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RypeL

Former Developers
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Everything posted by RypeL

  1. Ideally we should introduce something to scale the maps i think. For the meantime we have been working on a death match mode and will introduce it with beta 4.
  2. Of course Airdrops should not benefit the winning team equally. Thats also why i think airdrops should only be allowed in your base so that the winning team cant use them to reinforce in the field. But if you still have your structures their should be no point in using Airdrops as they should be more costly (by having to researc h them, buying them, or spending veteran points or something) then getting stuff the normal way. So they will benefit the loosing team a lot more than the winning team. It will not allow the loosing team to get an advantage over the winning team but it will allow them the chance of becomming equally again (when both teams only have airdrops available again). @Jake. Your first saying this: then this: I know your a dedicated ren-x guy but you also like to make noise but im tryint to get a constructive discussion going here. Airdrops are certainly possible to balance, we just have to think this through. And i am sick of having to think of every gameplaymechanic ourselves because people turn forum discussions into rants and a waste of time. If you already gave up on the idea of Airdrops and have no ideas about them to share then dont. As said before player based cooldowns might work well. And having to wait like 2 mins for your next vehicle on islands when the enemy is already on your door is hardly the same then getting your vehicles instantly.
  3. I like the idea of bringing in veterancy points to not make airdrops to just depend on credits. I dont know how the old ren vet systems worked though. So if you have some more good ideas from that pls share. I am not the only dev liking this idea so i think this whole airdrop idea has a good chance of making it into the game. We just need to continue to flesh out the ideas. Basically what we might already be able to agree on i think might be something like this: - You spend credits and/or veterancy points at a PT to unlock airdrops - When they are unlocked you can get a supply beacon at the PT that you can place somewhere to call in an airdrop at that location (we might have to limit this to your own base) - An airdrop cooldown per person might be good - Airdrops might be payed with veterancy points (how to get them ?) - How many credits/veterancy points are needed could be tied to the matchtime or a server setting on marathon servers Maybe veterancy points could be tied to score, as you can still get a good ammount of score by defending/repairing. The idea of instead adding a mechanic to bring back a building i still dont like that much. I mean we already had airdrops animations in Black Dawn that we could reuse. Still it would be easier to just add a mechanic to reenable parts of a building but i think airdrops would work better and would be worth the investment.
  4. What if instead of bringing a building back you could invest money into research at the PT ? One Option to research could be Airdrops. Airdrops could be weapon and/or armour crates or vehicle airdrops. So if you defend long enough to finish a research option you could get wepons and/or vehicles back. The enemy doesent need to know what you researched first so you could surprise them by either rushing your research for weapons/armour or vehicles. To not make it too powerfull it should take a while/money to research something and airdrops could have a cooldown so that the team with the buildings left can still get the weapons/vehicles at a faster pace.
  5. Wow nice Your thinking of adding this to Ren-X ?
  6. Cause i like to stealz your topics ;P And cause Field already got changed quite a bit so you will have a new impression of Field anyway once Beta 4 comes out.
  7. I mostly don't run steam either when playing renx cause why should i. But if a game needs steam I just run steam. I personally refuse to implement our own insecure unique Id just for the steam boycotters. And I refuse to believe that this number would matter. Using steam would be a way to support security on the servers. If someone does not want to participate in that cause I guess they don't like renx enough to play anyway.
  8. We could force Steam to be used -> unique ID problem solved. I dont think it will happen soon or ever or whatever, but i wonder if this really would be so bad. If someone does not want to have Steam installed at this time and age they might have something to hide or fight for some kind of ideology. And if a few are against Steam fro some reason i wonder if we really should make that our problem and if all other players should be penalized by that by not having as good as it could be (with Steam-ID bansystem) cheatprotection.
