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06-02-2014
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(☞゚∀゚)☞ dank meme ☚(゚ヮ゚☚)
Join Date: Oct 2012
Location: Utah
Posts: 5,261
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So the new base released above fight club, its broken. Zone tried to make it like eras base design and failed by trying too add in tactical stuff such as shoot through cover and implement zones gameplay of outsmart your opponets. 1st thing that needs to change are the automatic doors. These are so bad, it ruins the whole point of trying to push through multiple floors and setting up a defense on that floor since people can just rush to the door and get in easily. Also for attackers, a main strategey is to pop in and out of doors since it will reset everything. Making a split second for you to fire back without a massive amount of spam comming at you. Now you have to wait a second for the doors to open before popping in and out slowing you down by a lot. 2nd issue, cover. So zone decided to have cover thats shoot throughable, okay great. Issue is though is that its not thin enough to the point where you can get damaged until you step back from it or where no one can shoot through it or hit you through it. Why is this an issue? This is a freaking huge issue since its a close quarters enviroment meaning that theres little manuver space and flanking options. This ruined bases in era too, GZ, BBZ, and BH. For a while, there was some walls you could shoot through without being hurt. This quickly turned into, get as many people in one spot and spam, since you were invincible. Same thing happening here, people are going to say use grenades. Problem is though, by the time you reach there spam line, you are dead, since the ammo depletion bug on GL makes it useless and theres no 360 shooting for grenades. To fix this, just make the walls thicker and smaller down to a box unlike the rectangles they are now. This way you will be forced to peak a corner before shooting and choosing the right moment when to peak is crucial to winning a firefight. Plus you get more cover allowing for better manuvering with smaller boxes. 3rd issue, ****ing door enterances and placement. Theres too many damn enterances. This allows basically a full blown 1 man rambo to storm a building and take it due to all the routes they have to get around defenders. This is mainly a issue with the second floor. The first floor is great, 3rd is meh can use some improving. Second floor, the right hand stairs needs to go into a wall. The exit leading to the first floor needs to go on the right side. 3rd floor just needs the final corridor needs the exit going to the second floor on the left side. This would make the game much more linear but by more linear gameplay you get way more team work and critical thinking of where to go, peak etc. only though do this if the walls are thickend. If not then linear places are broken and are always a stalemate and way easy to defend. 4th issue, health packs. Health packs need to go away from this base. You already have regeneration of your health quite fast and health packs just allow one guy to go rambo on everyone else by getting a health boost and taking out the team aspect of it. By doing so people will be more cautious about where they are going and traveling in packs a better option for survival. My overall impression of this new additon is that its great since zone really lacks close quarters gameplay that is active and this allows people to train in close quarters for those engagements. But they tried to fix something that wasnt broken. |
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06-02-2014
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The Tashkin
Join Date: Nov 2012
Posts: 740
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1. I told them not to use those doors. They didn't listen, but we will get them changed. 2. I don't really see what you mean. Walls block one way but not the other? I have told the others to read this so maybe they understand what you mean. 3. I told them that as well... to many doors.. They didn't listen to that either. The reason I let them do it their way is so they can learn from experience. 4. Health packs are removed they used the wrong box added. Thanks for the post. Clean and detailed.
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06-02-2014
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(☞゚∀゚)☞ dank meme ☚(゚ヮ゚☚)
Join Date: Oct 2012
Location: Utah
Posts: 5,261
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New base is broken :[
Let me clarify cover. What i mean by cover is that the walls are thick enough, so that no one can shoot through them, so instead of sitting behind a wall invincible but you can shoot through the wall, you are forced to stick your head out around the cover making you expose yourself to the open. Another thing i noticed is fairly broken is spawning. Defenders spawn closer to the flag and can walk through doors, wot. Defenders get reinforcements way to fast, they need to be spawned below in front of the fight club or even better would be to have a GZ type thing where in the fight club theres a counter you go behind and you can go behind it if you are a part of the squad. This leads to another level and eventually dumps you into the third room on the bottom left side. Would be fresh. |
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06-03-2014
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(☞゚∀゚)☞ dank meme ☚(゚ヮ゚☚)
Join Date: Oct 2012
Location: Utah
Posts: 5,261
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New base is broken :[
Spawning super broken, i held off a 5 man squad for 13 minutes because of the incredibly short time it takes when spawned to get to flag. Fix this to defenders re spawn under fight club. This **** should not be happening.
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06-03-2014
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Graal Citizen
Join Date: Jan 2013
Location: California
Posts: 381
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I never bother to read your long ass posts, but as always, I will go with your words because half the stuff Zone releases are broken/unbalanced.
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06-03-2014
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Uguu~
Join Date: Mar 2013
Location: Canada, NS
Posts: 1,046
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06-03-2014
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Banned
Join Date: Aug 2013
Location: United States
Posts: 116
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Ghetto, your broken.
