
Tarvin
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Everything posted by Tarvin
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I have stable internet. Would it be possible to make the detection of speed hacks a little more lenient to avoid false positives?
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Well, to preface this in an edit, I didn't realize there was already a map screen as I just jump right in when I play a new game and never studied the control screen in great detail. Just bear that in mind if you read rather than my editing everything. The nice thing is, these suggestions are already easier as most are already implemented save for the additional functionality. Who knew that "M" button already did something?! (sarcasm. How could I play this game so much for so long and never hit the "M" key?) This suggestion contains a few ideas that would be meshed together in one package. They cover the following areas, Commander Interface, Navigation, and Communication. The core of this would be the creation of a new Map screen, presumably opened with the hotkey 'M'. The map screen would do what's on the package and show a map of the current level. By default, the regular player would have limited use for the map except to gain a better idea of where they are in relation to the enemy base. On the larger maps, I've often found it easy to get turned around because there's little information conveyed on the minimap. For players, their main use of the map would be the ability to click on the map and place a custom waypoint that would show as a green dot on their minimap compass. This will help players to get back to the action and where they want to go much more quickly. The maps would also display the locations of friendly troops as well as spotted enemy troops, much like the minimap already does. Also, the text of the last order given by the commander could be displayed at the bottom of the map screen. Commanders would have a bit of extra utility on this screen. They would have the option to create a team-wide waypoint that would show as a red indicator on the minimaps of their respective team. This would allow them to more easily communicate rendezvous points in the field, areas that need specific reinforcement, or specific secondary buildings that need to be targeted like a turret or guard tower. This screen may also be useful in allowing the commander to shift the waypoint of the harvester without having to personally go to the new waypoint position, opening the door to new tactics like directing it onto the field to provide limited cover for an advance, delivering mines to vehicles around a corner, or attempting to crush enemy infantry. When a player is a commander, the order display area at the bottom could be clicked on which would cause it to change to a text entry field for issuing new orders to the team. As a note, I suggest the current text display for commander orders be narrowed a bit. It often overlaps the in-game chat and covers what other players are saying. It would possibly work best if there were two ways to view the map screen. A toggle key that would leave it on unless a button on the map was used to close the window or the toggle key was used again. The second way would be one that only displays the map so long as the key is held down, allowing for more rapid checks without interrupting action similar to how the tab screen works. My last suggestion is specifically for the tab screen. One of the things some have expressed an easier way to find out is the status of the harvester. My suggestion is to simply put a symbol over the current harvester icon that would indicate it was paused, such as a translucent or opaque yield or stop sign outline.
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Threw out some random ideas as well as some alternates to them. B - Building needs repair C - Countdown imminent D - Destroy that vehicle I - Ion Beacon A - Airstrike B - Buggy H - Humvee H - Havoc R - Ravashaw H - Hotwire P - Power Plant O - Obelisk of Light E - Engineer G - Gunner (I think the other characters possibly being used for their letters is a given.)
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Suggestions for End Match/Selection Screen
Tarvin replied to Tarvin's topic in Feedback & Bug Reports
You're welcome. I'm working on hashing out some other subtle UI suggestions that could improve gameplay without cluttering how things look. Nothing concrete I'm ready to put into text yet though. Guess I'm getting to put some of my background as former game designer to use after all. Edit: Those suggestions are now posted. -
I keep getting notices that say "Speed Hack Detected" followed by my character jumping around like I've got bad lag or being stuck in one place. I use no hacks or cheats and these notices get pretty frustrating at times, especially in the middle of combat.
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Sometimes, absurd votes are half the fun.
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First, I want to thank the team at Totem Arts and everyone else involved in making this game. It has now become a nightly routine. There is no better way to end the day than to defeat Nod ... Or I suppose play as them and win. Winning is always good. Anyway, I, and I believe a lot of other players, are frustrated by always seeming to end up on the same maps over and over again. I imagine some of this is just familiarity rather than choosing a map that may be too large for the number of players. My suggestion is to add two columns to the right of the map vote section. The first would display the map size, whether S (small), M (medium), L (large), or V (Very Large). The second column would indicate what level of defenses are on the map. F (full), P (Partial), or N (none). Possibly also MO (manned only). A possible third column could show the recommended range of players for each map. I think that these additions would make people more likely to try new maps and help to keep, especially newer players, more interested in the game. Also, there seems to be enough room for these features on the existing end match screen to take the columns and a small legend for the symbols without reworking the entire screen. One final suggestion is that the vote screen could be tweaked so that any map with a minimum recommended number of players 10 or more over the current number of players be shifted to the bottom of the vote list. *note, could a mod please shift this topic to the feedback forum? Just realized I overlooked the existence of that subforum but am unable to delete this topic for reposting there.
