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Everything posted by isupreme
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vote menu becomes radio command after first use? I am experiencing trouble with using vote. I use vote once... and then the next time i go to use it ... Ctrl V brings me to a radio commands menu. Maybe it is something i am doing, maybe it is my keyboard set up... IDK. But once i tapped some keys and got past it... but lately i just get stuck and I cannot do any more voting. ?? Bug? Me being stupid?
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So .. I keep wondering who is Kane's equivalent in GDI. This has got me wondering about how GDI is structured. I am looking for actual game based lore as well as theoretical or even fantasy conceptions. Surely the military might of GDI is run by some kind of council or committee? Could this group be infiltrated by Kane? Does it have a figure head or maybe a nemesis to Kane? If you opened Kane's Files on GDI what would be inside?
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Nice to see you back in action! I noticed you haven't been in action lately.... is cool. life is hard sometimes..... Any chance you would consider going 16 min A.O.W. again? we had some fun with that.... (now i really HATE to admit this... but .... i wonder what action the server would get with: 15Min,AOW,NvN. 24/7. O my! I don't play NvN, but i know some players reallly like it... just a thought. )
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100 %. Teamwork Tier 1 Essential. Yah its interesting how the game allows a certain disfunctional teamwork thing. You cite several glaring examples. Lately I think there must be a Do - able way to help new players understand the basics of teamwork. If we could just communicate: Level 1 teamwork to everyone.... then we could move on to the more advanced items like recognizing the flow of vehicles combat. 1. In Game, battle. a. repair help... Healing infantry, tanks, and buildings./ resisting enemy advances. b.firepower . ie : backup by shooting at same targets/joining rushes c.base care. ie : repair buildings/mining/sound alarms.
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A moderator switched me after i've killed him, is it fine?
isupreme replied to Reivax's topic in Renegade X
I would be seriously pissed off and turned off to the game if someone swapped me without my permission. Moderators should NOT Be Allowed to do this action. I seriously hope this not an accepted action by moderators. -
Hmm.. Already I find this list interesting. I am starting: by looking at what I would consider the Most Essentials. What 3 are THE! most important to me i asked myself. Right Away it is clear to me that the first category is the critical one. When I play the game these elements most directly effect my perception of teamwork. Base Repair, Healing and joint firepower. If this level of play is missing then my team feels deficient. While the other categories would be nice, especially cooperative driving, there is really not going to be much teamwork experienced if the basic battle cooperation is not in place. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ And yet, these most basic elements are not being communicated to new players. ?? Finding ways to incorporate this learning into the game would seem to be Critical to me. 1. we must find a way to communicate that this is about keeping your base ALIVE! 2. more ways to encourage cooperation between players.
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Where Are You Renegade X US server? Am I the kiss of death? Just when i was checking you out and appreciating your finer features.... you disappear! When i turn on the game and there are only a few players.... Or when the ONE Big server is full.... I miss you. I could have some fun and maybe some other players might enjoy the fun as well... but no... My only option is marathon.... And its marathon with very small teams... so we cant use nucs..... and we cant sneak.... and we cant really push!win!destroy!... God help us if we actually organize and use teamwork. You are cursed if you use a Commander.... so I am not sure what the point of all that is .. .except to maybe allow some new players to gain a false sense of SEE-CURE-IT-TAY and corrupt the game. sigh.....
