop around and see what's really available to them).
----------------
Things under this category I recommend:
---------
-Setting cl_decals_time to 1 and tying the decal time option in the menu to cl_decals_fadetime. This allows for a more visually subtle way of removing decals.
-Setting cl_projectiles sloppy to 1 since it increases performance at no noticeable visual trade off
-Changing cl_gibs_lifetime to something (I recommend 2) that allows the gibs fly out but also disappear before they can sit still (removes unnecessary visual clutter and keeps the player from noticing any flaws that may exist in them)
-Changing r_water_refractdistort to something that better shows off it's effect, but without screwing with visibility (I recommend 0.019)
-Tweaking the motion blur settings to something isn't ugly and obnoxious (I recommend the following: r_motionblur 0.007000, r_motionblur_maxblur 2, r_motionblur_bmin -0.5, r_motionblur_randomize 0) and then ditching the slider for a checkbox
-Setting cl_playerdetailreduction to 5 since it decently increases game performance while not really being noticeable (at a stand still, I couldn't notice a visual difference)
-Adding a few typically user-defined binds to the input menu as defaults, in particular toggle chase_active (bound to x by default in Tribes 4) and ADD A BIND FOR USE SO THAT WE CAN EXIT VEHICLES.
master[mind]'s relief mapping thread from four years ago:
http://forums.xonotic.org/showthread.php?tid=1271
ECKZBAWKZ HUGE LIST OF ACHIEVEMENTS GOES HERE....
Oh wait.
Oh wait.