Hey guys,
I'm almost certain no-one will remember me from playing online. To be honest, I mostly played with friends, and haven't even done that in a while. I tried the preview build of Xonotic and responded to the survey, but since then I haven't played until this weekend (the new automated downloader works beautifully, btw. Thanks!) Anyway, I went back to UT3 for my FPS fix (and recently Section 8: Prejudice, a surprisingly addictive little game,) and now that I've tried a more recent build I figured I'd give some feedback.
Graphics:
The game looks great, I have to give it up here. I'm getting good fps, and everything looks snazzy. I like the direction the team is taking Xonotic's aesthetic, except for two things: I prefer the old pick-ups (mostly for visibility reasons, the new models do look good,) and while the bodies of the models look like they fit the world, the faces still stick out.
I'd be very happy if Xonotic moved further away from Nexuiz's Duke Nukem / Robert Crumb art style and stuck with armor / robots for combatants. Not knocking the modelers, mind you, but the game looks really sleek right now except for all the fleshy bits (which, admittedly, are much harder to pull off - so why not skip them entirely?) The player models are still leagues improved since Nexuiz.
The weapon tweaks are great, although I still think the 'laser' looks funny and the tri-barrel shotgun seems even less appropriate. More on that later, of course. And I'm sure this is no shocker, but after playing Nexuiz and Xonotic back-to-back for comparison purposes, I have to salute the mapmakers. I'm actually getting comparable/better performance on my computer, surprisingly, so I hope this is true across the board.
I'm bringing up my nitpicks, but overall great job so far.
UI:
The HUD looks really good. It's still a little unintuitive to have your active ammo displayed among all your inactive ammo. The highlighting does help, but I'd still like a bigger indicator. The ring counter for the clip weapons is absolutely great. I'd like to see this system adapted for all the guns, actually. I like it when games change your reticle to match your weapon, but this system would let you keep your favorite crosshair while integrating your weapon into the HUD. It could be one of Xonotic's distinguishing touches.
Physics:
Fun fun fun! I'm not an expert, but everything feels "right", which it never quite did for me before.
Weapons:
Did someone say "approaching one"? What does that mean?
Yeah, I have to get into this a little bit. I actually wrote up a really long response to the preview survey (took notes and everything, even made a table of the weapons by function, range, and ammo-types.) I really only have two things to say:
The weapon balance is night-and-day better than the preview build. Hats off to Samual.
I only feel more strongly now that the shotgun and laser should be merged. Why hasn't this happened yet?
[edit: Please read the follow-up posts, I've changed my mind about this in favor of giving the laser melee, making it the starting gun, and making the shotty a pick-up. I might change my mind again, but I'd rather not inspire defenses of something I don't currently endorse. I stick by my points, though.]
Please don't get upset with me for bringing this up, I promise I'll keep all my balance talk to this thread unless/until I get more involved here, but it's a valid point. I've been waiting since Nexuiz for the shotty and laser to merge, and I figured it was inevitable with the housecleaning planned for Xonotic. I saw it was proposed in the "weapon suggestions" thread, where the proposal was almost universally shot down. I think it should be reconsidered. In my opinion, now that the shotty's triple-fire is gone, it's strange that these two weapons are separate. While I'm assuming a bit, I'd guess this is especially true for someone who's playing the game for the first time. Here is my reasoning:
You have two weapons on spawn. Each has a useful primary-fire and no thematically linked alt-fire (every other weapon does.) The laser is useful as a tool, as an offensive weapon its main selling point is to be a "get off me" gun, pushing people around. You can still kill with it, but you'd never pick it over anything else (although you can sort of snipe with it on open maps, amusingly enough.) Its alt-fire acknowledges this intentional offensive inutility by just swapping you to a better gun. The shotgun is a decent short- to mid-range weapon, that can actually still do some damage at range. Unlike the archetypal shotgun, it doesn't crumple or push people around all that much, has little spread, and has a decent and constant rate of fire. Its alt-fire has been debated for a long time, and is currently the melee attack.
I don't have a problem with melee being in the game, but it doesn't sit right with me as the shotgun's alternate fire. For one thing, it creates the scenario where if you run out of ammo on the shotgun, you have two starting weapons in your inventory each with one available fire mode (the heck?) Second, I'd expect a melee attack in Xonotic to be (I think I like typing this) either a "get off me" move or a last-ditch effort to finish someone off. I haven't noticed much push or stun on the melee (or cooldown,) and it's quite feasible to keep pace with someone while being shot, clubbing them until they're dead. Being the limited-range alternate fire on the spawn weapon suggests that this attack is a desperation move - your "last resort". It's not quite that defensive (although I have only played against bots so far, many people skirmish against bots to kill time.)
I just don't feel either weapon really owns its identity in their current incarnations. It's never made sense to me that the laser is called that. Lasers are pretty much the weapon which is the least likely to ever impart any noticeable force upon the wielder (not to mention they're, you know, beams of light.) It might have just been part of Nexuiz's (and now Xonotic's) quirky charm, but this bugs me. Similarly, the shotgun still doesn't feel like a shotgun to me. The cryolink absolutely OWNS the spreadgun market in terms of feel and effect, now that the triple-blast is gone it makes no sense that the gun has three barrels, and except for the satisfying "cha-chink" reload sound after each shot there's not much to say it's a shotgun, except for my last point.