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Current Rough Draft: 5/2/21 This is a work in progress..... A mind exercise. With no know benefits. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is a list of ALL the ways that players express, experience or give Voice to Teamwork in Renegade X. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Well... we will see what kind of list results from this project. I have been thinking a lot about the teamwork i love in this game and this will be a place for that. Comments and input will update this info. My goal here is to explore all the ways that teamwork is utilized in this game. As a community we often tout the glories of teamwork in this game. This game is not just about being the Uber shooter. Thankfully there is so much more fun to be found in teamwork. Teamwork is a curious and subtle creature. It can grow strong or be snuffed out. Team spirit can turn on a dime. Could we INCREASE the teamwork in the game? I do not know, but I think a good honest look at the current situation could be beneficial. So... here goes. Maybe we can see the paths to more teamwork. Teamwork in Renegade X. Outline. 1. In Game, battle 2. In Game, conceptual 3 In Game, Meta 4.Out of Game ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. In Game, battle. a. repair help... Healing infantry, tanks, and buildings./ resisting enemy advances. b.firepower . ie : backup by shooting at same targets/joining rushes c.base care. ie : repair buildings/mining/sound alarms. 2. In Game Conceptual a. Cooperative driving b. front line support c.denial of entry d.small squad tactics e. Commander abilities and harvy management 3.In Game, Meta a. allowing the game to mature, not insta destruction b.balancing c. proper map choice for size teams d. Commander ability to organize. 4. Out of game. a. forums/ discord b.donations c. internet visibility. d. development
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Dear Server, I take this opportunity to celebrate your existence. I don't know where you came from, but I am glad you are here. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Firstly, may I say, your decision to be 15 min A.O.W. is AMAZING! ( A.O.W. is All Out War - which is a timed match where the points can win the match. As opposed to Marathon.) I have already enjoyed several games and hope for many more. Granted they are mostly games with only 1 or 2 players so far - but the funny thing is that on this server it was very easy to create some fun and enjoy the game even with a low population. Throw in some bots, focus on keeping teams balanced, and go for it. See how many points you can score in 15 minutes and just enjoy the fights. Less Meta game - more jousting. Nice. Losing a building seems less stressful as it will all be over shortly anyway. Secondly, I think this concept is so solid that it may be time to consider modified versions. Could this be used as a Tutorial/Trainer ? 1. Another Option is: points win, 15 min match, with no building destruction option? ? 2. Creative mode. This could be really amazing. This set up is for training. One experienced player could coach a new friend on the game quite easily in this format. New player on one side. Bots of decent difficulty on other side. ?? 3. This is an old request. We need to find a way to let humans group on the same team if they prefer. The recent wave of new players points to the Value in this proposition. I have played a few games on this server already where it would have been helpful to have humans vs bots ability. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Big thanks to the server. My dreams for the possible are only a testimony to the fun I have experienced. Too much Fun!
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sigh... it takes me back... I used to steal vehicles in Renegade when I first started. I really had no idea why I should not use that empty vehicle. Yeah I was total newb. I can still see in my mind the angry texts on the screen... "That's my tank Isupreme! " Well thank goodness I caught on eventually, but I am sad to say I probably caused much pain in the interim.
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Yeah it really is freaky to see how out of it this new crop of players can be. But you are right that we should relax our Uberness for a bit and try help when we can. My favorite helping mechanisms are to answer any newb questions with short, helpful, kind answers - and I spend more time healing players on the field. I remember when I started out - that incredible rush you can get when you are in a battle and someone else steps up to Heal you. True teamwork. One of my favorite helps is to heal a common soldier who is clearly just learning the game.
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Well go back in and kick some butts! Just joking : to say I find that answer unacceptable. I would not care if they were inconsistent. I see no reason why that should be deciding factor. If I know exactly how long beacons take - then I am pro player. But a pro player could also adjust expectations. Or could the information on timer length be conveyed to the players, maybe when buying the beacon. The issue we currently face is in small games where the custom is to not use beacons. Thus the mechanic is totally abandoned - or is the cause of player conflict. This confusion is not good for the game. I would rather be confused about how long the beacon time might run than to loose this excellent game mechanic in smaller games.
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I really like that video. Yeah it is a bit twitchy and fast, but it does a GREAT job of laying out the information. Thanks for sharing it. I checked out the YouTube videos by Bluedrake42 and I gotta say it was great to hear someone speak about this game with the enthusiasm I feel for it. Awesome. I thought he nailed it ALL right on the Head. Including:
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Mystic, because of your post - I am going to change my stance on comms that the whole team cannot see. If it means we could achieve: RATHER THAN this stale and momentum killing tactic of one giant rush. Then sign me up. I would willing try communications that are occult/hidden to the general team. If they produce teamwork, and the average player can easily participate in them.
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When the team limit on Vehicles has been reached, and you try to Purchase.... If i am not mistaken, there is no signal that your purchase did not go thru. With the influx of new players !!Nice! I have been noticing the issues that they run into. Yes there are many, including the lack of a tutorial...... But one thing I noticed was players saying " I can't find my tank" Now there can be many reasons for this.. But I think this post is about one of them. If there is no signal your purchase has failed... .and you do not know to look at the Vehicle Limit.... And you are not noticing your credits........then you ask... . Where is my Tank??? Should we have a sound or Notice that you cannot buy vehicles at this time?
