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Fr3EdOm

Closed Beta Testers
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Posts posted by Fr3EdOm

  1. I think he's going more for having sprint be infinite as opposed to limited. I'm fairly certain he's not suggested always-on sprint, but either way I voted no.

    Sprinting was added, and it already has shown its extreme utility. You can rush down vehicles as infantry, run right up to the Obelisk on maps like field where it would have been impossible without it, and even the new larger maps have paths that don't take too terribly long to navigate as is.

    Having sprint be limited just adds somewhat of a tactical side to using it, and it's the only thing that's currently offsetting all of its benefits.

    Don't get me started on an SBH with infinite sprint =\

    I was indeed referring to infinite sprint (perhaps needing decreased speed) available whenever in addition to having the normal running speed, as Yosh has said. Honestly, I have no intention of getting into such a debate, like the heated one over the Recon Bike I was involved in, especially if the majority of votes are no. Was hoping for a more intense argument over the subject but i suppose my call to action fell short.

  2. Alright, the time has come to plead my case. The stamina meter must be axed, cut, removed, eliminated.

    I understand that this game is a "spiritual successor" to C&C Renegade and many changes have been made for better or worse... however, no addition to the game has pissed me off quite like this one. First of all, the game is in all respects an arcade shooter. The fact that crosshairs are now prevalent is certainly a move in the opposite direction, but the game remains an arcade shooter nonetheless. The stamina meter is just too much.

    Consider the Battlefield series, particularly the most recent BF4 of which several features of Ren-X have clearly been drawn from (parachute handy at all times, spotting enemies on radar, etc). In BF4, although the maps are typically larger than in Rene-X, you will notice the LACK of a stamina meter. This is for good reason. It places an unnecessary burden on the player by excessively hindering movement. While I understand the assumed logic behind its implementation, to eliminate bunny hopping, I simply do not agree with it. Maps like Lakeside, Islands, Goldrush, while not terribly large, are more than enough to justify removing the stamina meter in addition to the fact that the game is an arcade shooter at its core.

    Think of the many instances you have been left stranded in the middle of a map in a game of Rene-X due to the stamina meter. While it may be well-suited for perhaps a simulation FPS game like ARMA or Red Orchestra, the negative effect it has in Ren-X is too significant to go without recourse. Please take my words into consideration and notice that many others feel the same way. Thank you, Devs for both creating and maintaining an amazing game that I only plan on improving through this decision.

    As promised, I have posted this here for the you (the public) to decide whether or not they agree with this decision. Being a private beta tester has allowed me to post this specifically in the exclusive section of the forums where the Devs regularly check, so hopefully this won't go unnoticed.

  3. Curious as to what the door fix translates to in English:

    Doors no longer replicates open/close states. It's completely simulated locally now

    Crossing my fingers that this relates to the buggy animation / too-slow-for-sprinting aspects.

  4. I can attest to this game-interrupting freeze as well.

    I had this happen yesterday a few times again. Interestingly, when a Nod APC exploded I could see an explosion texture stretched out into infinity, going across my entire screen. I pressed the screenshot key but it didn't capture the aforementioned stretched explosion, unfortunately.

    Shame that the screenshot wasn't captured. I just formed an hysterical mental image, actually lol'd.

  5. Even at launch there were never over 1000 concurrent players.

    I don't believe download numbers accurately portray interest in the game. Not saying they're flubbed, but anyone could download this game and not play it, or just play it for 10 minutes and decide they hate it.

    You have to look at things like Facebook likes and number of members who register on the forums. Those are better indicators of a game's actual fanbase.

    200 players, I'll chock that up to this being a beta with some game-ruining bugs.

    Upon actual release and possibly Steam or Origin release there should be numbers similar to Renegade at its prime, and I'd be perfectly happy with that.

    This.

    At any given time, it's safe to assume that there are ≥ 200 players dispersed in the list of servers, give or take. Of course, today would be the exception due to the fact that it has dropped to about 150... In any case, I see Ren-X developing similar to the DayZ ARMA modification that turned standalone. Renegade-X is too significant for companies like PC Gamer Magazine not to report on. DayZ has a six page interview in the April 2014 PCG, among many others in previous editions. The Totem Arts team has a functioning build and solid architecture to improve upon and correct, not to mention the solid publicity that has already been generated. As Valor noted in the post above, once the game hits Origin / Steam (down on may hands and knees praying for the fucking latter) it will be smooth sailing. Really looking forward to the patch, gentlemen!