Do we really need four ammo types? The shells exist for exactly one weapon; normally exclusive ammo goes to a super-gun (edit: in the games I can think of with combined ammo, obviously not the case for most FPSes, stupid me) but these are for a spawn weapon that doesn't really distinguish itself from the other hitscan weapons in any mechanical way. You shouldn't really ever run out of shotty ammo to begin with, and if you do your first thought usually will be "I need a better gun" rather than "I have to find me some shells!" Shell ammo is, basically, clutter.
The arguments, as far as I can tell, for keeping the weapons discrete are usually their alt-fire modes, quick-switching back from the laser, and tradition. I'm not a fan of the shotgun's current alt-fire mode (and no-one can really figure out what to put there,) "previously used weapon" is by default mapped to "q", and lots of things have been improved in Xonotic by breaking with tradition. The game might be somewhat dormant right now, but it's looking *very* good, so my thought is that tweaks like this should take into account the new players who'll be trying Xonotic after its first official releases.
It wouldn't even be hard to implement. Tweak the shotgun primary a bit so that the gun can function without ammo pickups (say, five shots with a continuous recharge,) give it pink effects to match the laser (this makes it harder for someone to plink-kill on spawn without being noticed, go find a gun!) and increase the spread as well as the damage/range dropoff and push-back. Make the alt-fire a short-range burst, which maintains the functionality of both melee and laser-jumping, while pushing the opponent back so that you don't get the Shaun of the Dead pool cue effect (you know that scene with Don't Stop Me Now? ) And it wouldn't have to be called either a shotgun or a laser. The melee attack could either be replaced, or remain as an option available to every weapon or as what happens when you pull the trigger with no ammo.
Wow, didn't mean to go on that long about that subject. Sorry about that. ^_^ I'm currently taking a break from writing papers, I guess the long-windedness carried over. Anyway, if I had the time I'd look into trying it out myself (might be able to in the weeks to come,) but if anyone already has I'd like to hear about the results.
Anyway, I derailed my own thread. Xonotic = looking really good. I haven't tried all the game modes on the new maps, and I haven't had a chance to test it online (lots of empty servers ) but to me it looks like with a few more maps it's pretty much ready for a release.
Seriously, ignore any negativity that might have come across in this post. Great work everyone, can't wait to see what more you've got in store!
I'm almost certain no-one will remember me from playing online. To be honest, I mostly played with friends, and haven't even done that in a while. I tried the preview build of Xonotic and responded to the survey, but since then I haven't played until this weekend (the new automated downloader works beautifully, btw. Thanks!) Anyway, I went back to UT3 for my FPS fix (and recently Section 8: Prejudice, a surprisingly addictive little game,) and now that I've tried a more recent build I figured I'd give some feedback.
Graphics:
The game looks great, I have to give it up here. I'm getting good fps, and everything looks snazzy. I like the direction the team is taking Xonotic's aesthetic, except for two things: I prefer the old pick-ups (mostly for visibility reasons, the new models do look good,) and while the bodies of the models look like they fit the world, the faces still stick out.
I'd be very happy if Xonotic moved further away from Nexuiz's Duke Nukem / Robert Crumb art style and stuck with armor / robots for combatants. Not knocking the modelers, mind you, but the game looks really sleek right now except for all the fleshy bits (which, admittedly, are much harder to pull off - so why not skip them entirely?) The player models are still leagues improved since Nexuiz.
The weapon tweaks are great, although I still think the 'laser' looks funny and the tri-barrel shotgun seems even less appropriate. More on that later, of course. And I'm sure this is no shocker, but after playing Nexuiz and Xonotic back-to-back for comparison purposes, I have to salute the mapmakers. I'm actually getting comparable/better performance on my computer, surprisingly, so I hope this is true across the board.
I'm bringing up my nitpicks, but overall great job so far.
UI:
The HUD looks really good. It's still a little unintuitive to have your active ammo displayed among all your inactive ammo. The highlighting does help, but I'd still like a bigger indicator. The ring counter for the clip weapons is absolutely great. I'd like to see this system adapted for all the guns, actually. I like it when games change your reticle to match your weapon, but this system would let you keep your favorite crosshair while integrating your weapon into the HUD. It could be one of Xonotic's distinguishing touches.
Physics:
Fun fun fun! I'm not an expert, but everything feels "right", which it never quite did for me before.
Weapons:
Did someone say "approaching one"? What does that mean?
Yeah, I have to get into this a little bit. I actually wrote up a really long response to the preview survey (took notes and everything, even made a table of the weapons by function, range, and ammo-types.) I really only have two things to say:
The weapon balance is night-and-day better than the preview build. Hats off to Samual.
I only feel more strongly now that the shotgun and laser should be merged. Why hasn't this happened yet?
