Several things I hope Epic adds in the next UT

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Nahand

!!! God Of Random !1?
Oct 24, 2003
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... i'm positive sure that it *was* refered to as the rocket launcher, though weird. Could be my mistake...
 

captainrad

admiral spock!
Feb 15, 2004
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edit: whatever me, you dont know what yourself is talking about..

that picture took far to long to load.
aside the "canister gun" better be a superweapon.. otherwise its kind of dumb.
 
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Selerox

COR AD COR LOQVITVR
Nov 12, 1999
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Industrial Strength Firepower

The original colour of the UT200x rocket launcher was yellow. It got changed late in the day so that it would avoid any clashes with the flak. It actually looked pretty good in yellow :)
 

Nahand

!!! God Of Random !1?
Oct 24, 2003
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... the design is clunky. It seems a mass ot tech with little purpose, that's all. No streamlined design... like the armours...
 

omnius

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Sep 29, 2004
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  1. A vehicle transport aircraft ala Halo's pelican
  2. A better anti-vehicle weapon cos personally I never liked the AVRil
  3. More Melee Weapons 1 just ain't enough!
 
T

Tournament0

Guest
I hope this is going to be one of those games where you can come back home from a hard day, and go into a server and start having fun like nothing else matters.
I really want this to be a game where I can play it when I have nothing to do, learn new things as I play more. I hope Epic will include happiness in this game. ;)
 

JaFO

bugs are features too ...
Nov 5, 2000
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Bot_40 said:
Better menu interface

Mainly the game selection screens that annoy me here. I don't want to have to go through 3 tabs just to start a simple game. 1 Giant screen to select a gametype from a big list...
1 giant page just to select the map ...
Bot settings on a completely different tab? ...
those 'giant' pages were in UT99 as well. The only real change is that instead of a small microscopic dialog they've used the entire ff-ing screen.
IMHO it does need a little streamlining to make use the screen-space available like ordinary pc software does instead of the console-style gigantic letters.

I'd definitely like the idea of having a 'simple'-interface variant that had all essential settings on a single page.

Better AI
...
An example of what I would like to see. You are playing a bot in rankin. You are up by the lightning gun with the rl and a bot is down by the flak cannon. You just fire a couple of rockets down and bam - easy kill. The bot records that it was killed at this position - ...
UT2kx-AI actually does register 'dangerous' areas. Altough the real problem is that the threshhold for that effect is a little too high so it isn't that visible in anything except teamgames like CTF with high fragcounts.

...Then exactly the inverse happens ...
That's definitely interesting.

Perhaps it could be like this :
every node is assigned two ratings. One to indicate 'good' places to be when shooting and another to indicate that it is a 'dangerous' area. All the game would have to do is modify the ratings both during and after each game.
However the danger is that it makes bots too predictable as they start to rely on those danger/safe areas for frags. They really need the 'brains' to take a risc.

It becomes even more obvious with onslaught, bots simply learn which nodes are key to win the map. For example, it's a good idea in torlan to rush for the middle node at the start of the game so you can quickly disable the enemies' "base node".
You were complaining that the bots were too predictable. Enhancing their learning-skills like this makes them even more predictable instead of less.
The real trouble is that any bot makes exactly the same decision. I'd prefer an AI-system that would allow for bots to have 'personality'. Something that makes Gorge take route A, while Malcolm prefers route B to a certain location.
Perhaps it could be solved by saving the map-status per bot instead of per map. That way a bot that's been around the map will behave a bit smarter compared to a bot that's literally 'new'.

Better music...
Taste in music is far too personal, so I doubt they'd be able to please anyone regardless of choice. I liked the sporty/military-theme that UT2k3 used for its menu-music. I tend to like the 'rock'-style tracks (such as the ones used in the merc/juggernaut-entrance music in the UT2k3 intro) instead of the trance/house/electronic-style (or whatever it's called) that were present on some maps.
I'd personally would like them to try a somewhat dynamic mix that changed according to the game/player status.

Better single player system
... I would really like to see a much more open-ended single player campaign thing. A proper league with fixtures against other teams I think would be really cool (like what deathball is implimenting) rather than "here, play these matches, oh well done you completed the ladder, the end" which is so boring.
You've got my vote already, 'cause that's what I've been posting for ages ;)
However something that should be implemented and that could be listed under AI-enhancements : team-personality & (personal) feuds.