  6. Would anyone part of official Ren-X mapping team viewing this thread kindly PM me or contact me through Steam about possibly obtaining some of their static meshes for use in some miscellaneous gamemode maps such as the ones listed. At this point in time, I'm completely void of any C&C-universe objects. Would love to have some tiberium crystals and other miscellaneous static meshes, with the mappers permission of course.

    Hey what about capture the crystal, you have to capture a Tiberium shard and bring it back to a flag to score points, but it causes hitpoint damage so holding it will kill you. you can drop it/pass it to other players also the player cannot be healed while holding it and cannot pick up after dropping for say 20 seconds, which promotes passing with other players.

    I like your thinking, brotha!

  7. Kam was my inspiration to learn leveledit. Witte and I eventually became good friends and I ended up modding all of the mission maps for his TDM server, but he went off the grid a while back. No one's been able to track him down from what I understand.

    Anyway, welcome to the future of Renegade! You should hop on thepeoplelan or Ren-X teamspeak sometime.

  8. We had plans for what you call "mini C&C mode" with mini bases or rather indeed a barracks and a silo which we refer to as "infantry-only" maps. There's ~3 of them in early stages when a bunch of level designers were doing a 1-hour mapping challenge for fun, turned into 6 hours to an all nighter but those could be finished and implemented later perhaps, no promises though.

    Already one step ahead... well played, devs.

    As for the rest, that's up to modders I think. We don't have any intention of making a zombie mode but if anyone's interested and if we get patching and toolset to work properly then they can.

    Fair enough. I can get cracking on some maps to get the ball rolling. If someone is interested in this concept and thinks they have the knowledge to assist in the creation of such a gamemode, please don't hesitate to post in this thread or PM me directly. I would really revel in seeing this gamemode go live shortly after the open beta is released. Of course, we will also need a 3D model of the visceroid / acolyte / initiate as well as some sort of melee attack function. Food for thought.

  9. And what I meant was that I would purposely let the visceroid convert me so I could could lulz over the boring people who wanted to stay human. I just think the point is just not efficient enough. Id have to see your method in action before I would judge. Its fun level would be very dependent on its execution.

    Here's some footage of the COD2 zombie mod I found on Youtube, playing as both survivor and zombie:

    http://www.youtube.com/watch?v=bBqZiboC4oU

    Keep in mind this is a custom map. Try not to focus too much on it, as it's obviously a very simplistic design. The best zombie moments were on the game's original WWII map setting. It should also be noted that every new player that enters a server will spawn as a zombie, not a survivor, and the last survivor also becomes a zombie when killed.

    And unless you banned mines in mini-CnC mode, it would pretty much be impossible to destroy the enemy's base; which would revert every game to a sniper match.

    Don't remember any problem with mines in Kam's alpha version, but a very valid point nonetheless.

  10. Forgot to mention, once I get a firm grasp on the UDK, I will gladly make maps for the TDM / DM / Tiberium Zombie gamemodes just as I did in Renegade. I already have hundreds of map ideas floating around in my head for Tiberium Zombies.

    Meh, I remember that annoying snow maze map that was a free-for-all back in renegade. Thats pretty much what this sounds like. I hated that map, personally.

    You're talking about one map out of thirteen mission maps that were used for TDM / DM, dude, not to mention the mission maps were not intended to be used for multiplayer. Only reason they were used is that the scripts at the time did not support autodownloading, and everything had to be done serverside if you realistically wanted traffic to your server. There will be brand new maps made specifically for each gamemode. And again, this is only one idea for DM. Could be that most people favor Hate's idea for the COD gun-game style DM.

    Zombie idea might be cool, but theres gotta be a better implementation than that. I would purposely seek out the visceroid just so I could be a troll L4D style for the lulz. Maybe make it so that the "alive" peeps have guns that heal the visceroids and turn them back into humans...until theyre ganked again. Then the point would be to get everybody turned either human or mutant.

    This could potentially be another form of this gamemode, but would defeat the purpose of the COD2 zombie concept that has proven to be an absolute blast. Funny you mention that you would search for the visceroid (zombie), as many people would do exactly what you described and get fucked either by running out of ammo and not knowing how to properly use their knife or getting stranded in the middle of nowhere after all of their hunting buddies were infected and converted, eventually getting overwhelmed by the very same people who became zombies. But to play devil's advocate, some hunting parties did just fine.

