Adrenaline in UT2007, Yay or Nay?

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Should Epic keep Adrenaline in UT2007?

  • Yay

    Votes: 47 41.2%
  • Nay

    Votes: 67 58.8%

  • Total voters
    114

Persefone

Ms God!
Jun 2, 2005
252
0
0
AMmayhem said:
Bring back Jumpboots, Invisibility, various armor and shields, etc. As it's been said, adrenaline is just too gimicky.
I will add bring back UT´s relics.
 

Majik

blargh
Jun 24, 2004
1,040
0
0
41
Denmark
Just an idea that popped into my head and not exactly something I've thought totally through (mainly balancing issues), but.... what if they combined relics and adrenaline?

There are probably a lot of different approaches you could take to this, but these are what came to my mind:

  • Adrenaline basically acts as an upgrade system for the relic the player is currently holding. More adrenaline makes the relic stronger and more effective and less adrenaline vice versa. I'm thinking it would probably be best if the amount of adrenaline the player holds is either decreased or dropped when killed.

  • Relics unlocks a particular or multiple adrenaline combos (or whatever activation system they decide upon). This basically makes relics time-limited when activated. Also players shouldn't have to have full adrenaline in order to be able to activate the relics.

Now I don't particularly like the adrenaline system, but I was thinking maybe it would be best if they could combine both power-up systems and hopefully making both camps happy.
 

-AEnubis-

fps greater than star
Dec 7, 2000
3,298
0
36
43
The Nicest Parts of Hell
I thought the UT ones were cool. You held whatever you had until youdied, the spawns were random, but they dropped, so you could kill the guy with what you wanted, and most of them all had a counter part. Most of the games IIRC, would revolve around getting the defensive one (take half damage), and then hunting down the damage one (doubled damage) if you didn't get it first. Having each made those two players neutral to each other, but at a pretty distinct advantage against other. They just had to watch for redemption, and get good at hittinng the speedy guy.

I thought they were a blast.
 

JaFO

bugs are features too ...
Nov 5, 2000
8,408
0
0
Bullet10k said:
Nay!

Adrenaline is like the Species Statistics mutator, it imbalances the game. I bet if Species Statistics mutator was on by default with the retail game then atleast half the servers would turn it off,
The problem with 'species' was that it was never really developed and balanced. In UT2k3 it wasn't even officially present.

I guess part of the reason was that they never really implemented model-specific armor. I get the impression that it will be used in the next-gen UT.

Given that many people don't mind properly balanced classes (as the succes of BF-series & Tribes-series prove) I think that 'species' when properly explained and balanced could work really well.

especially every competitive server.
...
'competitive' people are too often needlessly afraid of new stuff IMHO.
They're crying about 'not balanced' when they really mean to say that it just favours a style of play they're not capable of.
Their loss ...
 

Selerox

COR AD COR LOQVITVR
Nov 12, 1999
6,584
37
48
44
TheUKofGBandNI
selerox.deviantart.com
Adren is crap, get over it.

JaFO said:
'competitive' people are too often needlessly afraid of new stuff IMHO.
They're crying about 'not balanced' when they really mean to say that it just favours a style of play they're not capable of.
Their loss ...

No, we actually mean not balanced. Adren tips the scales too much in favour of those that have gotten the upper hand. "Speed" was a garunteed way to screw up CTF/BR/DOM (which is why it got banned). Booster manages to screw up the balance in every gametype.
 

Sir_Brizz

Administrator
Staff member
Feb 3, 2000
26,020
83
48
Selerox said:
No, we actually mean not balanced. Adren tips the scales too much in favour of those that have gotten the upper hand. "Speed" was a garunteed way to screw up CTF/BR/DOM (which is why it got banned). Booster manages to screw up the balance in every gametype.
As a general rule, though, that is exactly right.
 

-AEnubis-

fps greater than star
Dec 7, 2000
3,298
0
36
43
The Nicest Parts of Hell
Yeah, normally I'd agree with that assessment JaFO, but in this case I'd say it's not true.

I also picked up some silly x6 irc log where a couple of those guys were discussing how they didn't think adren was unbalanced, because it was a way for he who is not in the lead, or in "control" (refering mostly to TDM naturally) to get a "powerup", and possibly overthrow control, basically, with no response to stating the fact that the guy in contorl, will get 2 or more of those same said powerups, to the other players one, and it really doesn't provide much gain for the underdog.
 

edhe

..dadhe..
Jun 12, 2000
3,284
0
0
43
Scotland
www.clanci.net
:tup: @ sel absolutely.

JaFo - you don't play online, do you?

*ps the original relics were kinda fun, but i just don't think they were done well enough for online play. Random spawns etc.. it'd be nice to see them reworked, as a mutator though.

pps - from what AE was saying... adren lets people powerup without taking away from the other. So it's not a reward really as much as bolstering your position.. At least if the underdog sneaks the armour, the damage amp then the other person Can't get it. That's what adren unbalances.. yeah?
 
Last edited:

O.S.T

<img src=http://img349.imageshack.us/img349/9838/e
Nov 10, 2002
4,227
0
0
38
Visit site
voted nay too(and I agree with the points of the other nay sayer)
keep the game simple
 

EL BOURIKO

New Member
May 24, 2005
181
0
0
Selerox said:
No, remove it completely. It's a built-in unbalancing factor in the game. It sucks and it helps drag out skill gaps ever more. Dump it.

I do not agree 100% since yourself as your opponent can access the adrenalin.
In fact, the REAL skill is maybe to collect or gather adrenalin faster than your opponent. Therefore I think it s unfair to think that a skill should be removed because some players can be smart at it.
But I think that suicides should cost lots of adrenaline (33% of your current amount for instance), and I think that a death should cost about 7 adrenaline points.
 

T2A`

I'm dead.
Jan 10, 2004
8,752
0
36
Richmond, VA
If you're getting pwnt, you cannot gather adrenaline faster than your opponent. That's why it sucks ass. You're already getting pwnt, and you're about to get pwnt even more when the other team starts boosting over and over again. People that can't see this as an imbalance probably just play offline and would never give it a second thought. Or they've never played with no weapon stay.

Just look at getting pwnt in TDM. The pwning team has the shields, the weapons, the health, the position, the adrenaline, and chicken fries from Burger King. The team getting pwnt has a couple assault rifles and probably a link gun and bio rifle since no one cares about those pieces of crap.

If adrenaline just has to be in the game, you should get it for getting your ass kicked, not kicking ass. Getting pwnt in 1v1 is the most frustrating thing on the planet, and getting frustrated just adds to your getting pwnt. That's the type of situation where you should be able to use adrenaline.

Really, though, adrenaline should just be gone. It was a crap idea that's even crapper in practice.
 

edhe

..dadhe..
Jun 12, 2000
3,284
0
0
43
Scotland
www.clanci.net
EL BOURIKO said:
I do not agree 100% since yourself as your opponent can access the adrenalin.
In fact, the REAL skill is maybe to collect or gather adrenalin faster than your opponent. Therefore I think it s unfair to think that a skill should be removed because some players can be smart at it.
But I think that suicides should cost lots of adrenaline (33% of your current amount for instance), and I think that a death should cost about 7 adrenaline points.
If you had REAL skill you wouldn't be playing with adrenaline.

Nothing much gratifies me more than fragging the players that have just started their adren moves.