[edit: Please read the follow-up posts, I've changed my mind about this in favor of giving the laser melee, making it the starting gun, and making the shotty a pick-up. I might change my mind again, but I'd rather not inspire defenses of something I don't currently endorse. I stick by my points, though.]
Please don't get upset with me for bringing this up, I promise I'll keep all my balance talk to this thread unless/until I get more involved here, but it's a valid point. I've been waiting since Nexuiz for the shotty and laser to merge, and I figured it was inevitable with the housecleaning planned for Xonotic. I saw it was proposed in the "weapon suggestions" thread, where the proposal was almost universally shot down. I think it should be reconsidered. In my opinion, now that the shotty's triple-fire is gone, it's strange that these two weapons are separate. While I'm assuming a bit, I'd guess this is especially true for someone who's playing the game for the first time. Here is my reasoning:
You have two weapons on spawn. Each has a useful primary-fire and no thematically linked alt-fire (every other weapon does.) The laser is useful as a tool, as an offensive weapon its main selling point is to be a "get off me" gun, pushing people around. You can still kill with it, but you'd never pick it over anything else (although you can sort of snipe with it on open maps, amusingly enough.) Its alt-fire acknowledges this intentional offensive inutility by just swapping you to a better gun. The shotgun is a decent short- to mid-range weapon, that can actually still do some damage at range. Unlike the archetypal shotgun, it doesn't crumple or push people around all that much, has little spread, and has a decent and constant rate of fire. Its alt-fire has been debated for a long time, and is currently the melee attack.
I don't have a problem with melee being in the game, but it doesn't sit right with me as the shotgun's alternate fire. For one thing, it creates the scenario where if you run out of ammo on the shotgun, you have two starting weapons in your inventory each with one available fire mode (the heck?) Second, I'd expect a melee attack in Xonotic to be (I think I like typing this) either a "get off me" move or a last-ditch effort to finish someone off. I haven't noticed much push or stun on the melee (or cooldown,) and it's quite feasible to keep pace with someone while being shot, clubbing them until they're dead. Being the limited-range alternate fire on the spawn weapon suggests that this attack is a desperation move - your "last resort". It's not quite that defensive (although I have only played against bots so far, many people skirmish against bots to kill time.)
I just don't feel either weapon really owns its identity in their current incarnations. It's never made sense to me that the laser is called that. Lasers are pretty much the weapon which is the least likely to ever impart any noticeable force upon the wielder (not to mention they're, you know, beams of light.) It might have just been part of Nexuiz's (and now Xonotic's) quirky charm, but this bugs me. Similarly, the shotgun still doesn't feel like a shotgun to me. The cryolink absolutely OWNS the spreadgun market in terms of feel and effect, now that the triple-blast is gone it makes no sense that the gun has three barrels, and except for the satisfying "cha-chink" reload sound after each shot there's not much to say it's a shotgun, except for my last point.
Do we really need four ammo types? The shells exist for exactly one weapon; normally exclusive ammo goes to a super-gun (edit: in the games I can think of with combined ammo, obviously not the case for most FPSes, stupid me) but these are for a spawn weapon that doesn't really distinguish itself from the other hitscan weapons in any mechanical way. You shouldn't really ever run out of shotty ammo to begin with, and if you do your first thought usually will be "I need a better gun" rather than "I have to find me some shells!" Shell ammo is, basically, clutter.
The arguments, as far as I can tell, for keeping the weapons discrete are usually their alt-fire modes, quick-switching back from the laser, and tradition. I'm not a fan of the shotgun's current alt-fire mode (and no-one can really figure out what to put there,) "previously used weapon" is by default mapped to "q", and lots of things have been improved in Xonotic by breaking with tradition. The game might be somewhat dormant right now, but it's looking *very* good, so my thought is that tweaks like this should take into account the new players who'll be trying Xonotic after its first official releases.
It wouldn't even be hard to implement. Tweak the shotgun primary a bit so that the gun can function without ammo pickups (say, five shots with a continuous recharge,) give it pink effects to match the laser (this makes it harder for someone to plink-kill on spawn without being noticed, go find a gun!) and increase the spread as well as the damage/range dropoff and push-back. Make the alt-fire a short-range burst, which maintains the functionality of both melee and laser-jumping, while pushing the opponent back so that you don't get the Shaun of the Dead pool cue effect (you know that scene with Don't Stop Me Now? ) And it wouldn't have to be called either a shotgun or a laser. The melee attack could either be replaced, or remain as an option available to every weapon or as what happens when you pull the trigger with no ammo.
Wow, didn't mean to go on that long about that subject. Sorry about that. ^_^ I'm currently taking a break from writing papers, I guess the long-windedness carried over. Anyway, if I had the time I'd look into trying it out myself (might be able to in the weeks to come,) but if anyone already has I'd like to hear about the results.
Anyway, I derailed my own thread. Xonotic = looking really good. I haven't tried all the game modes on the new maps, and I haven't had a chance to test it online (lots of empty servers ) but to me it looks like with a few more maps it's pretty much ready for a release.
Seriously, ignore any negativity that might have come across in this post. Great work everyone, can't wait to see what more you've got in store!