    It was truly the best zombie game I've ever played, and it wasn't even a game itself, it was a mod. L4D and the official COD5 zombies are co-op, which is fine and dandy but it's nothing like playing with 64 people and no bots. Literally every player is involved, teamwork is of the essence for survivors and zombies, lone survivors simply die off within the first few minutes and people become hyper-aware of each map because they're looking for the best hiding / camping spots. Each game would predictably start out very slowly, unless the zombie got lucky and took out several unsuspecting survivors, and pick up speed RAPIDLY towards the middle / end especially when the last survivor is shitting his pants and running around like a chicken without a head. War-torn WWII towns like Carentan in COD2 can be replaced by destroyed GDI / Nod bases, perhaps including "advanced" buildings with underground complexes like in the story of the original Rene, like Rancid mentioned. Forgive me for the rant, I just think it's really cool how tiberium gives us such a great excuse for a cool "tiberium zombie" gamemode.

    And mini-CnC mode just sounds like a sniper map.

    The BAR and HON, as well as any extra building each team has like a silo will need to be destroyed. There will probably be plenty of sniping involved, but eventually one of the structures will be overwhelmed and destroyed. It's C&C mode, just in a bite-size version.

    By the way, don't mean to pick on you Daed. You simply brought up a ton of issues that I thought I could use to flesh out my own explanations of each gamemode. Loving the feedback, everyone!

  11. Promised myself I would make a thread about the possibility of implementing TDM / DM / Mini-C&C / Visceroid gamemodes for diversity. C&C mode will undoubtedly remain as the main gamemode, but I'm sure newcomers to Renegade-X will appreciate a familiar style of gameplay. TDM and DM were easily manipulated in C&C Renegade by simply throwing players into a mission map (M01-M13.mix) and literally boxing them in an arbitrary area by means of a duplicated giant crate object available in the level editor. Very much lulzy... so much so that it was a nice break after a long C&C mode Marathon match.

    The possibilities for Ren-X are endless, especially considering the implementation will be much more proper. Brand new maps designed specifically for each gamemode, appropriate use of bonus characters that do not belong in C&C mode, a potential intermission-type gamemode between long AOW / Marathon matches, etc.

    TDM - Throw players in a small map with random spawn locations for each team with weapons, vehicles and refill crates scattered around the map. Each player will spawn as a random character from either Nod or GDI, respectively dependent upon the team they are placed. The starting weapon can be debated, but a pistol or automatic rifle would be ideal.

    DM - Similar concept of TDM, but free-for-all.

    Mini-C&C - Each team will be equipped with their infantry building, HON and BAR, and perhaps a tiberium silo. Either way, there will be a steady flow of about 4 credits per second for each team. The battle will take place on a very small map. That's it. C&C mode on meth... in a very small map.

    Visceroid / Acolyte / Initiate (Zombies) - This is the gamemode that i'm really pushing for. The idea comes from a zombie modification for COD2 that was really popular way back when. The concept is very simple. The map begins with every player spawning as a surviving GDI or Nod soldier except one randomly selected, unfortunate soul who will be the initial visceroid / acolyte / initiate in replace of the traditional zombie. GDI and Nod have autorifles and will work together to survive. When the visceroid kills a survivor, they become a visceroid. The game ends when everyone is a visceroid. The tiberium "zombie" team will only be equipped with a type of melee bite or tiberium crystal stab attack, but they have a slightly faster walk / sprint speed. One stab / bite is a kill. Here's the curveball, COD2 pitted survivors against zombies. Ren-X can progress the gamemode by forcing two groups of survivors, GDI and Nod, to work together against the visceroids. They have the option of killing each other, but doing so will only create more visceroids to fend off. The option of allowing this to occur will be up to the server owner.

    Alternatively, TDM, DM, and Visceroid modes may offer the choice between a limited number of starting weapons and eliminate the need for picking up scattered weapons around the map in TDM and DM.

    A brief recollection of TDM, DM and Mini-C&C mode in the original Renegade:

    The history of TDM as I saw it progress in C&C Renegade begins with Mission DM, although I regrettably forget the specific name of the server that hosted it (Rencorner possibly?). Players spawn at random locations around the map as the basic soldier character and pick up weapons and vehicles that also spawn at set locations around the map, along with yellow "refill" ammunition boxes. This evolved into spawning as a random character from either GDI or NOD respectively depending on the team of the player, bonus characters included.