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06-04-2014
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Graalian
Join Date: Sep 2011
Location: Belle Isle
Posts: 4,481
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06-04-2014
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Gani Artist
Join Date: Nov 2012
Posts: 293
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06-04-2014
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(☞゚∀゚)☞ dank meme ☚(゚ヮ゚☚)
Join Date: Oct 2012
Location: Utah
Posts: 5,261
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Also while im at it. DELETE THE NPCS THAT SHOOT! |
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06-05-2014
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Graalian
Join Date: Sep 2011
Location: Belle Isle
Posts: 4,481
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06-06-2014
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Delteria Manager
Join Date: Feb 2012
Location: USA
Posts: 2,474
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Tashkin why do you try to make your own staff team look bad by saying they didn't listen... o.O. What does that achieve rather than just shifting any blame that might exist away from yourself O.o weird management tactics |
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06-06-2014
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Bushwhacked
Join Date: Jun 2014
Location: Southern California.
Posts: 440
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Managing a team of programmers, artists, and architects can be difficult for many reasons. Sometimes your people make mistakes, sometimes they disagree with the team consensus and work on their own. I think Tash handled this feedback very well. It is the policy of many server managers to never respond to feedback at all. It is also the policy of many players to simply criticize, but I found this constructive. Good on OP, as well. |
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06-06-2014
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(☞゚∀゚)☞ dank meme ☚(゚ヮ゚☚)
Join Date: Oct 2012
Location: Utah
Posts: 5,261
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Who was the genius who further broke the base by making defenders spawn in the first room vs the second? The only good thing out of this is that the defenders now take 2 seconds longer to get to flag and go through minimal shots and take minimal damage to get to flag room. Whats horrible about this is the first room is such an easy room to defend already with the 2 one by one chokepoint enterances. Now when you kill a person they can spawn there and continue to blast away those chokepoints. Look you cant avoid the issue of spawning and not make it like era, theres only 2 options that are viable and will work. Make defenders spawn with the attackers. The other way which i would like to see is a spawn zone that defenders spawn into and go into a copy paste first two rooms then go into the third. |
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06-07-2014
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(☞゚∀゚)☞ dank meme ☚(゚ヮ゚☚)
Join Date: Oct 2012
Location: Utah
Posts: 5,261
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Since ctf was released, lets get that going up too on this thread because that too is pretty broken. The main problem i found with the game mode is spawning is a nightmare. You get 1 safe building for a guarentee safe spawn, okay, but when you go outside, its game on. People tend to camp the flag site that is right next to your spawn. So how i have seen everysingle CTF game go on, is the first team to trap the enemies in their spawn wins. To fix this problem heres wha i propose. I propose you make a OB area that only one team may be in. If the other team is in the OB zone, they are killed within 3 seconds and warped back to the spawn. If the OB area is large enough, then what would happen is there would simpily be tol many routes for every defender to defend and they would be spreaded out a lot more. Second issue, the freaking flags. The whole 2 flags thing, has never really worked out in video games. Because once a flag is captured, people will just camp the flags spawn all day long, nab it and go. To fix this, why not have only 1 flag that randomly spawns in the middle of the map. This way camping the flag would virtually be impossible since you dont know where the flag will spawn (other than the middle of the map). If the OB feature was added the gameplay would be a lot smoother and more fun. Third issue. JETPACKS. Please ban jetpacks on this map. They really ruin the whole map, heres how. Unlike choros iceria and cq, jet packs are fine, why? There are MULTIPLE spawn points, not just one. With multiple spawn points spawn camping cant be done efficently since you will get some people, but miss a ton of others. With one spawn point, everyone can quickly shut down your spawn super fast by just jet packing on over. Another issue is these are way too good for evacuating an area and getting to a untouchable point very close to the spawn. This makes spawn camping super easy and overall a joke. You can take out people then when hurt, get to a untouchable area and heal. It also ruins the whole point od setting up lines in key traffic areas and it takes away a lot from the whole team effort theme of zone 4th issue, tents.... These too are also gamebreaking since they are safezones, so you could go deep into a spawn, then get in a fight, wounded then hop in a tent and its a ok. Heal up then go fight. The tents im not going to lie have made some incredibly fun gameplay. As you can launch ambushes very easy from tents since no one sees you. Problem is with safezones, is that you now know where the enemy is, ok good. But you have no clue when they will strike so in short theres no way to deny a ambush. If the tents were not safe zones though, it would provide an excellent place to take cover and avoid the spam, also it would encourage people to actually check tents and flush out people in there to deny a enemy ambush. Overall impressions and whats awesome about the map. What i love about the map is the design of the map, its a very large map with many small corridors and tons of flanking options making intense infantry fights but your all not forced to move up in one direction instead you get multiple ways to approach a enemy or the objective. Provides a excellent balance between long and close range combat. The thing that i really enjoy the most is the whole ground combat if no ones using jet packs or base raping. It is a ton of fun and it almost feels like a 2d battlefield 2142 and lots of tactical gameplay and teamwork. |