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LavaDr4gon

Totem Arts Staff
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Everything posted by LavaDr4gon

  1. I should have specified that 64 player setting goes under Server Settings. That vote might be higher than it actually is.
  2. Community. I always here people saying the game should grow. The player base should be much larger because the game is so great. Because of that I started making videos to promote the gameplay, showing the great moments. I even recorded PUG videos to show how much fun players are having when communicating to each other to win. But yet, the player base still remains constant. The same players are still here and the new players that stay replace the old ones that leave. The community is not growing because the community refuses to accept the new players. There is no help and no guidance to guide the new players around the game. They refuse to stay on long enough to experience the entire game because a few players make their experience miserable. There is no difficult learning curve in the game because the players can't even play the game when they can't leave the base. I want to see the community grow. Others do too and try to create new ways to grow it by advertising it. But it comes down to the veteran players being accepting to the new players when they come into the game.
  3. Topic is now unlocked for discussion. The poll will remain open if you still haven't voted yet. The results at the time are: 46 members have voted. 1. Team Stacking, 24 votes 2. Community, 18 votes 3. Other, 9 votes The least frustrating part of the game is: 1. Bugs/Glitches/Hacks/Exploits, 2 votes You may now discuss the results in a public forum for the world to see. Are you surprised by the results or as expected? What are your solutions for handling the situations? If you voted "other" please explain what other frustrating elements are in the game.
  4. What makes Renegade X frustrating to play? Any nail biting, rage inducing moments that you wish were fixed? This poll will help us understand what makes players want to leave the game and prevent new players from trying the game. You can chose more than one option if there are multiple problems. The topic will be kept locked until the results are in. After some time it will be unlocked and you can discuss the results.
  5. The animation issue he might be referring to are the arms through the body
  6. I hope the devs won't leave after 1.0 is released considering how every update brings out so, so many bugs that need a hotfix.
  7. Wednesdays are the worse days for RenX with player count. Just ask @yosh56, maybe he can show the analytics.
  8. Yes, @boxes what is your opinion on these rankings?
  9. I'm C tier infiltration? And since when does Canucck infiltrate!?
  10. As much as I wanted to have comms restricted, we can't ignore the importance of callouts. Remember the post Akbaro made for having a siren for rush alerts? In a way I liked the idea to have something to notify your team you found a rush. Until we get something added that allows a player to notify their team with a ping, noise, or visual effect, rushes will be difficult to counter.
  11. Just give it time It happens every time a change is made in the game. 1st Stage: No once cares to use a new feature 2nd Stage: Some learn and master it 3rd Stage: More people start using the new feature making it op or broken 4th Stage: People learn to counter it and start calling it worthless Look at what happened to cruise missiles when people learned that they can shoot it down or move.
  12. Would any infantry be able to purchase the mines or just Tech/Hotty? If any infantry can mine then an added benefit would be that you no longer need 1 advance engineer to keep mining the base after losing hon/bar. Also would there be a repercussion of not being able to place extra mines in a building after losing a building? Whenever a building is destroyed we would often disarm the mines so we can place the extra mines in the remaining building.
  13. Drop in an arty on top of plateau on walls. But seriously, having a reinforcement support power or at least a supply drop would be useful.
  14. I was planning on going back to my videos and separate out the scenes so people can watch shorter videos. So I guess I can create individual scenes from now on then compile them into an episode.
  15. Thank you! What was the last trailer anyways, beta 5?
  16. I hope for an escort map. Someone can make an MCV where you have to defend it till it reaches the checkpoint. The problem with this is that we deal will tier levels. We need a free infantry class that can deal with tanks all the way to the 3rd tier level.
  17. If I had the ability to completely build the game from the ground up I would start with making it similar to Planet Side 2. Each territory would have a tiberium field with each faction having one base. You would build outposts to get the tib fields and build bases to secure them. But that's to big of a project and boring and the end of the game. So to improve the CnC mode we could start with the infantry. We could add more X abilities to some classes to give them more variety. Think of Red Alert 3 of how every unit had another ability to change there utility. We could do something similar with changing the firemode of some weapons to dropping support beacons. Similarly for the buyable weapons, what if we made each class have the ability to upgrade their gun. I guess this ties in with tech upgrades but instead you can purchase for a few more credits to upgrade your gun. A good example would be a 500 sniper spending 500 more to get a ramjet rifle. Repairs are fine, I just don't like the hotwire/tech importance in the game. I want my commando to do the infiltration, not one of the engineers. Engineers capture buildings, not destroy them unless you have some bold plan of changing that. Unit upgrades have been discussed before but should be brought up again as a thought. Railguns, AP ammo, composite armor, the little bonuses to increase the infantry values as the game progresses. Another thing I personally want is base construction. I know, I know, to hard with coding and animations. I just want to bring it up so you can imagine having a building rise up in front of you like the good old rts. Finally, this idea is just for RenX and not just the mode: Customization. I don't mean mods but actual unit customization gained through playtime like other modern shooters. If we want players to stay they need to feel like they are playing to gain something. An idea would be badges, emblems, or something that your infantry/vehicle will display to show what clan your part of or how experienced you are.
  18. Its fixed. All yosh did was move a decimal to places over.
  19. Have you asked a dev on this? We used Tiberium Sun assets so you would think Tiberium Wars wouldn't be any different.
  20. I always wonder, how about two separate credit systems: individual and team credit. Individual credit will work as is while the team credit is accumulated through the passive of ref/silo and harv dumps. The team credit can be used to repurchase your buildings. Also having a team credit system can open up other ideas for purchases besides buildings like team upgrades.
  21. With the implementation of VP gained through damaging vehicles, it can provides the losing team a chance
  22. With the addition of the commander mod, the commander can be the one to buy back the buildings. However, the biggest problem of buying buildings back is the increase of game time. So far most games ends around 30 mins, with the addition of buying buildings back will prolong that period. I see the interest as it can enforce the "winning" team to end the match as quickly as possible, but I also like games that will end.
  23. It would be really useful if someone could just order the harvester to stay in base. Almost like we vote one player who could do multiple special commands to help benefit the team @yosh56
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