    Enter Kamuix TDM / DM sometime after. Kamuix was my inspiration that ultimately led to my leveleditor addiction and subsequent maps on Wittebolx TDM. Getting back on track, Kamuix was the first to introduce purchase terminals in TDM mode. Might seem silly, but people really enjoyed it. A DM mode was also introduced, in which players would spawn on the white / neutral team and duke it out in a free-for-all gamemode similar to that of MissionDM.

    Eventually, Kamuix introduced shoddy prefabbed structures to areas of certain mission maps that were lacking an opposing structure. For instance, if a mission map had an advanced HON (with a basement, card-locked doors and holo-kane) and no Infantry Barracks, a prefabbed BAR would be placed in an appropriate location, both modified to be completely destructible. Ultimately, this created a sort of mission map mini-C&C mode. I would really enjoy seeing such a gamemode in Ren-X, on a small map with just a Barracks and HON, for instance.

    Let the debate begin!

  12. BF 2142 in the titan mode was pretty unique and very much fun aswell ... yet an other underrated gamemode!

    that should be ressurected in some kind of game ... it really was a ton fun

    Battlefield games have a replay value of ∞ simply because of how lulzy they are. Stat padding someone until they ALT+TABBED was priceless. I specifically remember a day in high school, walking past an emergency defibrillator on the wall in between classes and bursting into laughter while everyone just stared at me.

  13. RTS - Everything C&C. Age of Empires II / The Conquerors. World in Conflict. Company of Heroes.

    Steam shit - TF2, CS:GO.

    Racing - Oldschool Need For Speed games (NFS II SE, NFS Hot Pursuit III, NFS High Stakes) if I could just get my computer to run them properly. Most recent racing experiences are GRID and the 2010 NFS Hot Pursuit.

    FPS - Ren-X / Rene, COD2, Battlefield, MOHAA.

    I'm such a sappy, sentimental SOB. Love my old games. Used to be much more of a competitive gamer in games like MOHAA and COD2, but have taken kindly to a more casual style of gaming with the likes of TF2 and indie gems on Steam like the Stanley Parable. Thinking about downloading Hotline Miami for my next addiction.

  14. Thing with that is you can still "3rd" People (COD term). Usually you have to position yourself to look around corners but having someone else do it for you makes it like someone has your back can check the other direction that you are checking.

    Ren-X is a third / first person shooter, homie.

  15. I understand what you're saying, but I have to respectfully disagree. Complaints, constructive or not, all serve a purpose. If someone rage quits and comes storming onto the forum ranting about it, it's for a reason and the devs would probably interested to know what that player's source of frustration is. Whether or not what they say has any value to it would remain to be seen but that doesn't mean they shouldn't complain.

    I play MMOs and other games where people complain about balance. I know what you're trying to say and I know how annoying it is to read people's nonsense. But it's necessary nonsense. Otherwise the game will stagnate and die.

    That being said, however, we, as a community, have to not be dicks about their complaints and shrug them off. That will only make players angry and make them potentially quit playing. So, it's not the complaints that we need to worry about, it's how we react to them that is key.

    Everyone kindly direct your attention to this post.

  16. Note: Ban, you literally just poke your head out of the woods during our little debate and now you feel entitled to a side discussion, lol (only kidding). No personal remarks were directed towards you and I think I speak for everyone when I say that your input is certainly appreciated.

    1. The ideal Recon Bike would be comprised of these essential features: similar health / armor of buggy, dual rockets mirroring that of the Stank with a slightly faster rate of fire, and the perceived speed / handling capability of a motorcycle allowing relatively easy evasion from a humvee (to put it in perspective); all of this with a pricetag of 700 credits, making it double that of a buggy. Of course, all of this is subjective. Ban makes a very good point in that abuse would be rampant without requiring players to fork over a decent chunk of credits. I don't see this causing any siginificant imbalance, even on existing maps, and would thoroughly enjoy beta testing this in a closed environment at some point during the open beta. Now because I am a man of equality, in return, every GDI player will receive a complimentary Chameleon!

    We need more of this type of progressive thinking in this thread:

    Now for the topic. How I would make the recon bike work, albeit in maps with the recon bike in mind.

    The new turrets that you can man are very interesting. The rocket tower has 12 small homing rockets that it can fire. You could increase the power of the recon bike with this, while increasing the reload time to make it a true hit and run vehicle. Then you put the total health on 300, like the Humvee, as well as the Humvee's light armour.