  9. If we would introduce more MOBA, it would be a new game mode. Not a change of C&C mode. So far i have no support for a MOBA type game mode from either players or devs, but i believe that it could be awesome if done right. If i might find the time i will just do it and release it as addon, and then you can either play it or not. If i start to pursue this seriously i will make a thread about it though where ideas about it can be tossed arround.
  10. It should have player leveling and respawn times aswell.
  11. I'd love to have a dota kind of gamemode.
  12. Just noticed that this issue was even bigger when the enemy your shooting at was crouched. With this mutator this should be completely fixed.
  13. Recently someone braught back to our attention that there is a serious hitdetection issue in Beta 3. Here is a thread with a video demonstrating the issue: viewtopic.php?f=120&t=72690 It turned out this can happen when shooting any chearacter arround chest height with an instant hit weapon like Snipers, the Pistol and i think even when healing a friendly with the repairgun. Since Beta 4 might still be a month or so away i came up with this Mutator so that server owners can fight this issue right now. Download: http://www.speedyshare.com/4Tc5m/RxBeta ... ionFix.zip How to install: 1) Move the RxBeta3HitDetectionFix.u into the Renegade X\UDKGame\CookedPC folder 2) add "?mutator=RxBeta3HitDetectionFix.Rx_HitDetectionFix" to the starting command of your server. So it should look something like this: "udk server CNC-Walls_Flying?game=RenX_Game.Rx_Game?mutator=RxBeta3HitDetectionFix.Rx_HitDetectionFix" You can add multiple mutators by concating them with "," like: "?mutator=RxMineAndVehLimitMod.Rx_MineAndVehLimitMutator,RxHarvMod.Rx_Mutator_SmarterHarv,RxBeta3HitDetectionFix.Rx_HitDetectionFix" This mutator (as all the other mutators ive released so far) wont be necessary anymore when Beta 4 comes out. So please remove it once you update your server to Beta 4. I added the Sourcecode in case someone wants to see how it was done and how a mutator for Renegade X can look like.
  14. Dont know. I didnt touch the hosting in ages and i can only repeat that it runs on a google server so any derps in the serverlostings should be connected to temporary inet bottlenecks or something. B4 should eliminate the problem cause it makes much less calls to the serverlistings server.
  15. Like it was in Ren. tanks and non tanks behave different when going backwards.
  16. Since you already tried to disabled the "Static decals" option and lowered other settings aswell without giving you much better results theres little more you could try. It is true though that with a potent GPU the game is more limited by your CPU then by your GPU. The game relies heavily on the CPU and we are still optimizing it. B4 will come with optimizations to lower CPU usage and it might be just enough to allow you to get 60 fps stable. Yeah the game could definatly use more optimization. Commercial UE3 games were optimized like crazy. They have their army of experts to make sure their game runs good but we have a harder time with optimization. One of the main reasons why effects like Ion/Nuke or other weaponeffects can cripple your fps even if you have a very potent GPU is that most of the particle effects etc are calculated on the CPU cause they contain lots of particle physics calculations. So for lots of the effects the CPU actually does most of the work. For example we found that the Apache rockets and other rockets particle effects are very heavy on the CPU in B3 and we have already optimized them a lot for B4 without a visual difference.
  17. What if they made like "testing nights" ? Particular days where some different settings could be tested.
  18. I would love the community to try out some balanve changing mutators. Mutators that change weapon damage for instance are very easy to do. I know that it is not ideal to have different balance on different servers but honestly the dev team does not have the capability and time etc to think about balance changes all the time and to test them as much as needed. Often you active players know much better than us what balance changes might work. So yes i do knot think that mutators that change damage wtc would be ideal but i do think that they could be a beneficial thing to test balance changes and to enable you to come up with balance changes. Though once we have patching the dev team will also be able to try out balance changes a bit easier.
  19. Fobby is still trying to get in touch with EA. So no news on that atm.
  20. How the vehicles drive depends heavily on your ping. They will drive much worse with bas ping. So im guessing that might be it for you. Unfortunatly we cant fix that right now as that is a problem deep within the engine. More US servers would help but i know we have few players in the US so hard to get arround this atm if ypu like from US and want to play on EU servers.
  21. RypeL

    Maps Update!

    Pls, it is not the time yet to discuss all the details about that. This thread is about the map update. Pls save your questions about the other info for a later time when we share more info about that.
  22. RypeL

    Maps Update!

    Yes an uncooked build will be big but the plan is to only do patches from then on.
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