Best version, you meanJailbreak is the good version of Last Man Standing ;p
Call it Fragcast, and tag it podcast.
Can't believe I have to continue to say this but...UnrealCast,Fragcast sounds far too generic for something as big as Unreal Tournament.
I think the question is how these "toppings" are applied. If they are just options you can tick/untick in the game, then it becomes confusing what the "base game" is. That's why both UT and UT2004 had so many default mutators, and I still think that is the right direction to go. I do agree that there are some tick boxable things, but stuff like movement mechanics and other things can't just be a checkbox on the server. If it's outside of the base mechanics, it should be clearly outside the base mechanics.[GU]elmur_fud;2608768 said:The reason those 'toppings' are important is they encourage customization and what if thinking. They give you building blocks to make new experiences with without breaking out the editor, but ever so subtlety in that act, they are pushing you in that direction.
I think the question is how these "toppings" are applied. If they are just options you can tick/untick in the game, then it becomes confusing what the "base game" is. That's why both UT and UT2004 had so many default mutators, and I still think that is the right direction to go. I do agree that there are some tick boxable things, but stuff like movement mechanics and other things can't just be a checkbox on the server. If it's outside of the base mechanics, it should be clearly outside the base mechanics.
I think the question is how these "toppings" are applied. If they are just options you can tick/untick in the game, then it becomes confusing what the "base game" is. That's why both UT and UT2004 had so many default mutators, and I still think that is the right direction to go. I do agree that there are some tick boxable things, but stuff like movement mechanics and other things can't just be a checkbox on the server. If it's outside of the base mechanics, it should be clearly outside the base mechanics.
UTNemesis2 said:Personally, I don't like vehicles in UT. It's maybe asking too much to wish they wouldn't be included in the new game since the introduction of onslaught/warfare. The problem for me (and you touched on this in the podcast) is that once vehicles are introduced, the mechanics for standard DM and CTF no longer work well. I'd rather Epic pick just one and do it justice, versus trying to shoehorn a mechanic into a game type that doesn't match.
The easy and obvious answer to this problem is that the server browser filter is set to pure by default. With a loading screen menu message telling people that the can change it. They should probably do that no matter how they approach the extra movement mechanic issue just noobs the chance to learn the basics.I completely agree. Also, Basic/Hardcore/Turbo game speeds was confusing enough for new players in UT. Having multi-jump, dodge-jump, and other massively game-altering options "randomly" flipping on and off as they move between servers would be a learning cliff.
Simple. The gameplay mechanics need tweaked on a per gametype basis or perhaps a per map basis. What works on mostly indoor maps with winding corridors branching paths and tight corners, as is typical of DM, TDM, CTF, BR, and DDOM maps, wont work on large openworld maps like those for VCTF, ONS, WAR, INV...I had this thought as well as I was listening to the discussion of ONS and XMP. Personally, I loved XMP. I loved that you could run around getting generators and spawning turrets and such and make a real contribution (but, appropriately, not as much as getting out there and actually fragging opponents). However, I just don't see how to reconcile these things with the core UT gameplay. I remember distinctly I and several others pushed over and over to implement vehicle support in Jailbreak 2k4, and it finally did make it in. When we finally got it, I had loads of fun making JB vehicle maps...and then after playing with it for a while, came to the realization that it just sucked. Vehicles were terrible in JB - they cheapen life. They ask you to spawn over and over and hammer yourself against the enemy and it's just drudgery. Pancaking someone is a slightly challenging skill to learn, but once you do, it's way too easy.
Leave the vehicles to Defense Alliance and similar mods. If the community gets in gear and makes such a mod early, it can even be in the core game as an alternate gameplay mode. Just leave the vehicles, classes, dodge-jumps, and other gimmicks out of the core gameplay.
/rant
You mean between gametypes (or maps) your jump heights and speed and stuff is different? Can't see that ever working, pros would moan about it, noobs would get confused & frustrated?Simple. The gameplay mechanics need tweaked on a per gametype basis or perhaps a per map basis.
I'm not against vehicle gametypes, I thought UT3 incorporated them into a more grounded general movement ok.
You mean between gametypes (or maps) your jump heights and speed and stuff is different? Can't see that ever working, pros would moan about it, noobs would get confused & frustrated?
Hehe, with all the lessons I've learned over the past 14 years, I probably wouldn't screw with movement any more Low-grav is ok, but its best if all low-grav has a standard/consistent value and is clearly different from normal grav.To be frank I would think you of all people would know you can already do that
Not a bad idea - I think most people ended up sticking one in the spawn weapon lockers to kind of simulate that.Maybe every-one in vehicle maps should load out with an avril instead of a shield gun/impact hammer?
Changing gravity or speed was possible, but they were there as outliers, not the norm.
One of the core principles of design (whether UI, application behavior, documentation, or any one of many different specific domains) is consistency. Most lists include that as the #1 item. It has been proved to me personally over and over so far in my career in software development. An experience needs to be consistent, repeatable, and intuitive in order for players to learn. Otherwise it's just frustrating! Can you imagine playing the game for the first time, figuring out what type of jumps you can successfully land, then on map switch it's all different?
When you run into design issues where the core movement doesn't work for a particular map or game mode, then either that map or game mode doesn't belong in your game, or you need to design in something to compensate. You don't magically run faster in a map that has longer hallways! Instead you can add some teleporters, moving walkways, or conveyor belts to give an intuitive speed boost that doesn't ruin the players perception of how the game works. People's bodies don't suddenly magically become able to jump further/higher just because they are in an outdoor arena with vehicles. Instead, give them some extra equipment so that their running and jumping feels exactly the same, but they can activate a jet pack or a hoverboard, etc.
Hehe, with all the lessons I've learned over the past 14 years, I probably wouldn't screw with movement any more Low-grav is ok, but its best if all low-grav has a standard/consistent value and is clearly different from normal grav.
Not to say it shouldn't be possible to screw with them, if a mapper wants (that kind of crazy shit is what made the UT community really), just personally I would not do it any more.
Not a bad idea - I think most people ended up sticking one in the spawn weapon lockers to kind of simulate that.