    Put the price at 800, same as the flame tank, and you might have a vehicle that is useful while keeping to it's nature. It is priced quite high, as it's high mobility and small size present a hard target and gives new tactics to pursue. A lot of them involving quick infiltration and possibly evasion of base defences. So it is overpriced in damage and health, but the addition of speed and turning open a lot of tactics. The price is also high to avoid too many people taking it, so you get a balanced team with decent fire-power. All in all, it would serve as a quick single person transport, infiltrator, long range quick attack and return damage dealer or rusher for those moments that you have to attack really quickly while doing a lot of damage on entry of the battle zone.

    I could see this work in specialised maps. Not in the current maps though, it would f*ck the balance up. Also what does GDI get in return? Not another recon bike I hope.

    2. Perhaps I should type in all caps in order to redirect the point that is continuosly going right over your head. There are many vehicle barrier locations where "wiggling" is not required. It is a safe assumption to make that the majority of these locations would otherwise be more than capable of accepting various tanks. You're under the impression that the present barriers will not block a vehicle of such a small size, when it appears to be a basic invisible wall specifically for vehicles that stretches a desired length. Seems to be no potential addition or exacerbation, just a continuation of necessary gameplay elements such as the use of vehicle barriers.

    3. There were several instances of pinpointing my poor recollection of an old editing program designed for a different game entirely, detracting from the actual debate revolving around why the Recon Bike will or will not work in Renegade-X. I never have and never will claim to be a leveledit guru, relying only on memory and immediately accepted your accurate rebuttal about the bike's opposing properties. Your Recon Bike specifications were simply unnecessary and only present to further disprove what had already been established by a previous statement of yours. All of this done after the fact, just to place yourself on a pedestal as if leveledit experience were to somehow support your argument against the Recon Bike being implemented in Renegade-X.

    #FallacyFreeFriday

  17. Let's quickly recap everything that you both consider to be troubling about the Recon Bike. I will attempt to dilute my vocabulary to avoid any unnecessary intimidation. It's just the way I type, brah.

    1. C&C Renegade Properties of Recon Bike (health / armor / speed / turning radius / damage / rate of fire / etc) - Irrelevant. Can be edited and amended along the way in Renegade-X to produce a formidable combat vehicle.

    2. With vehicle barriers already in place, there is no exacerbation of the problem. It may or may not be a greater issue at hand, to detect and relocate vehicle barriers to allow more freedom on wheels. Prefabbed team structures should contain vehicle barriers to begin with. It's quite obviously subjective and will have to be addressed by the beta testers directly. You're arguing based on the presumption that you are correct, without question.

    3. While I can understand your reasoning, I simply do not agree with it. There is no fallacy in my argument. There is however, ad hominem and shamelessly cherry-picked statistics in your own.

  18. Been quite some time since leveledit was installed on a computer of mine. In any case, there is a reason the Recon Bike didn't make it into the official C&C Renegade multiplayer: abandoned concept vehicle.

    Therefore, the only pseudo-logic you can pull out of your ass is the fact that vehicle barriers would become readily apparent. That being said, there are plenty of locations that a buggy or humvee should be able to fit through without problem, yet simply cannot. There are areas of certain maps that various tanks should have no problem entering. Consider areas in Field, like the walkways leading up to the waterfall and the areas behind each bunker. In addition, picking on Mesa and Islands in particular, vehicles can enter particular "infantry" areas without problem. Whether or not this is intentional is beyond me, as well as the fact that you're troubled about the thought of a slightly smaller vehicle with the same inhibitions as every other. And still, you hear no one moaning. Not a single soul complaining over this incredible loss (or addition, for that matter) of land to roam freely, not to mention the visual eyesore that begs the retina to leak an unsightly red color.

    Here's a thought: continuing innovation in map design. Just another thing that the devs should be seriously commended for (no sarcasm intended). Perhaps this is more of an inherent topic of debate that needs to be addressed, rather than the possibility of a "small two wheeled vehicle" causing a scene.

    People really fucking enjoy freedom. Even if that means taking it away from them with a message saying "Return to Battlefield" or plunging to one's own death just for the hell of it. But above all, people respect the limitations that must be placed upon them for the sake of gameplay. As previously mentioned, buggies and humvees have plenty of locations that they should be able to enter (not even a squeeze, but simply enter), and cannot. People understand this. Your argument is about as piss poor as this rubbish statement:

    It's more of a "lol fun to ride but really the use in MP is awful" vehicle (like the sedan, pickup truck, chameleon, and SSM launcher)

    Do us all a favor and take a stroll through Islands, Mesa, Field, Lakeside, etc with whichever vehicle you please and come back to this thread to report your findings.

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