Remember Gorge's comment in the UT2k3-intro ?
I'd really like to see bots learn to hate their opponents.
ALso I'd like to see the teams themselves get a little personality.
One of them could operate as if they were a special ops. team (using cover, preferring to take the flag by sneaking in/out of the base), while others might act like complete lunatics (ie : risking everything in an attack, suicide-runs with redeemers, etc.).

Also on the list of singleplayer-enhancements should be a better command-interface for the team. Sure you can order a bot to assist you, but while you're attacking there's no way to give orders to the rest of the team and vice versa. You can't tell them to 'take the left exit' or use the 'upper route' unless you're the one leading them.
 

Ignotium

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Apr 3, 2005
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one of the things that disappointed me the most, were the animations when players got in/out vehicles
i was really hopping to see animations halo/pariah like, in wich you can actually SEE how the player/bot opened the door or w/e to get inside the vehicle, in UT2004 you just press the use key and boom, magically ur inside(same to exit), like an ejectable sit :mad:
i'm particularly looking forward to see this fixed and upgraded, likw, you're getting in the vehicle and then you get AVRiled and you get knocked down to floor, things like that

I'D LOVE THAT, and i'm not the only one :lol:
 

JaFO

bugs are features too ...
Nov 5, 2000
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The problem with these animations is that it would basically kill any chance of anyone ever creating custom-vehicles as they'd be forced to modify the animations of all the models. With the current system it at doesn't look stupid as the behaviour is identical for any vehicle ...

Besides : the devs have stated that they chose not to do this as it would be far too lethal/boring in a fast-paced game like this.
 

Dark Pulse

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Sep 12, 2004
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JaFO said:
The problem with these animations is that it would basically kill any chance of anyone ever creating custom-vehicles as they'd be forced to modify the animations of all the models. With the current system it at doesn't look stupid as the behaviour is identical for any vehicle ...

Besides : the devs have stated that they chose not to do this as it would be far too lethal/boring in a fast-paced game like this.
Agreed. Halo is a much slower-paced game then UT actually.
 

Xipher

I didn't break it, you did
Feb 15, 2004
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Nahand said:
... the design is clunky. It seems a mass ot tech with little purpose, that's all. No streamlined design... like the armours...
Umm, all the information we have, is based on a simple interview, with the dev team, and they aren't even very far into the project (they state they are at milestone 3 of 13)

As for the look of the characters, we have only seen 2 different models, and some preliminary artwork. I think you should wait to judge it, untill they get a little farther down the road (like, maybe 6-10 months from now)
 

edhe

..dadhe..
Jun 12, 2000
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The RL should be yellow, not red. PLEASE EPIC FOR THE LOVE OF GOD - MAKE IT YELLOW..... Christ it was still yellow in the 2k3/4 artwork and PR media.

Changed to red to be more quake-like and less confusing with flak i think, but it looks better yellow, and is more UT.

P.s. The weapons should be chunky, especially flak. It carries huge feck off shells of death ffs, and fires them like a mortar. It *should* be chunky. The RL too, it carries loads of missiles, it should be chunky like UT. The mini's always been too small - should've been chunky (no worries now..). UT was gritty and less 'streamlined' than 2kx, and that's the aim now and i'm happy with that.
 
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FireCrack

New Member
May 25, 2004
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Is it me, or does anyone else think that RL looks like the one in turok 2?


And the RL was originaly red in the first UT
 

BooGiTyBoY

The ImPaCt-DaMpeNeD BooGeRaToR
The RL didn't have a color in the first UT... unless you count the red ammo count on it?

Anyways I'd like to see the weapons beefed up a bit. Take the spider-mine launcher in 2k4... It's not the greatest gun in the world but COME ON!!! IT LOOKS FREAKIN' COOL! Also keep in mind this is a FUTURISTIC game and there's technologies we have never heard of in real ife. Therefore all that "mass of techy-looking stuff" probably severs some kind of purpose. Use your imagination for pete's sake. :p

Using the flak as an example, why would you want it streamlined? It's basically a shotgun on 'roids. I want teh biggest boomstick I can get.


There I said it...


I WANT WEAPON VIAGRA.



Now we know why they are calling it "Envy." :lol:
 

FireCrack

New Member
May 25, 2004
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Well, the rockets were red striped IIRC, and there were some red areas on it but it was mostly back, but i count red wich wsa second most (or mabye that big orange ammo can)


Anyways, i agree entirely with everything else in your post.
 

edhe

..dadhe..
Jun 12, 2000
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rocket_small.jpg
<- black and yellow