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I had not heard about the issue with surround sound. When i ran 32 bit i would get the sound bug during the game.. Poop. So i switched to 64. I prefer it because the SB only happens rarely and then it is only between matches.
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Reasons I will vote FOR surrender include at the top of the list: Low team score. Especially if the harvester is always dying, we are base locked, with no commander, and the Veteran points are stacking up against us. Also a big factor for me is the amount of teamwork and cooperation I see. The loss of a building is very low on my list. I used to be very much against the surrender mechanic. But I now see the value in it.
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Could the commander have a small message PANEL that pops up when we access purchase terminal? So a Commander could say: Save for x.y.z rush plan. Or, We Must Take the Plateau! Keep Reporting Infantry Path Status. etc. Or more interestingly, If the commander has a philosophy of warfare - I would like to know it and try to make it happen. Shoot the Ground Mode! Generate superior firepower in the cave = win. etc... This could be a place for a commander to direct the team without issuing orders in heat of battle. What the heck... he/she is our commander. Why not give them more platforms to express the desired direction of Warfare I very much feel this game overloads players with information. I make use of it as I can, but I think a lot of new players just see it as snow as a result. Snow = ( o isn't that interesting but it has no impact on me) If we can divert the flow of info into appropriate channels maybe we can lessen the need for repeated spamming of information and reduce the snow. When a player goes to the purchase terminal we KNOW that they have a moment to absorb input. Likewise we KNOW that in the heat of a fight players are effectively blind to anything outside of the kill zone. So lets direct the information to where the player is most likely to receive it and the at the right time to make decisions on purchases.
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There were some times when the NA server was busy. For awhile It was great of some servers to try and switch from EU to NA during the appropriate times. During that time, when the EU server was not dominating and absorbing all the NA players - we actually had some good NA games. - so ofc some EU players were not happy about the server being NA.. ya cant win for losing eh?
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one can only hope... I believe that an active N.Am serer is the litmus test of this game. When this game snags/attracts a group of American time zone gamers - who keep the servers busy during the down times the servers currently see... Then we will have a game that is truly exciting and active. I see no reason why this game could not be tailored to fit this.
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Encouraging small games by changing what Maps are avaiable.
isupreme replied to isupreme's topic in Feedback & Bug Reports
NodSaibot you see clearly the bias I am showing. And I understand the point you raise about allowing things to happen. < worth more consideration than I have given. And YES the very big maps with defenses is over reaching. So strike those maps but can my larger point still stand? WE NEED to tailor these map choices a bit to enhance small and very small teams enjoyment. Lately I am tired of the maps with no real defenses when small teams are playing. Fast and useless games. Usually someone knows the tricks and then a building is dead and the life goes out of the fight. Often small teams also mean that there is not a lot of participation in change votes, and then the game just feels lame. But give us Field or Under and a small team can goof around and have some fun. One or two players who can communicate can defend very well and launch fun attacks that are not Guaranteed Victories. For me, when teams are small - if there is just one or two more players who will cooperate - then we need challenges appropriate to that - NOT the trick one of us knows that kills a building... does that make sense? In small games I wish the focus would always be toward centralized battle and conflict and AWAY from separated and anonymous actions. I believe this is what made the early maps so successful. Tho the battle raged all around you.. you still could have a sense of what others were doing. Doing well or not. As for the maps where there is cheese.. ( what a great term for it) Is that so "it allows more action to happen?" I think yes. This points to the core mechanics. I think small teams deserve some cheese but not an open invitation into the base. Thus I am advocating for maps with Obelisk and AGT for small teams. As a slow learner I like that each map has different tricks and techniques that call on me to become a better player. This is a great feature in the game - the intuitive response to the situations in this game can lead a perceptive player to become better. I had a friend start playing recently. It has been fun to see him experience the game and draw conclusions. He quickly learned the value of repairing and the grenade launcher. So it is not just about being the better BoinKer.. but about becoming aware to your abilities and teamwork options. >steps off soapbox. -
I note with interest that all the replies so far are about stopping beacons - which is what my idea is about preventing....... If smaller team games had a longer timer for the beacons then it could allow teams to respond. Even as things are I often can pull off the field to help stop a beacon if a teammate calls where it is located. A bit more time and I could imagine a 5 v 5 game where beacons are an acceptable tactic.