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I'm surprised this issue came back up with tweaking the soldier because he is 'the worst character'. I remember that in Renegade the GDI soldier's weapon did more damage than the Nod soldier's weapon building on the notion that GDI troops are better trained and aren't viewed as expendable like Nod units are. I think the real issue with the soldier and why there's talk about switching to another class is because the soldier isn't as good as he was in the original Renegade. In the original Renegade the soldier could put up a fight against any free units. Now you're lucky if you can hold your own against a single engineer who is a support class by design. I think the whole mentality about the design of the soldier is wrong. Stats wise, yes, he is alright but in practice being effective as a soldier requires constantly trying to lead shots, strafe, duck for cover, and dodge away from anything that moves. He has become a character that only skilled players can be effective with yet is the very character that most new players would use. I brought this issue up before but the reaction was that I just wasn't doing it right and my technique was off. I took the technique advice and the soldier is somewhat useful but my point is that the soldier shouldn't need that advice to be useful in a way that allows a SUPPORT class to overshadow him so easily.
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When I go to the server screen and hit join nothing happens. In the off chance something does happen it goes to the loading screen and then goes back to the server screen with the message that the server is at capacity. I can't help but wonder if this is a problem others are having, and imagine it is, because the initial beta launch saw a large increase in server population over what would normally be there and then dropped off about the same time I started having issues. I would have reported sooner but the retrieve password feature for the forums doesn't work.
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Anyone else having trouble getting a full download?
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I was just asking people if they could 1) Refrain from posting until I have other people's ideas summarized as well 2) and to not mix in in detail discussion about ideas that may cause them to develop beyond what is in the topic which is what would be referenced by devs if they choose to use any ideas and not this topic because it would be too hard to find things in.
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The ideas was that the topic would be closed to discussion until I had more ideas covered. After that it would be handed over to general comments about what people like or would want to see in the game. Any discussion would be about the elements already in the ideas and not attempting to develop them further outside of their native topics. In depth discussion would be directed back to the topics hat the ideas came from to keep everything contained where it is easy to find without going through the many pages of what could turn into a very long thread. With everything mostly kept to the topics the ideas originate from developers would be able to more easily track how the ideas developed, the elements that make them up, and be able to prepare to put them in the game if the ideas are chosen. In the case of some topics like the field hospital, it is only a 2 days old but was just overlooked. Posting wouldn't have been resurrecting a dead topic. Please allow me to keep this topic orderly both for my benefit in tracking things and the benefit of developers
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Please keep to the format I outlined in the first post? Half this topic has become a discussion about keeping to that outline rather than a discussion about what people would want to see in the game first.
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That's the whole purpose of this thread. If everyone says their opinions here it will be impossible to keep track of what was said about each topic when I intend to go through ALL of the suggestion topics in this thread. I would prefer if discussion about posts themselves is kept in the posts. I also would like to go through more noteworthy ideas made by other people before things for discussion. Not trying to be picky, just trying to keep some order to what will become a very complex and tricky to maintain thread.
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I think it would be best to give the reward for assists as well otherwise people will get annoyed at kill steals and go off trying to earn things on their own.
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Would you mind deleting your post? I appreciate the feedback but this topic is meant to be for discussion of the possible order people would like to see things in. Discussion about specific ideas is meant to be kept in the topics themselves.
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At CampinJeff Are those images you made according to my ideas there? I think it looks great either way. Not sure about the thought of things to carry your own health and resupply into the field though. I think having structures in the field would work best. Check viewtopic.php?f=26&t=74775 At HaTe: Seems like we are both on the same page quite a bit there.
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If you think you can word it in a convincing way. I don't think that a company that would purchase and close about 12 or more studios over it's lifetime cares about fans so much over the bottom line. Factoring the layoffs at about every studio they acquire like PopCap, Maxis, and Bioware... Let's just say I don't have a favorable view of them and don't believe they care about much besides the bottom line or they wouldn't have gutted so many studios that people loved.
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I don't want to get too subjective. The idea is making it easy for all noteworthy ideas to get attention. When I get through a few more I will open the door to people discussing what they would like to see implemented first. At the very least that might help the developers understand where the most interest is at when it comes to implementation. Besides, it would to too hard trying to track and rank ideas as I go given how many there are.
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Good idea. Would make the list a bit shorter if the URL was hidden in the title. Now keeping track of what I've reviewed is the only issue that would require being able to modify subject titles or a mod willing to keep track of every topic I go over. I intend to go over every single suggestion topic that exists so that might be difficult.
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Given what I've seen them do I can't imagine they'd let it go without strings if it did reach Steam because this is something more than a fan game being entirely independent of anything else. I'm not saying it's impossible just very unlikely in my view.
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I most likely see them making a counter offer to put it on Origin which would be their good gesture. In their eyes it would satisfy any obligation toward their fans they might have and keep Steam off the table. If it did go on Origin they would want to monetize it somehow as EA isn't doing the greatest financially at the moment.
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As someone that follows the game industry on a more corporate level in terms of what the companies themselves are like, I'm hesitant to think that EA would ever allow it. A game that's an unofficial part of one of their better known franchises reaching a platform that's the biggest competition Origin has? The most likely way is if Totem Arts switched out models to ones that are unrelated to the Command and Conquer franchise and tweaked the plot elements to be something entirely new. It would be difficult but would clear the road to Steam. The sad thing is that maps directly taken from Renegade would also have to be changed. My eventual dream is that the studio I'm with could purchase the franchise and cut Totem loose to do what they want. Honestly, the full dream is reviving the franchise and restoring the basic design pillars it was founded on and remastering the classics with modern graphics and sound. Unfortunately that is probably years out.
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