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Unreal Tournament 2015?

Discussion in 'News & Articles' started by hal, Jun 1, 2013.

  1. Alhanalem

    Alhanalem Teammember on UT3JB Bangaa Bishop

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    F($k the ps4. It's not unreal tournament if it's not on the PC. Why they'd even consider going to a console after what happened last time is beyond me.
     
  2. Luv_Studd

    Luv_Studd Member

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    I would buy a new UT game (PS4 or PC) if it had the same movement as UT2004. That's what made that game.
     
  3. Leo(T.C.K.)

    Leo(T.C.K.) Well-Known Member

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    That's what killed the game.
     
  4. Luv_Studd

    Luv_Studd Member

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  5. rejecht

    rejecht Attention Micronians

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    Isn't this just a first exposition bias in most cases? I was exposed to UT2004 first, so I got bitten by the crazy movement style, and that's one major reason why UT3/UTGoW fell flat on its bad user interface for me.
     
  6. HugoMarques

    HugoMarques ☆☆☆☆☆

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    Pretty much. I started with UT99 and while 2k4 was fun, the whole movement style and map/player size ratio just felt awkward. Plus, you felt like a fairy floating around everywhere and only hitscan weapons were effective in the competitive scene. UT3 was a bit more enjoyable, but would be much better if the default gravity was not too intense, the game felt more fast-paced and they kept the dodge ramps.
     
  7. Sir_Brizz

    Sir_Brizz Administrator Staff Member

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    No, I think you can be objective about it. The movement itself in UT2004 was fun, but the gameplay balance was absolutely horrid. UT2003 has better gameplay balance than UT2004 primarily because the movement and weapon balance were considered together and in UT2004 the goal was to fix them which resulted in screwing them up even more.

    UT3 had much more logistical issues than gameplay. Almost everyone I've ever talked to loved the gameplay but couldn't get over the fuzzy graphics, poor performance, crap interface and missing functionality.
     
  8. Kyllian

    Kyllian if (Driver == Bot.Pawn); bGTFO=True;

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    Started in UT, but didn't have net at the time so I'd lost interest until 2k3 came out and got hooked, 2k4 comes, got hooked on that. Still want to reinstall 2k4 on occasion
    UT3, ya... dafuq
     
  9. ambershee

    ambershee Nimbusfish Rawks

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    I started with UT2004. I can see pretty clearly how it's flawed and when playing at a suitable level, half of the inventory suddenly becomes redundant. The movement in that game rendered certain weapons close to useless.
     
  10. DarkSonny

    DarkSonny Beware!

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    dafuq? what does that f*king worz mean?
     
  11. HugoMarques

    HugoMarques ☆☆☆☆☆

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    Worz? Dafuq dat means?
     
  12. Sir_Brizz

    Sir_Brizz Administrator Staff Member

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    worz? what does that w*rzing word mean?
     
  13. Hideinlight

    Hideinlight Member

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    [​IMG]

    Imagine this is UT2004 and then UT3. Someone is trying to blow your brains out, and you need to get to the end of the road.

    What would be to be fastest method of getting there?

    Answer. Not running

    That's the problem with UT2004 and UT3. UT2004 was just a worse offender.

    I made a small mutator for myself that kinda solved this problem, I combined the two movements together, but instead of being able to mindlessly dodge jump mindlessly everywhere, even a open road; I made it so that you could only do it off of walls.

    This means in order to reach the end of the "open" road in the fastest way possible, you had to run and evaluate the risk vs reward of using the environment to your advantage in order to get to the end of the road quicker.

    Dodge Jumping off walls is more dangerous, because a rocket that missed you might just explode behind you and kill you anyways. It creates a better balance between hitscan and projectile. But most importantly it grants you an option simply not available in UT3 vanilla.

    the dodge and dodgez values in UT3 just felt much better, it was a lot easier to dodge forward with ax2 and dx2 without stopping and losing momentum.

    edit: I believe though I kept UT2004's jump and double jump.
    The problem here as I see is, what percentage of max height should each jump give the player?

    First Jump: 50%
    Second Jump: 50%

    Forcing players to constantly double jump to reach platforms.

    Or should it be more like
    First Jump: 90%
    Second Jump: 10%

    Where the second jump just essentially extends your airtime, at max height.
    Which instead of forcing the player to constantly do it, allows them to do it when they think the situation calls for it.
     
    Last edited: Jun 28, 2013
  14. Manticore

    Manticore Official BUF Birthday Spammer

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    Anyone wanting to release a new UT would have to do something pretty amazing apart from new tech making it look pretty. An open world type arena system might work but then they may end up lampooning Rage... which was o.k. but not great.
     
  15. rejecht

    rejecht Attention Micronians

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    There have been suggestions of adding a stamina meter to dodging. It could also cover double jumps.
     
  16. Bi()ha2arD

    Bi()ha2arD Toxic!

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    Or we could remove all movement apart from proneing around. Hitting moving targets is too hard.
     
  17. ambershee

    ambershee Nimbusfish Rawks

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    It can be pretty tricky when the target can move faster than your projectiles :p
     
  18. rejecht

    rejecht Attention Micronians

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    1. Make it an MMO style game (you only have to face your selected target).
    2. Add lots of stun/loss of control abilities.
    3. WTF
     
  19. Kantham

    Kantham Fool.

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    UT NEEDS STAMINA, LEVELING AND V.A.T.S. BECAUSE SHOOTING IN THIS GAME IS TOO HARD, PEOPLE RUN ALL OVER THE PLACE AND THERE'S NO WAY TO GANK BETTER PLAYERS THAN ME.

    Said no one ever.
     
  20. Leo(T.C.K.)

    Leo(T.C.K.) Well-Known Member

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    What are V.A.T.s? (oh nevermind, it's the fallout 3 thing)
    Either way, stamina-like system is a good idea, but not the "modern fps" way. In the original Unreal, some pre-release versions had stamina implemented that didn't limit the game enjoyment and was only used when using special fast move. Unreal 2 XMP has the sprinting which drains your suit "stamina" a bit, but it does not slow down normal running and does not affect dodging. I think doing it that way is actually very sensible. What COD like games do is make it extremely boring and limiting for the player movement and the overrealism gets in the way. If stamina, it should be implemented right, just like those two examples I listed which come from the series "history" anyway.

    Speaking of history....
    DESCRIBING UT2015:
    BEING GAME BASED ON HISTORY, THE STAGES OF THE GAME WILL FEATURE BATTLES WHICH TOOK ACTUALLY TOOK PLACE IN ANCIENT PREMAKA.






    SO HERE'S THIS GIANT ENEMY MALCOLM.....WHAT I'LL DO IS USE REDEEMER TO FLIP OVER THIS MALCOLM ON HIS BACK, AND ATTACK ITS **** FOR MASSIVE DAMAGE.
     
    Last edited: Jul 2, 2013

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